#( Might be moot ) Remove the face grab animation ( temporarily )

1 messages · Page 1 of 1 (latest)

arctic orchid
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Going to be doing more testing here, so for now, ignore this.

~~This is about the only new animation on the AI that does not make any sense.
If it worked correctly, for instance if we shot a wall and they get fragmented, then I could see it.
BUT, a lot of face shots result in them grabbing the face.
(Maybe not alot, but at least 5 - 10 % or so )

To me, what this shows, is the calculation for face hit vs bullet "damage" to the face is not tuned correctly.

The animation is pretty frustrating, as we are proven that we hit them in the face, and they are just acting like we threw dirt in the eyes.~~

[ Adding that this needs to be a temporary thing until the actual issue gets resolved ]

alpine scroll
sweet zealot
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i mean, you said it yourself that the issue really is something with the damage/health model that is making them tank these shots, and not necessarily the animation itself. having them get stunned like that makes a lot of sense if, say, they’re wearing a helmet that the shot ricochets off. i think the animations generally lends to more responsive gunplay against the AI. to me this suggestion feels like throwing the baby out with the bath water.

lone knot
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i've seen the same, when they recive hs, during this animation they could recive more shots and start the loop again. It happen to me using SR rounds at long distance(near 200mt). That end empty svd 10 round magazine.

alpine scroll
arctic orchid
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There is not a single helmet in the game that stops a rifle round

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This is the main point. This animation is causing to much confusion.

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This animation would only be able to be used, under a very small group of circumstances.
And right now, it is causing to many issues, and a temp solution could be to remove it.

sweet zealot
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a helmet might not necessarily eat a rifle round but it can ricochet

arctic orchid
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Under a very perfect circumstance, for sure.

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Remove the face grab animation ( temporarily )

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I changed the title to add the temporarily.

sweet zealot
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and in those very perfect circumstances where you’re enemies helmet saves them from your skillfully lined up headshot, at least they’ll be stunned as some consolation

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it also provides at least some more practicality to pistol and shotgun calibers, which many helmets will stop

arctic orchid
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I agree with that

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Not saying that we can not have it forever, title fix might remove some confusion.

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I added another disclaimer. Should help, thanks

onyx dagger
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If they remove it, then you'll just get people complaining that their shots didn't register and go right back to complaining bout that. This way, you see that your shot hit, but didn't hit well enough. I disagree that it should be removed.

arctic orchid
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Fair point

sweet zealot
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^^^^^^ i like that we have a visual feedback for hit reg now, even purely from a testing perspective

remote pawn
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I could be wrong about this. And it doesnt make any better but iirc there is the possibility of bullets bouncing of off the skulls of the KI. I think i've read that in the patch notes. Let me check

arctic orchid
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BUT, and a huge but, the animation is causing follow up shots to be an issue

sweet zealot
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right, and they should address that

arctic orchid
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With the way it was, they would just slightly move, and the second shot will kill

onyx dagger
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Ive had zero issues with followup shots personally.

lone knot
onyx dagger
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I also dont shoot for their moving head when they're rocking it though, I take the easy shoulder shot and put em out

arctic orchid
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That could be it, I go for that easy head shot again

sweet zealot
arctic orchid
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I will do some more testing on it.
Again though, this is only about 5-10% of the time, and only headshots, so it only happens a few times in a long session

remote pawn
wispy fiber
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I dont know if its a bug or not, I noticed it happens sometimes but everytime I think to myself, maybe I hit them on the very top/side of the head (?) Like not a direct impact, more like a struck

arctic orchid
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I think the root cause is the face area and the way bullets travel.
In real life, you can get shot in the face and not die.

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A shot through the jaw, cheek, or angle thru the cheeck bones, might not kill you on smaller rounds.

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On larger rounds however, the shock wave can damage the brain enough, and the fragmentation can cause enough damage.

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I will need to start really paying attention.
Maybe my shots when this happens are just not kill shots, and this whole thread is moot

royal sonnet
royal sonnet
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The issue of “immunity” must either be, people are potentially missing their follow up shots (no offense) or it’s something that just doesn’t effect everyone

sweet zealot
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there’s a lot of anecdotes of it even from streamers. it would be great it someone thoroughly tested it, but with how many variables are at play i’m not sure how feasible that really is.

in my experience (again, this is purely anecdotal) AI do seem to tank more shots whenever they got into the animation. I think it’s at least worth the devs checking out.

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like maybe hitboxes get scuffed in the animation or something

royal sonnet
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Yeah I’m not saying don’t look into it. I’m just saying obviously it’s effecting some and not effecting some

arctic orchid
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Agree, there are certain animations that you can ask people if they have issues with, and they know the animation off the top of thier heads.
The keel over is another one.
During the initial bend over, you can not take them down.

royal sonnet
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Every time I’ve gotten them in that face grab animation, I know I’ve won that fight cuz my next 2 shots immediately put them down lol

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I’ll be playing more today, so I’ll be looking out for both animations. As of yet, I haven’t noticed that I couldn’t put them down with the animation

arctic orchid
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To be honest, they are tanking rounds in general lately sometimes, so it could also be that.
Nothing on the animations, just the sync issues that are happening

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Not all the time, but it is almost back to .1 levels, in some cases.

royal sonnet
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I take that back, the keel over animation is a bit wonky. I’ve also seen them keel over and then immediately run to cover. If you’re reeling like that from a shot, you aren’t immediately running to cover 😂

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So I’d say I’ve had more issues with keel over animation than the face grab, just in my personal experience

arctic orchid
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Overall, I am impressed with the animations, especially as a first pass.
The hit reg issues worked out, the acceleration tuned, they have a great foundation

royal sonnet
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If they were to remove the animation, I’d hope they would put it back in after they fixed the issues. Having the visual feedback, is awesome in my opinion. HUGE improvement from say, tarkov scavs in my opinion 😂

arctic orchid
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I agree completely.

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( Might be moot ) Remove the face grab animation ( temporarily )

alpine scroll
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Don't get me wrong - I think the animation and reaction itself is great. It's just wonky on the hit registration during the fact. Doesn't matter if you're rubbing your face or doubled over, a second or third round should finish the job (assuming it's the right kind of round of course)

arctic orchid
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Modified the post.
I think I need to do some testing

wicked venture
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I think the fix to this “issue” is them just finishing out the bullet projections all the way through the body instead of just the entry points. Cause a lot of these head shots aren’t centered up and would be just going through cheek, nose etc. if they would show us the whole shot entry and exit spot I believe this wouldn’t be seen as and issue anymore and people realizing that our shots aren’t as good as we think.

arctic orchid
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I agree with that.
Would be tricky though, as how do they show when the bullet fragments, once they do that.
But right now, the bullet can hit the side, go into the body, bounce off the rear plate, and exit the front on the oppisite side.
People should be able to see that

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Would clear up a lot.

austere lake
arctic orchid
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Even the 5.56 SP will go into them head on at point blank

austere lake
arctic orchid
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There are circumstances that cause a round to not penetrate though

austere lake
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The SSH-68 stopped 2 5.56 SP rounds before hitting 0 durability and thus letting the third shot through

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Point blank with no angles to bounce off from

arctic orchid
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The duribility does not need to be at 0 to have a round pass.

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Was this in PvEvP?
It might work different than PvE. It used to for sure

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You can die from a round that goes clean thru armor/helmet, and it will be at 100% still

austere lake