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This has to stop (wall penetration)

Discussion in 'Game Discussion' started by Netsa, 21 Nov 2017.

  1. Disguised

    Disguised Well-Known Member

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    Not even a nerf, more like a realistic fix of a technique that [practically] nobody uses.
     
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  2. Ash KOT

    Ash KOT MVP

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    Its pretty realistic IMO, imagine being behind a thin wall, and a huge bomb hitting the other side and exploding, i'm sure you would feel it a little :D

    As for how to fight it, just avoid wall hugging in general, it doesnt happen often
     
    A55A51N likes this.
  3. CaffeinatedChris

    CaffeinatedChris MVP

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    At the barest minimum, there should be a significant damage reduction if there's cover between you and the impact point.

    The problem is that this reduces the overall level of tactics. If you're playing peek-a-boo behind a wall or a corner, I don't have to try to think about timing my shot or which side you'll pop out on - I just aim for the apex of the corner and I'll still hit you.

    It also exacerbates player frustration - if you've ever played an online FPS and said (to yourself or out loud) something to the effect of "how did that guy hit me, I was safe?" - well, this will have the same impact as trying to play an FPS with a laggy connection - you're running from an enemy and make it into cover, I just blast the wall, and kill you anyway.
     
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  4. Ash KOT

    Ash KOT MVP

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    Nice well thought out post!
    I have played a lot of online FPS, mainly a controversial one made by Activision so cant really call it "realistic" :D
    However I know exactly what you mean, you get round the corner to find yourself dead anyway.

    As for the Torp vs Peekaboo game, it depends on your motion.

    When popping in / out I try and stay centralized between the back wall and the apex to ensure I will take minimum damage should a torp hit either.
    But it means I have to play careful, and watch closely as im not invincible.
    If you could hug walls and be 100% safe, then the game would be much more slower / peekaboo all round with everyone popping in and out of cover.

    I totally respect your opinion / argument, as some background on me, I am not one to bitch over things needing to be nerfed / buffed etc.
    I just play the game how the devs have laid it out to be played.

    If it remains in the game, im cool with that and if it is removed then I am cool with that also.
    People that complain that weapons are OP, why dont they just use them to level the playing field? ;)
     
  5. *JAWS*

    *JAWS* Well-Known Member

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    This is almost correct. Except if a torpedo hit a wall. The wall would explode and fall down. The collateral damage would be extremely high. So yes Area damage is needed.
    Area damage would be felt thru walls in real life. This also applies to mortars, and ex cannon and any other area damage weapon in the game.

    Reality. If it landed into a wall any of these weapons. The wall is gone. And person/items on other side of wall would most definitely feel it.
    Forget the nerf.
     
    noelips, Shadow Moon! and Ash KOT like this.
  6. Ash KOT

    Ash KOT MVP

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    Feeling a hint of sarcasm although destructible maps would be amazing :)
     
    TTrain, noelips, Shadow Moon! and 2 others like this.
  7. Netsa

    Netsa Well-Known Member

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    However, mortars don't penetrate walls in this game. Either be consistent with all weapons, or remove the bug on the few weapons that do it.

    What has convinced everyone that this is a feature and not a bug?
     
    The Otherguy likes this.
  8. Ash KOT

    Ash KOT MVP

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    Depends really on Rovios view.
    If they plan to remove it, then its a bug, but if they plan on keeping it, its a feature :)
     
    ElMataC, The Otherguy and Netsa like this.
  9. Gnu

    Gnu Well-Known Member

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    1 word #Claustrophobia

    Stay away from the walls

    Last word
    Ok
     
  10. Netsa

    Netsa Well-Known Member

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    There are advantages to sticking close to "safe" walls, one of the most important being that it makes you harder to scout. Staying away from them on the off chance that someone might fire a Bigpedo on the opposite side of it is just silly. The walls are there for a reason, they have a purpose other than to just buff torpedoes.

    This is basically it, which is why I want a mod or dev to comment here. @Miika, @Zeus, somebody?
     
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  11. *Rubber Duck*

    *Rubber Duck* Well-Known Member

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    And ppl like this is why i dont play anymore....to much QQ. Ill try it out again later down the road when ppl quit crying so much amd just play the game...life aint fair!
     
    Shadow Moon! likes this.
  12. CaffeinatedChris

    CaffeinatedChris MVP

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    OP has written quite a few well-thought-out posts here about how there's an inconsistency between AOE weapons (Mortars don't damage through walls, Torpedos do) and while the initial post was a little frustrated in tone, it doesn't make it any less valid of a concern that should be addressed.

    The only people here I see "QQ'ing" are people who want to shut down the discussion.
     
  13. Joey who

    Joey who Well-Known Member

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    Fixers can also repair pulse through thick walls
     
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  14. Shadow Moon!

    Shadow Moon! Well-Known Member

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    No but this is fine only torpedo damage is unreasonable.
     
    *Rubber Duck* likes this.
  15. *Rubber Duck*

    *Rubber Duck* Well-Known Member

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    Fix one u goda fix them all!! Lol
     
  16. CaffeinatedChris

    CaffeinatedChris MVP

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    And above, you will see examples of the straw-man fallacy in action. By creating an imaginary position to argue against and then defeating it, the poster claims to have won the original debate. Of course, they are mislead.

    Now, if I can take off the David Attenborough voice here; no one is arguing that "but X does go through a wall and Y doesn't" is fine; the issue is consistency and predictability. Look at this from the perspective of a new player. Cannon shots are blocked by walls. Mortar damage is blocked by walls. Stuns and repair bolts are blocked by walls. But torpedoes and repair pulse aren't? Confusing.

    I'm not a dev (for this game) but the simple way I would do this would be to do a raycast from center-of-impact and check against the 2D collision map for the level. If it intersects blocking geometry, apply a damage reduction modifier or simply exit loop with damage=0. If no intersection, calculate distance for falloff and apply accordingly.
     
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  17. *Rubber Duck*

    *Rubber Duck* Well-Known Member

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    Would they also be confused on why a frost item frezes things and a stun item only stuns them? When a torp hits anything ut gona fill it behind a thin anything, a pulse of something pulses around everything...well according to moves and EMPs. In a realistic aspect the morters should actuly be the one with the issue, they should also damage threw thin walls
     
  18. Netsa

    Netsa Well-Known Member

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    My Repair Pulses never seem to go through walls. Maybe I just haven't tried ignoring the environment enough.
    I wouldn't be opposed to that change. If it was an actual, official mechanic that AoE attacks ignore walls, there wouldn't be as much of a problem.
     
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  19. *Rubber Duck*

    *Rubber Duck* Well-Known Member

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    I havent played a ton of games but iv played a good handfull any any aoe doesnt care about walls from what i can remember. If ur in the area u get hit no mater what..dont mastake that saying with lke 360 directional damage, i have played games were something shoots out a wave across the ground in any direction or all directions THIS CAN BE BLOCKED BY A WALL as it is not AOE ino it is directional cone
     
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  20. Joey who

    Joey who Well-Known Member

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    That's a bias POV though. If damage shouldn't go through walls neither should heals. If you want heals through walls you get splash though walls.
     
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