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Predictable Alchemer Ricochets (And fix for the left-weighted ricochets)

4 respuestas [Último envío]
Mar, 02/11/2014 - 21:12
Imagen de Kesari
Kesari

Instead of having them only ricochet to the left (Ow my OCD, oh my god I can barely stand it, bounce to the rrrRRRIGHT!!!)
Have it so the ricochets target the nearest enemy off a 180 degree arc, with the center point of the radius pointing towards the source of the shot.
This means the bullets can only bounce back somewhat towards the source of the shot, unless you hit a wall, in which case it will bounce off on a 180 degree arc with the center of the arc being the normal of the wall.
If no enemies exist, then ricochet in a random direction within the arc.

If this left oriented ricochet pattern is intentional, please explain to me why it is done this way.
Do you have any idea how much agony this is causing me? I'm literally in pain. I had to go avoid cracks on a sidewalk and slice a cake in perfectly symmetrical wedges in order to recover from the panic attack that ensued after using a Prisma Driver for the first time.

Perhaps this would make alchemers overpowered, but if that is the case, then just even out the ricochet spread so it can hit targets to the right as well, or make them bounce according to the angle you hit an object at.

Mar, 02/11/2014 - 21:30
#1
Imagen de Whimsicality
Whimsicality
+1

It's been touched upon that internal ricochets and the general mechanics for Alchemers are just flat out buggy as they are. Hopefully OOO addresses this issue for the Gunner Update.

Mar, 02/11/2014 - 21:32
#2
Amnimonus
+1 and thank you

I total agree that there the angle of alchemer ricochets are currently unpredictable but I'm not to sure what you mean by left, it seems to left and right to me but without any consistency. I shot at a wall at a 30 degreeish angle and came to the conclusion that the bullet goes where ever it bloody wants.

I think 45 degree might be better and easier to implement, the homing toward the nearest enemy might be to much though, but any set angle for the shot would be better than it being to go any random angle.

I don't this would be over powered (if its just an angle correction) and it could add some puzzles in which you need the ricocheting bullet to hit a certain switch.

Mié, 02/12/2014 - 06:27
#3
Imagen de Kesari
Kesari
Left

What I mean by left is that when hitting an enemy, the bullets will ALWAYS ricochet like so:
http://i57.tinypic.com/2ihwm15.png
The red arrow indicates the direction you shot the bullet.
The center of the circle is the enemy you hit.
The orange area is where the bullets will always ricochet to, which is semi-random.

What it SHOULD do is either cover a 180 degree wide arc, or have that 90 degree arc centered on where the bullet came from, not 45 degrees offset.

Mié, 02/12/2014 - 16:59
#4
Imagen de Kesari
Kesari
I'm Sorry

I apologize, I must bump this, as it's very clearly a severe bug.

I didn't spend all this time upgrading an alchemer just to have a mental breakdown induced by my obsessive compulsive disorder.

Please, it has to be an easy fix. Just find the lines of code that determines what direction it goes, and add or subtract 45 degrees from that, depending on which way your angles are handled code-wise. (I've seen it work both clockwise and counterclockwise, and 0 degree marks oriented north and east, so errors like this can easily happen)

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