When i using charge attack on most weapons, in most situations were moderate count of glitches, but when i trying to use antigua derivative there were lot of glitches. Its last bullet started detonating when i shooted near the wall, even when was left very lot of space to it. I.e. not possible use it shooting with it along the wall, only on open space. E.g. i shooting to enemies, then bullet start to detonate when on distance 2 squares from its trajectory exist wall (or block etc.), apropos: block'll NOT damaged. Also: in most weapons, that has charged attack recoil (blaster etc.), if you using charged attack, standing with wall behind you - its shell exploding at once in output point. Most likely, it's due coders defined wrong projectile output point. Needed first create projectile, second push character back, but seemingly yet's opposite. Due this projectile being created inside the wall & immediately explode. That also must be fixed.
Antigua derivative charged attack glitch & most weapons sudden misfire
I was fighting a skolver, had my back up against the wall with a charged Valiance. Charge shot got consumed by the wall and I was brutally violated by his toothpick.
Also, I've been thinking the same, Luguiru. Instead of making the shards explode faster, it would be great if they instantly exploded when walked on, like a landmine. Then it could actually be usable in LD, no more skolvers could just walk all over it... -.-
I think I've heard of this bug, or one similair - the same happens with 4* and upwards Sealed Sword line charges.
And you also found a solution for the coders. Well done, that man. Unfortunately, they probably won't fix this anytime soon.
Now, to business:
As a result of this bug, the best thing to do until (if) it gets fixed is to:
1. Avoid shooting while standing near walls/blocks if possible.
2. Make sure that you make a big fuss, since I don't think this has been pointed out before.
Thanks for reporting this for others to know!
Yeah, move this to bug-land. A land where bugs roam free of stomping boots and spray cans.
To be honest, I though everyone already knew about the bullet path thing. Obviously people notice it happens with Sealed lines but for the paths less walked I had to check again today in case they changed it a couple months ago. If you go to the training hall and use one of the broken charges with your back to the wall you very clearly notice the projectile path starts in your knight, not from the weapon or coming out of the weapon.
For the shard landmines I had general use in mind, but I suppose it would also help bombers in Lockdown. It might create an uproar from bomb haters, but they deserve it anyway. The damage on shard bombs seems to be around two thirds compared to Nitronome line if you combine the initial blast with one shard, but if the shards were like landmines that lasted a couple seconds longer than they currently do before detonating automatically you could push enemies into the mines before having to set another bomb. Can you say new bombing tactics? How about bombing becoming more viable? More new bombers? All of the above.
This looks a lot like this bug report:
http://forums.spiralknights.com/en/node/62514
Maybe just don't check collisions in few moments after projectile being created, allowing them to pass through thin barriers. Or slightly shift forward projectile output point. It's related to all the charge-glitching guns. Specially for antigua derivatives - assume charged projectile as point object - in shot destroy collision check, leaving assuming charged projectile as large-sized object - in enemy hit collision check.
Yeah, those 2 videos show pretty much those bugs:
* http://youtu.be/W4eWjrdzIuQ
* http://youtu.be/vrzmzCCIAtU
Also it shows that sealed sword line swords charge IS COMPLETELY DISAPPEARING IN LOCKDOWN, no matter where you release it.
I got on to test it and it seems to be a lot of weapons.
By a lot I mean charge attacks which fire a projectile where the path starts on your knight, though it seems to start more towards your back. Some guns, such as Alchemers and Autoguns, have their bullet path start where it should; from the firing chamber of the gun itself. For some reason certain guns, suchas Blaster and Antigua lines, have a projectile which has its path start in your knight rather than from the weapon. Sealed lines also do this. Actually, it looks like the following weapons are affected by the wall-eating-projectile issue:
These all share one common feature: the projectile path starts on a solid object which is not passable, usually a wall or an indestructible block. The projectile path starts while touching the object which causes the projectile to think it already hit an unpassable object which dissipates the projectile. Here are some weapons which fire a projectile which starts from the weapon itself, which make the user step back when the charge is used:
The projectiles on these weapons start from the weapon, not from your knight. When used with your back to a wall/block the projectiles are not dissipated because they do not start their path in a solid object which would consume them. Why do the previous weapons not work this way? Because derp.
On a completely unrelated note, if the shards on the new shard bombs after the initial explosion acted as land mines (as an addition, not change; they would still detonate automatically over time) Shocking Salt would be my new favorite bomb.