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Hey OOO, shard bombs are broken!

32 replies [Last post]
Mon, 04/22/2013 - 15:03
Zeddy's picture
Zeddy

There is an arbitrary hit limit in place on shard bombs. I have many things to say about this hit limit, but the most important thing is that it's buggy and not working as intended. Today, I'm fighting greavers and getting invincitinks. Greavers! How the flying fudgesickles am I supposed to fight greavers if my hits not only won't damage them, but won't even interrupt them?

Video.

From Nick's statement, I was under the impression that the hit limit would work as such that when there are more than three shards hitting an enemy, the remaining shards after 3 would do no damage. But in practice, enemies just randomly become invincible entirely to my bomb chains.

This bug has been around since the things came out far over half a year ago. It's time to come out of the shadows and tell us what's up. This thread is for generally discussing this general issue with the game, and will not die until I get an answer from somewhere.

Mon, 04/22/2013 - 16:41
#1
Aumir's picture
Aumir
Yep

Also, it has been more than a year since OOO said that they were working on bringing a way to trade to/between non-Steam players that Crimson Hammer expansion. And two months I think since Mad Bomber was killed.

Meanwhile, I am playing other games and watching this wrecking train of a game slowly combust away... it is getting insultingly horrible. These forums are getting really bittersweet, but I can't stop checking them, haha.

Mon, 04/22/2013 - 16:47
#2
Batabii's picture
Batabii

We've known this for ages...

Mon, 04/22/2013 - 16:49
#3
Luguiru's picture
Luguiru

I want to see Nick explain why the shard bombs trigger invincibility frames yet Autoguns, Brandish charge attacks, 4*+ Sealed charge attacks, Cutters, Antiguas, Seerus hammer dashes, and Alchemer ricochets do not. Maybe if I shoot up twenty or so consecutive needles like Nick and friends did the one night they worked on the change I might be able to figure out how they came up with it.

Mon, 04/22/2013 - 17:45
#4
Shidara's picture
Shidara
+1 Luguiru

Given the functionality of other deadly combo-attacks in the present game their decision to place a hit-limit on the Shard Bombs of all things is highly questionable. Though not PvE related, a well-aimed charged Driver-shot can, with luck, kill a player in one shot, even with 25+ HP. I did in fact pull this off on a poor soul who just emerged from their base. In Firestorm Citadel, even, I could kill three Slag Walkers with a single charged Nova Driver shot, in a big party to top it off. Under ideal conditions there are far nastier moves one can pull off.

With this in mind, why? Just why? It doesn't make any sense, especially when there are so many weapons out there that do a mind-boggling amount of damage when executed correctly - and a lot them don't even require a lot of skill or effort.

Remove the hit-limit. It's a pointless restriction that needn't be there.

Mon, 04/22/2013 - 22:55
#5
Randomzz's picture
Randomzz
yep yep

hit limit on old shards: sure

hit limit on new: wow, these suck

Tue, 04/23/2013 - 18:44
#6
Zeddy's picture
Zeddy

Fun fact: Shard bombs are the only weapons unable to damage the Roarmulus Twins.

Also a fun fact: It would be simplicity itself to extend the Roarmulus' hitbox by a few pixels or something so that this wouldn't happen, which would also fix Dread Venom Striker's ghost blades not hitting them.

Tue, 04/23/2013 - 20:07
#7
Luguiru's picture
Luguiru

Does the initial detonation for Vaporizers hit them?

I remember trying it a few times but my head has been full of solids after seeing a couple Lockdown threads going on around here and I am unable to remember.

Wed, 04/24/2013 - 02:30
#8
Dutch-Oven's picture
Dutch-Oven
Try shards on a GTH punch-bag

Drop to many shards on a punch-bag and see what happens. Nothing. Nothing happens. They don't do anything. Some random hit limit gets reached and then you have to sit tight for 3 seconds or something stupid like that while the punch-bag decides it's safe to come out of its magical super magneto shield.

Next time I go into the clockworks I'm just gonna strap some punch-bags to myself and use them for armour.

Tue, 05/28/2013 - 07:39
#9
Zeddy's picture
Zeddy

In the light of devs actually talking to us recently, perhaps you can answer as to why shards have hit limits while no other equivalent weapons do?

Tue, 05/28/2013 - 15:54
#10
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Three Rings, y u no fix?

Anyway, yes, the hit limit is stupid. It belonged on the old shards, not the current ones. Speaking of old shards, can we get something like them back? I.e. a short range one which has a hit limit? This would remove the OHKO parts of things, yet have a shrapnel bomb.

Wed, 05/29/2013 - 11:49
#11
Putkinen's picture
Putkinen
My 2 cents.

I think they should make the Dark Briar Barrage act as the shrapnel bomb. It's much better than shard bombs as is and it'd make more sense if it didn't pierce.

All the shard bomb lines should really start with the same bomb. The 4 star shard bomb model is really ugly, just bin that and bump the others up and make Shard Bomb the only 2 star variant. Just remove any possible crimsonite references, recolor it and it'll be fine.

Wed, 05/29/2013 - 12:08
#12
Mzculet's picture
Mzculet
They killed the shard bombs!

They killed the shard bombs!

Thu, 05/30/2013 - 00:45
#13
Xenonguard's picture
Xenonguard

Shard bombs didn't OHKO people. OOO OHKOed Shard bombs.

Fri, 05/31/2013 - 00:12
#14
Diamondshreddie's picture
Diamondshreddie
Well I mean..

They are usable at best, but the invincitink thing, and the insanely slow fuse times is quite the drawback.

Please, there's nothing else to say, so all i ask, is just do something about the hit limit, and maybe decrease the fuse on the outer shards. If not, then there should be a significant change of the charge attack from 4* to 5*, like all other bombs getting their final radius increase, the shards should get a 10-shard ring.

Sat, 06/01/2013 - 20:45
#15
Hingy
it's just too impresive you

it's just too impresive you did 72k+ in ld with those bombs.

so yes, they are broken ^_^

Sun, 06/02/2013 - 04:43
#16
Qwao's picture
Qwao

It was a staged game.

Sat, 06/22/2013 - 04:53
#17
Zeddy's picture
Zeddy

One of these days I'm going to see how many invincitinked bombs I can get in a row on a single enemy.

No other weapon is as blatantly broken as this. DA and that charge attack you never use for those guns have disappearing projectiles, sure, but so do shard bombs. At least those weapons actually damage enemies when you get the projectiles out. No other weapon punishes you for optimal usage like this.

Edit: I added a video in the OP to show invincitinks and how to easily reproduce them.

Sat, 06/22/2013 - 08:39
#18
Lukehandkooler's picture
Lukehandkooler
+1

I support this thread because Zeddy and bombs.

Edit- and he is right, blowing a DA or Sentenza charge is more of a user or positioning error on our parts, when it works, it *does* work. You well know the risk of trying to use this charge near blocks or obstacles and quite frankly, maybe thats how its supposed to work.

~Luke

Sat, 06/22/2013 - 19:51
#19
Tenkii's picture
Tenkii
too fast?!

okay so, having recently fallen in love with Shocking Salt Bomb, I tried this out and yes, when dropping at max speed (chaining them), it stops registering them.

However, I did notice that if you let your character completely put down the bomb (at the point that you can start running again), it will chain just fine.

The tradeoff, of course, is that you wait a little longer (..and slow down your attack).

Sun, 06/30/2013 - 07:41
#20
Ramboguy's picture
Ramboguy
Well after seeing that video

Well after seeing that video makes me say..
There's something really really wrong with that.
Like only 1/3 of the shards hit the construct family and i didn't manage to see any hit on the gremlin one...

Tue, 07/02/2013 - 15:42
#21
Dirigible's picture
Dirigible
umm what

@Aumir Wait I'm confused as to how the Mad Bomber set was "killed". Was it the Chaos set rework?

I don't know what I'm supposed to be looking at in the video. What's an invincitink? Are they those purple "tink" sparks that occur when an enemy is invincible, i.e. Trojans, spawning Zombies, etc? From what I see the video proves that enemies are for some reason invincible vs. shard bombs when many are placed in rapid succession, but please do correct me if I'm wrong/ overly oblivious.

Tue, 07/02/2013 - 16:55
#22
Zeddy's picture
Zeddy
@Dirigible

Yes.

Tue, 07/02/2013 - 20:35
#23
Grittle's picture
Grittle
I'm still angry.

I'm still angry.

Wed, 07/03/2013 - 07:17
#24
Ramboguy's picture
Ramboguy
@ Grittle

SK already isn't that famous.
It's quite know for being a "rip off" as most players i meet online, gaming or on forums.
So.. yea.
That happens and this game is most likely dead.

Fri, 07/05/2013 - 21:38
#25
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

If you look back at past threads which are deep in the Graveyard, lots of GMs were active. Looking at the thread about doing the beginning process, only two GM posts were made, which were not on topic. Either OOO doesn't have enough time or care to give a Shivermist about the fanbase and what should be added/removed or SEGA is laying off OOO. So I feel like the GMs may not respond, not to put you down Zeddy.

Sun, 08/18/2013 - 05:44
#26
Zeddy's picture
Zeddy

These things have been out for a year at this point, and they're still broken.

It's a pain to fight giant lichen colonies with them, because it's so easy to multihit them with shards. That's supposed to be a good thing, but due to the hit limit you just put out bomb after bomb that do frag all against them.

Remove the limit already. You'd have to try really, really hard to make these things get anywhere near overpowered.

Thu, 08/22/2013 - 17:20
#27
Blaze-Reinhart's picture
Blaze-Reinhart
>:C

After an entire year nothing has been done to these weapons? Then again, if they actually cared they would of listened to the test server feedback the first time. They removed a powerful weapon to give us a bunch of gimped ones, GG OOO.

Thu, 08/22/2013 - 19:39
#28
Oatmonster's picture
Oatmonster
Lick Number 58425

You missed the anniversary by 14 days.

Mon, 09/09/2013 - 11:30
#29
Zeddy's picture
Zeddy

Winmillion got semi-fixed yet shards are still broken.

Tue, 09/10/2013 - 00:19
#30
Eeks's picture
Eeks
It's amazing that these are

It's amazing that these are still broken like this.

Supposedly a GM passed my wiki page to a dev too and these videos that I recorded over a year ago were on there.

http://www.youtube.com/watch?v=UozQhWZ7RJQ
http://www.youtube.com/watch?v=wkiViVZFsXo

The best part about this bug is that the enemies become immune to the inside blast too lol (see gremlin vid). It sucks because it completely nullifies situations where this bomb could get an edge on other bombs like nitro/dbb as far as DPS. Get something in a corner where you can position yourself to get double hits? NOOOPE you get 0dps. lmao!

Tue, 09/10/2013 - 20:55
#31
Doctorspacebar's picture
Doctorspacebar
It's a Concrete Jungle out there

The Shard Bombs have a high skill ceiling. Or rather, WOULD have a high skill ceiling if you were rewarded for skill.

If Dark Retribution out-damages SSS against Trojans, there's a problem. Hit limit has to go.

Wed, 09/11/2013 - 01:55
#32
Krakob's picture
Krakob

If you'd like, wait a second or two, you could actually hit them.

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