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Are the alchemers supposed to ricochet to the left? Or is it a bug?

30 replies [Last post]
Wed, 02/12/2014 - 12:36
Fehzor's picture
Fehzor

Like, think about it.

Common sense in game design would dictate that alchemers should be deliberately weaker than other guns unless used on crowds, as that is their supposed niche. However, this is not the case-- alchemers get a massive damage buff from the fact that they ricochet inside of single enemies, which is caused in part by the fact that they ricochet at a random angle between 0 and 90 degrees to the left, and in part because the split bullet is generated on top of the existing bullet.

In the past, volcanic pepperbox's knockback was backwards, so it isn't unlikely that this is the case either. It could also be the case that the developers liked the change to the alchemers, as it does make the gun a better weapon by altering its skill curve significantly... but have we heard from them on this, and if not it would be very much nice to.

Wed, 02/12/2014 - 13:09
#1
Seiran's picture
Seiran
?

It's not a bug, it's a feature B|
___
In seriousness though:

If they didn't ricochet left, what would they do then?
If they ricocheted consistently in another direction (...right?) then alchemer users would be able to do the same thing, just aiming the other direction.

The Pepperbox (and magnus charge) knockback apparently used to both apply knockback in the opposite direction; that seems to be more of a math/number mistake where whoever set those values accidentally put in knockback numbers from the wrong POV.

On contact, the Alchemer bullet spawns a new bullet relative to the direction that it was traveling (based purely on the parent bullet) instead of mirroring its trajectory relative to the surface it hits (physics). The ideas behind those two behaviors are so different that it makes it seem to me more of either:
- A deliberate feature (from design to implementation)
- A janky/bugged test behavior that the designers OK'd, thinking it was interesting.

I wouldn't put it past them to suddenly say "Well, we decided that the alchemer bullet behavior didn't match our original vision, so we're changing it" (... get shard bomb'd), but on the other hand, Nick's gone.

Wed, 02/12/2014 - 16:43
#2
Fehzor's picture
Fehzor

Presumably they would ricochet at angle of travel+225+random(90) degrees instead? That or as they would naturally... so like, if I hit something on the right side, it would bounce off directly to the right.

And you're right that the ideas are far different, but my point was exactly that they both rely heavily on trig.. and that the devs have proved themselves capable of making minor errors regarding that.

They probably did find it and OK it like you said.. but the alchemer bug makes me wonder.

Thu, 02/13/2014 - 10:36
#3
Zeddy's picture
Zeddy

I played a game that had ricocheting bullets once.

In it, the bullets hit other enemies instead of hitting the same enemy over and over.

I know! It's crazy! But I truly believe it's possible for alchemers to be like those guns, as well. In fact, if you gave me the source code, I could probably achieve it by a handful lines of code.

Thu, 02/13/2014 - 12:04
#4
Raunwynn's picture
Raunwynn
Why would you want to ruin

Why would you want to ruin alchemers, Zeddy?
They're a lot of fun to play with as is and reward players for research, experience and targeting.
Also, who cares about alchemers with Chaos fueled brandishes and Blitz Needles?

Thu, 02/13/2014 - 12:17
#5
Zeddy's picture
Zeddy

I'm sorry.

It was ridiculous to suggest that a ricochet gun be modified so that, in order to be used optimally, must be performed ricochets with.

Other weapons being unbalanced does not excuse alchemer from being unbalanced.

Fri, 02/14/2014 - 07:37
#6
Bananaphonehaha's picture
Bananaphonehaha
The internal ricochet thing

The internal ricochet thing is almost like a specialty of the Alchemer. It's something that you need a degree of experience to utilize properly, and only stands out because guns(blitz aside) pale in comparison to swords to damage output.

Other guns being underpowered does not mean that the Alchemer is overpowered.

Fri, 02/14/2014 - 08:12
#7
Krakob's picture
Krakob

Alchemers should have built in hit limits as long as Shard Bombs do. JUST SAYING

Fri, 02/14/2014 - 08:27
#8
Seiran's picture
Seiran

@Ricochet behavior:
It's become a 'specialty' of the alchemer only because it's been around for so long and because players built their gameplay around it. But like I said, I wouldn't put it past them to change that since they dared to replace shard bombs the way they did :\

@Krakob/hit limits:
...Does DR have hit limits?

If it doesn't... then I cannot justify why shard bombs (...or anything else) has hit limits, if not only because the original shard bombs could deal massive 8x damage (impossible to do with its new mechanics anyway!)

Fri, 02/14/2014 - 08:55
#9
Kesari's picture
Kesari
-

The problem here is that they ricochet to one side, and randomly at that.
It MUST be a bug.

I would suggest that they make the ricochets bounce away from the first struck enemy and ricochet towards the nearest enemy in that arc.
The ricochets could get weaker with distance to account for the increased hit rate of the ricochets.

Another way to go about it could be to make the ricochets split into half-damage bullets which fly backwards and diagonally, and then backwards again on the second bounce. It would make them more predictable and not the random lopsided mess they are now.

Fri, 02/14/2014 - 09:20
#10
Krakob's picture
Krakob
@Seiran

DR should have hit limits, too. Let's just give everything hit limits because we can

Fri, 02/14/2014 - 09:59
#11
Seiran's picture
Seiran
:;

@Krakob:
"Does it" vs "should it" ;P

I don't have DR so I can't test it.

@"it must be a bug":
Funny enough, while coming up with an example for Kesari on what kind of behavior would have been a 'bug' vs 'intended', I have a feeling I understand why they went with the behavior they did lolll

As you guys may or may not have noticed, all the movement in SK can really be done on a flat 2d grid (you'll never have an overhead bridge). Let's say you have a bullet that hits a wall: you have an idea of the angle of the wall so you can do simple calculations to make it 'reflect' off the wall.

But what about entities on the field? If it were a fully 3d game, then yeah, I guess you could do something like raycast to the model and actually use the models and polygons as part of the actual reflection calculations. But it's not; we're actually playing a 2D game with 3D graphics. At most, the effect of height that I've seen is when a projectile hits a slope.

I have no idea how they determined 'hitboxes' for non-static entities (monsters, bushes, boxes) - do they have custom shapes (polygons), or are they just large circles/rectangles? They would have to do math that takes into account angles for walls and each of these entities (a lot of special cases).

...but with the current behavior ("left ricochet"), you don't need to care about the relative angles: just say "Oh, it overlapped [at all]? Well, let's spawn another bullet relative to its old angle". It's waaaaay simpler. But wait, it's always the same angle? Let's throw in a twist and do something like:

> when parent bullet overlaps:
> make a new bullet of the same type
> new bullet's angle is: parent's angle + random(90);

And bam, you have simple logic that skips the heavy math in favor of really simple logic (why deal with all the polygons when you can just... not deal with them LOL), and isn't 'boring' (wow, random chance!).

tl;dr version:
lazy programming, and it worked lo0l.

Who said they were intended to be real 'ricochets' in the first place?

Fri, 02/14/2014 - 12:15
#12
Kesari's picture
Kesari
-

As far as solid walls are concerned, I think it should bounce accurately, according to the angle.
However, when it comes to enemies, which do not have an obvious hit box, I think having ricochets which target a nearby enemy would be best.

Since this might be deemed overpowered, any number of things could be done.

Getting bullets to ricochet inside an enemy, while it does take skill and accuracy, is clearly a bug exploit. Getting a ricochet to bounce to an adjacent enemy, and then back to the other would seem far more reasonable.
If gun damage is considered too weak, then it can just be increased.

Just don't base the success of a weapon on poorly implemented exploity mechanics like 'shooting slightly right of your target'
Almost feels like a TOS violation to use it like that.

Fri, 02/14/2014 - 12:39
#13
Seiran's picture
Seiran
:P

Since we're running into suggestion territory here, I'd actually prefer if the alchemers had a non-random behavior, even if it was 'exploity': for example if the ricochets were consistently 45 degrees from the original shot trajectory, you could use walls to do intentional (rather than lucky) trick shots.

A lot of the 'exploity' mechanics are what give the flavor of depth to the game (some of these were intended, others weren't):
- Shield cancelling attack animations
- Shield cancelling a slash1 then doing a slash1-slash3 combo
- Manual reload/timer cancel via weapon switch
- Old shard bombs' multiple hits for massive damage
- Alchemer double ricochet
- Catalyzer double charge tagging (2 charges for one shot!)

This game would feel so terribly shallow if all these mechanics were 'fixed' :\

Fri, 02/14/2014 - 12:50
#14
Sandwich-Potato's picture
Sandwich-Potato

While we're at the hit limits, let's give the Blitz one too because we can.

Fri, 02/14/2014 - 13:00
#15
Seiran's picture
Seiran

Volcanic pepper box included.

If any weapon hits more than 2 times in 1 second, all consecutive hits should be nullified.

Fri, 02/14/2014 - 13:42
#16
Momofuku's picture
Momofuku

Momo's Fun Facts: Shards and the Status Orb things have a hit limit of up to 3 times per second, and Seraphynx's Ray of Light has a hit limit of 5 times per second.

Fri, 02/14/2014 - 14:46
#17
Krakob's picture
Krakob

I have a brilliant idea
Let's put hit limits on DVS!

Sat, 02/15/2014 - 23:01
#18
Neoretro's picture
Neoretro
.

hay guise lets put hit limitz on ERRYTHING so its fair

Yeah, that'll happen.

Sun, 02/16/2014 - 20:35
#19
Fehzor's picture
Fehzor

Except hit limits feel cruddy when you get nerfed by them, so lets not put them on everything and just remove the existing ones off of everything, and then make seraphynx's ray of light/rotationals do less damage or something.

And yeah, I agree that the alchemers are actually a great gameplay mechanic, but that they still come across as being buggy. It would be nice to have a loading blurb explaining that alchemer style guns can and should overlap. Unless it is a bug that the developers won't touch.

Mon, 02/17/2014 - 07:43
#20
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

Did we forget to mention that Brandish charges were originally supposed to travel behind the player? Or that Biohazard charges were meant to go counter-clockwise? Or that zombies were supposed to be given capes if they lunge while stunned?

Mon, 02/17/2014 - 20:37
#21
Poopsie's picture
Poopsie
Seeing how gun mechanic for now...

It's actually just the same gun general mechanic as any other guns. I bet devs are not thinking hard about alchemers as this post suggests. Bullet meets object or reach max range -> bullet disappears -> explosion appears (which few exception on which explosion does not appear at bullet disappearance location like pulsar pre-fix where there is gap between small and expanded bullets that sometimes monster "dodge" it, also antigua with a bit randomized place that you can't break boxes even it's a straight shoot)

Bullet itself does not do any damage, the explosion does. There's some delay between bullet to explosion animation, hence you see a bunch of bullets from volcanic pepperbox charge just disappear without any damage. Alchemer ricochets just re-appear to where the explosion happened. The fix should be about ricochet/charge bullet explosion being able the recognize the object position and appears based on object location.

Mon, 02/17/2014 - 19:41
#22
Seiran's picture
Seiran
that's latency

^

Some of that is due to the weird way that SK gives all guns feedback for latency.

Depending on your connection to the server, SK will slow down your bullets (client-side) to lessen the need for leadshooting.

I'm not sure exactly how it works, but I suspect it calculates based on the end of the bullet's lifespan and tweens it so that the bullet dies on your screen at the same time it would die on the server. If it does work that way, then it'd explain why the weirdness with leadshooting and fake feedback (like the ones you noted) would happen closer to the player when you're dealing with more mobile enemies.

Mon, 02/17/2014 - 20:42
#23
Poopsie's picture
Poopsie
...

Some? I think most of them is not latency issue. Try volcanic pepperbox charge on two conditions, monster (that can be knock back easily) being pinched in a wall or just roam freely, also antigua on ghost (blue) blocks.
http://youtu.be/yU9PfoTWZkY?t=1m8s <- if it's latency, could you explain to me why the blue blocks is not hit on first two shot? I did those shots without changing the angle.

Tue, 02/18/2014 - 01:02
#24
Seiran's picture
Seiran

I think that one is specifically Callahan's weird explosion. I've seen some weird block destruction patterns from shooting Callahan, like destroying a block in the 2nd row without completely destroying blocks in front of it.

As far as latency, that's more of getting that effect when you see bullets 'hit' on your screen on a moving enemy (it can even show the explosion feedback) but to no effect. Alternatively, 'missing' on your screen and seeing the effect happen, like 'missing' an alchemer shot and later seeing a ricochet or the effects of it.

Tue, 02/18/2014 - 12:54
#25
Drischa's picture
Drischa

from shooting an alchemer at a wall, it's pretty easy to see that gun shooting is clientside.

With fairly heavy latency, you can shoot, and the bullet will appear and hit the wall almost immediately, as if you had no latency at all. However, it will take a moment for the ricochet bullet to appear, which is where the latency comes in. the second ricochet bullet appears immediately when the first ricochet hits a wall. From this we can tell that the initial shot is clientside but both of the ricochets are serverside.

I've had it before where I've planted a charge shot onto the side of an enemy, and it explodes clientside, but a moment later the child bullets appear behind the enemy and it takes no damage. Initial shots from guns are certainly clientside, which is wonderful for appearance, but really messes up your leading since you can't actually see where your bullets are going on the server.

getting internal ricochet charges are extremely fun because they do lots of damage, but you can't fire them that often.

But wait, isn't that what Iron Slug and Callahan are meant to do???
Don't be silly. they're just there to look pretty alongside all the other guardian gear, while Izola is running out of volcanic plate shield recipes.

Seriously, I don't see what the problem is for making iron slug and callahan do hilarious amounts of damage. It's perfectly possible with alchemers, but I still don't see people using them that much either.

Tue, 02/18/2014 - 14:15
#26
Poopsie's picture
Poopsie
....

last words for Seiran >__> Go craft volcanic pepperbox.

Ok, more serious answer. Blitz needle charge usually one-shot zombies easily. However, when there's someone knock it back by sword swings/polaris bullets exactly when blitz charge takes place, even though it's still on blitz needle charge range (or knock backed the same exact direction where blitz needle is pointing), most likely you can't one-shot it. Because bullets explodes but monster body is already been moved, the explosion can't reach it. Happened to me so many times, when I do random PuGs doing FSC. The zombie was also left out with more than half health bar even though I usually one-shot it with 13 bullets-ish (less than all 15 bullets charge). I know about latency problem, however I don't think it's the case on this one. Volcanic pepperbox just makes this problem more appealing.

Tue, 02/18/2014 - 16:08
#27
Seiran's picture
Seiran
oops + explosion fix

@Poopsie:
Actually, I had the pulsar thing in mind when talking about latency, but after reading your post again, I misread which bug you were talking about. Sorry.

You can clearly see that the damage is explosion based from a lot of places in the game:
- Alchemer only explodes on contact, so it can't kill grass, but most other guns can if you make the bullet die on top of the grass.
- Catalyzer 'chain' detonation only happens if the rotating bullet is in range of a previous explosion (aka almost never).
- If an enemy tags you with a Catalyzer in Lockdown and you have one, you can dash to where the bullet will explode and you can blow yourself up.
- If you shoot a Callahan diagonally into a group of boxes, sometimes, you can destroy the inner block of the group without destroying the blocks in front of it, because the explosion happens a little past the contact location.

So no, I'm not disputing the explosion-based damage nor talking about how moving away from a point of contact can make a bullet explosion deal no damage.

I was talking more about things like this, where what you see in your side isn't what happens server side. Watch the red team Chaos guy circling below me (he dies at 2:28): I leadshoot ahead of him so I miss on my screen, but he takes damage and you can see an alchemer ricochet bullet spawn where the server saw it hit.

We're talking about different things and have nothing to prove to each other.

---

Also @ your suggestion for a fix:

If the moving bullet makes contact with a living entity, it should pass that information to the explosion so the explosion can deal damage to it regardless of its distance to the explosion (cause if it didn't make contact in the first place, it wouldn't have exploded - only fair, yeah?).

So instead of spawning the explosion at the target's location like you suggest (because face it, that'd be weird if a Kat was flying past you and the ricochet spawned behind you), the explosion happens at the same place the bullet died and everything looks/acts the same way, except it makes sure that the thing you hit takes damage.

PS.
Alchemer double ricochets aren't due to this mechanic; they're due to the angle of the spawned bullet being randomly aimed inwards towards the thing that it made contact with.

Thu, 02/20/2014 - 21:08
#28
Poopsie's picture
Poopsie
...

You don't need to say sorry. I just love ramble at my post and sometimes confuses people.
Hmm... I was thinking something like spawned/ricochet bullets would appear from the object location itself (if the charge hits the object) instead of disappearing bullets original location. So that wouldn't cause hitting the same object over and over.

Fri, 02/21/2014 - 03:40
#29
Drischa's picture
Drischa

interesting thing happened yesterday.

I was in FSC, in the room where a bunch of gun puppies with boxes behind them spawn on either side of a walkway with a trojan at the bottom.

I went to shoot one of the boxes, but missed slightly...

When the bullet died, it was right at the back of a box, just beside it. As the bullet died it explode (as bullets do), and the explosion just hit the box.

That's all well and good, but then a ricochet spawned. This means that a ricochet does not spawn when the original bullet hits something, but when the explosion of the bullet dying hits something.

Just a thing that I thought people might find interesting.

Fri, 02/21/2014 - 07:36
#30
Seiran's picture
Seiran
ooh mechanics :D

@Poopsie:
Like I said; the double ricochet is completely due to the angle of the new bullet.

@Drachronos:
I think you actually hit the box. If you were moving or turning while shooting, sometimes the projectile path you see on your screen mismatches what actually happened server-side. While the idea of explosion contact being the true cause of a ricochet spawn sounds good, alchemer bullets don't explode unless they hit something (you can't kill grass with them).

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