#Splash Damage Not Applied Correctly To High Speed Players
1 messages · Page 1 of 1 (latest)
The gist of the bug is that when players are going fast enough, they can effectively "outrun" splash damage, and only take the direct hit damage from an explosive projectile (or take less than the full amount of splash damage). This is most noticeable when using the rocket launcher against hunter, spray 'n pray and other rocketeers.
The easiest way to produce the bug is to get a player to build up speed via impulse boosting or slide hopping with heavy weapons and reaching a speed of 200 or more, and then direct hitting them with an explosive weapon (in my testing this also works with the noob tube, and I assume the war machine as well).
My guess on why this occurs is that when a player is direct hit with any explosive projectile, the game counts the direct hit on the tick the projectile connects, and then counts the splash damage on the next tick, which in the case where a player is moving quickly, they can be outside of the splash radius by the next tick.
I have a video for this, but the youtube link keeps getting deleted
Seen this with rpg
I believe @pine peak can verify this has been ongoing for a while
Here's an example of a natural occurance of it, to show how it usually affects gameplay
And a much more extreme example here
From what I can tell, the bug is also more likely to occur when either player is on high ping, as seen in the second clip
it's been a bug ever since the weapon's release
I'm pretty sure it's because the impact happens one tick then the explosion happens the next tick, giving players the chance to move enough in 1 tick to reduce/remove splash I didn't read the original report but yeah that's what I'm thinking as well
it makes Rocketeer frustrating to play against Hunter, Spray N Pray, and sometimes Agent or other Rocketeers
it does also work with war machine, I've had shotgun players survive direct hits if they're going fast enough
As an rpg main this bug is very frustrating especially against Hunters and other RPG (rpg should 2-shot RPG)
The base hit damage is 50, and splash damage is 0-35. With Hunter having 60hp, this means this bug will let them live a direct rpg shot (splash damage will almost always fill in the remaining 10hp after the first 50 from impact, but they can go fast enough to escape the splash damage, or go far enough from it that it does less than 10 damage, hence why they survive with anywhere between 1-10 HP)
idk abt this
?
This kid is going through and commenting on every single bug report, whether or not it actually adds anything