[BUG] Elixir F "Out of Range"

[BUG] Elixir F "Out of Range"

in Engineer

Posted by: bethekey.8314

bethekey.8314

I’ve noticed since the last patch that Elixir F (among other slow moving projectiles) fail more often than before, for no apparent reason. I haven’t figured out how to replicate the bug every time, but it does occur after overcharged shots frequently—even more so if you or the target is moving. I’ve learned to deal with the awful targeting of cone attacks, jump shot teleporting and myriad of other bugs with this class, but when a long cast-time, weak and slow as kitten projectile fails this often when the enemy is laying motionless on the ground it becomes absolutely worthless. Here’s a video displaying the problem, which will hopefully draw more attention to this bug.

http://youtu.be/ENPFS7VseDE

In the video, I make note that at MAX range for overcharged shot (400), Elixir F WILL be barely out of range if you don’t move forward at all due to the target knockback (450) and self knockback (300). The max range for Elixir F is 900, so a max range overcharged shot puts you apart by: 400 + 450 + 300 = 1150. However, it’s clear that I’m within range for Elixir F each time it says “out of range” with no obstructions in between.

~ Woodstock

[BUG] Elixir F "Out of Range"

in Engineer

Posted by: google.3709

google.3709

that’s an easy one. you always fire Elixir F while your target is still under the knock back of overcharged.

the game detects where to fire according to the direction and speed the target was moving when the fire was shot and tries to predict where he would be if he stayed at that speed, but after it’s fired it has no way to detect any change on speed or location.

when you overcharge the enemy, Elixir F assumes they are moving at the speed they are being knocked back at, so it fires the shot at that location where the foe would be if he didnt get knocked down, which will always be out of range.

Elixir F needs to have no cast time like flame blast, and be heart-seeker like the old thief short bow auto-attack, this would balance things considering how little the skill actually does

(edited by google.3709)

[BUG] Elixir F "Out of Range"

in Engineer

Posted by: bethekey.8314

bethekey.8314

I was thinking along the same line, but it appears that’s not entirely it.

http://youtu.be/78HqBAH3EF0

In each clip, I’m firing Elixir F right after Overcharged Shot and each one lands. I do believe that the knockback from Overcharged Shot contributes to the improper prediction of the target’s location, but it only causes Elixir F to miss if the target (continuing the knockback’s speed/direction) would go beyond 900 range. That is, if you fire Overcharged Shot at a decent range from your target (maybe 300-400), you’ll likely miss the Elixir F.

This is also not limited to an Overcharged Shot -> Elixir F combo. Any sort of knockback, leap or temporary movement altering ability probably causes Elixir F to miss despite being in range. So, even if you’re firing it normally and your teammate launches your target, you will miss.

Many slow moving skills can be “dodged” by strafing back and forth. While that might be the case for Elixir F too (would have to check), I think this issue is different. A set animation, whether it be for a knockback etc., should not cause another skill to miss because it can’t accurately predict where the target will land. A player’s movement, such as strafing, is random. Elixir F missing after an Overcharged Shot is like it missing if an enemy jumps while running away from you in a straight line. I can maybe understand a non-knockback movement skill like Jump Shot causing skills to miss if used skillfully to jump out of range etc. Here, however, I’m purposefully stunning a target and missing when they’re at their most vulnerable, essentially wasting my stun.

(edited by bethekey.8314)