Because the button has a timer!Why dose it takes so long for the demolisher to go "boom" after we hit the detonator? If i remember right, that is supposed to be a week spot, but we are trying to avoid hitting that spot... we already have cops doing the same thing.
Not at all what I was after... hint: if you move your mouse over the emoticon it will also show you a short description.Seemed more like a smugface to imply what I was saying was stupid.
That weak spot does ~4000 damage on every block in a 5 meter radius. That amounts to a theoretical maximum damage of around 3 million. Does that sound weak to you? :wink-new:Why dose it takes so long for the demolisher to go "boom" after we hit the detonator? If i remember right, that is supposed to be a week spot, but we are trying to avoid hitting that spot... we already have cops doing the same thing.
I have no idea what are you trying to say...I was speaking about the timer, not dmg. And yah, it dose a lot of dmg.... maximum damage of around 3 million. Does that sound weak to you? :wink-new:
I was hinting at it being not a weak spot because most often it is the spot you want to avoid hitting (which is the anti-thesis of a weak spot).I have no idea what are you trying to say...I was speaking about the timer, not dmg. And yah, it dose a lot of dmg.
What i m trying to say, is that it takes to long explode after we hit the timer... If i see him in the distance, i hit the detonator, and it still has enough time to get close to the base/traps... flower pots![]()
Yes, lag and the reach of that crawling bastard are also issues. That' s not what I was talking about. I'm not mixing up issues here.one word - "LAG" mostly on dedi servers/p2p games as we on our own single play game will not see that unless computer issues are present or running 3rd party software.![]()
i am even playing now just punching zombies (just starting so dont expect to get far) but i am not seeing hit box issues until i attack crawlers and those idiots are harder to hit with fist.![]()
I don t remember where and when, MM said that detonator was a week spot and if we want to "predetonate" ( i hope is the right word) him before it reach the base we have to shot the green spot on his chest...I was expecting insta boom!I was hinting at it being not a weak spot because most often it is the spot you want to avoid hitting (which is the anti-thesis of a weak spot).
I'm assuming here that among the strategies to handle demos the prefered method is killing them without detonation and only if that isn't possible you either
2) detonate them and hope to be able to distribute the damage from multiple demos enough so your horde base stays intact
or
3) lead them away to detonate them.
PS: The delay is also a chance to still kill the demo with concentrated fire before the charge explodes. I.e. in case you hit the spot accidentally while trying to kill him "safely"
Let’s keep A18 testing and feedback in this thread and stick to A19 questions in the A19 thread.So... guys/girls, I tested melee combat for 2 hours with every weapon.
I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.
BUT. The origin of the complaints is well founded because the swings are Dead accurate and too small. Let me explain why that is a problem.
The point of hit is just that: a point. That means that a HUGE sledgehammer will only really hit hard in a tiny tiny point in space where your crosshair is.
Glancing blows are affected by the exact same problem : they are a tiny tiny line that dissects space and hits the exact point of dissection where it encounters an entity.
Actual result : Melee combat can get frustrating because players often miss while Zds are in the middle of an animation due to the area of hit being too small .
Expected result/solution : Either make the crosshair wide for some weapons ( not recommended) or maintain the crosshair but make the main actual area of hit the aproximate size of the weapon PLUS maintaining the current glancing blow (they should also be as wide as the weapon head in width though)
That way the melee combat will be perfect. Right now It' s in the right path, but the problem is that if the player doesn' t follow the crosshair with his eyes and just tries to "feel" the melee weapon he WILL miss.
The weapon hit area should follow the "feeling" and we shall get a rewarding result in form of 'hitting dat azz with dat hammar".
This post and all the responses are A18 feedback. It doesn’t belong in the A19 thread so it has been moved here.Why dose it takes so long for the demolisher to go "boom" after we hit the detonator? If i remember right, that is supposed to be a week spot, but we are trying to avoid hitting that spot... we already have cops doing the same thing.
This is supernatural stuff, the demolisher himself is the bomb. :cocksure:I don t remember where and when, MM said that detonator was a week spot and if we want to "predetonate" ( i hope is the right word) him before it reach the base we have to shot the green spot on his chest...I was expecting insta boom!
Yes, the delay gives you enough time to kill him before explodes, but... is not that "realistic", once activated, how can a ""dead/dead...zombie"" turn it off?!
A lot of other mods behave similar, for example Ergonomic Grip and Fortifying Grip. I'm quite sure this is a feature, not a bug.Can someone please clarify whether the inability to add a 'weighted head mod' and 'serrated blade mod' at the same time (on a hunting knife) is a known feature or a bug ?
(They can be added independent of each other, so its not a mod/weapon incompatibility issue)
Speaking of game trivia:That weak spot does ~4000 damage on every block in a 5 meter radius. That amounts to a theoretical maximum damage of around 3 million. Does that sound weak to you? :wink-new:
So you have a chance to prevent that from going off.Why dose it takes so long for the demolisher to go "boom" after we hit the detonator?
You know the showswings console command? (and I won't check if that's in A18So... guys/girls, I tested melee combat for 2 hours with every weapon.
I can confirm with certainty that there is no bug with the hitbox of the Zds nor with any melee weapon.
BUT...
yep its in a18.4b4You know the showswings console command? (and I won't check if that's in A18)
Lol I can't believe I tested all the way for two hours without the command (first time I hear of it). It was crazy fun with the limb explosion and ragdolling though. Thx for the tip!You know the showswings console command? (and I won't check if that's in A18)