Jank!


(PixelTwitch) #1

[ol]
[li]Fletchers shotgun spin animation after reload prevents sprinting.[/li][li]Delay on crouch when sprinting forward.[/li][li]Shotgun loading next shell prevents sprinting[/li][li]Sniper loading next bullet prevents sprinting[/li][li]Sniper last round in clip extended animation that prevents sprinting[/li][li]Sniper last round in clip extended animation prevents weapon switch[/li][li]Sniper that does not have next bullet loaded prevents shot firing even after sprinting/weapon change.[/li][li]Fletcher Sticky Bomb delayed detonation.[/li][li]Fletcher weapon switch from Sticky Bomb to Detonator.[/li][li]Long throw time even on molotov even when cooked.[/li][li]Delayed start to ammo collection from enemy ammo station.[/li][li]Naders Nades bounce off enlarged MG Nest hitbox[/li][li]Naders Nades float in midair if fired when next to teammate (hitbox overlap)[/li][li]Bullets hitting friendly hitbox even when player not visible (overlapping close to the side)[/li][li]Explosive damage applies though generators and repairable doors[/li][li]Sticky Mines detonate when on an objective object when the object is shot[/li][li]Wall jump direction is inconsitant off curves/corners[/li][li]Defib range is too small[/li][li]Objective Jug transmit point is to small[/li][li]Fire vanishes when hitting a corner[/li][li]Fire does not maintain momentum.[/li][li]Cannot fire though bushes (corners/edges when barely visible).[/li][li]Switching weapon while repairing/defusing stops defuse (for setting up weapon to switch too afterwards)[/li][li]EV collision box prevents moving along side[/li][li]EV Collision prevents standing on top of[/li][li]EV collision is bigger then the EV (hard to know where to throw stuff over).[/li][li]Hit makers apply even when damage is not given (as you die)[/li][li]Blood on your screen (third person) even when you are not taking damage.[/li][li]Granades are canceled when killed even when cooked.[/li][li]Pipe collision (underground map) makes jumping on them from the side difficult.[/li][li]Spread feels inconsistant after certain actions[/li][li]Picking up Jugs takes too long[/li][li]Using elevators takes too long[/li][li]Elevators activation range is too small[/li][li]Lack of inherited momentum on certain throwables[/li][li]Lack of animation / telegraph that a item is going to be vanishing[/li][li]Ammo crates radius is too small[/li][li]Long jump punishment is too sharp[/li][li]crouch increases fall speed[/li][li]Redeyes smoke can last outside of its radius[/li][li]Friendly explosives remove fire [/li][li]Friendly explosives remove smoke[/li][li]Laser Targetter struggles on certain parts of the EV[/li][li]Laser Targetter reset on stutter and hitting a vertical surface[/li][li]Lack of roll on granades and throwables. [/li][li]Using Knife slows you down / stops your sprint.[/li][li]Fire damage radius not properly communicated.[/li][li]Long jumping from a height should not slow you down as much (if atall)[/li][li]SMG3 Reload animation inconsitant with all other SMGS[/li][li]Repairing a ramp while stood ontop makes you fall though it.[/li][li]Trees leaves block throwables[/li][li]Railings make shooting inconsitant[/li][li]Still get hitsounds when shooting though glass but no damage.[/li][li]Thunders flashbang does poor job of communicating its effect.[/li][li]Thunders Flash can outlast a reaspawn.[/li][li]Gibbing a Nader should prevent marty explosion.[/li][li]Friendly deployable do not block movement but enemies do. (healing station biggest issue)[/li][li]Stoker Ammo Station is harder to place than you would expect often requiring button spam. [/li][li]Long Jump landing punishment time starting at land rather than take off. [/li][li]Gibbing / Reviving Z depth is too shallow (make stairs/ramp gibbing and reviving very hard) [/li][li]Increased cool down between Long Jumps (after cooldown) makes knowing when you can jump difficult.[/li][li]Third Person cam when incapped/dead could be more vertical to prevent clipping issues (or switch to First Person)[/li][li]Vertical only decal placement on HBS and Healing station looks horrible on complex objects.[/li][li]Smoke from weapon barrel obscures vision to much in certain areas[/li][li]Repairable doors could do with a blended animation (like pumps) for repairing / closing[/li][li]Thunders incapped hitbox is too tall [/li][li]Remove footsteps in first person when rotating camera/fov.[/li][li]Align Iron Sights with centre crosshair [/li][/ol]


(spookify) #2

Number 31 Yep

Number 8 Sucks!

47!

Well all of them. Nice work. We have all been thinking it but I’m way to lazy to put this stuff into a list like this.


(Mustang) #3

A decent list of a lot of the minor annoyances, good stuff.


(ToonBE) #4

Nice work!


(Smooth) #5

“You must spread some Reputation around before giving it to PixelTwitch again.”


(MrFunkyFunk) #6

[QUOTE=PixelTwitch;517034][ol]

[li]Gibbing a Nader should prevent marty explosion.[/li][li]Friendly deployable do not block movement but enemies do. (healing station biggest issue)[/li]
[/ol][/QUOTE]

I’m sorry but what?

  1. I absolutely despise martyrdom but some can’t complain that their abilities (molotov, nades, etc) get cancelled when they die (when it shouldn’t, we agree on that) then ask for stuff like that.
    If that nader activated that ability before being gibbed, it should go off. Same for those that want a revive to cancel it.

  2. Why shouldn’t enemy deployables be an obstacle? I purposedly put mine sometimes in doorways or corridors to slow down people. Even if it’s small one, it’s still a bloody strategic element nonetheless.

So it’s a bunch of personal opinions, mixed with some issues/bug reports (railings, glasses and some of them have been known and worked on) topped by a wishlist.
I’m not sure if people read threads when they go around distributing “+1”, +“replol”.
And I thought postcount contests were a thing of the past.


(PixelTwitch) #7

[QUOTE=MrFunkyFunk;517069]I’m sorry but what?

  1. I absolutely despise martyrdom but some can’t complain that their abilities (molotov, nades, etc) get cancelled when they die (when it shouldn’t, we agree on that) then ask for stuff like that.
    If that nader activated that ability before being gibbed, it should go off. Same for those that want a revive to cancel it.
    [/QUOTE]

I am not saying that this is how things should be done…
I am simply pointing out what we have been told by the developers what is supposed to happen (and it sometimes does) but not always. Make it either way, I really don’t care, just make it consistent.

[QUOTE=MrFunkyFunk;517069]
2) Why shouldn’t enemy deployables be an obstacle? I purposedly put mine sometimes in doorways or corridors to slow down people. Even if it’s small one, it’s still a bloody strategic element nonetheless.

So it’s a bunch of personal opinions, mixed with some issues/bug reports (railings, glasses and some of them have been known and worked on) topped by a wishlist.
I’m not sure if people read threads when they go around distributing “+1”, +“replol”.
And I thought postcount contests were a thing of the past.[/QUOTE]

I have no issue with them blocking you I just think it should be easy to know if its a friendly deployable or an enemy deployable from simply visual cues. I also use the ammo station to block doors where possible (containers on victoria for instance). My main problem is actually the healing station as when you play on a lowish FoV and they are on corners, you cannot physically see them.


(meat) #8

[QUOTE=PixelTwitch;517072]

I have no issue with them blocking you I just think it should be easy to know if its a friendly deployable or an enemy deployable from simply visual cues. I also use the ammo station to block doors where possible (containers on victoria for instance). My main problem is actually the healing station as when you play on a lowish FoV and they are on corners, you cannot physically see them.[/QUOTE]

So its not actually a bug. It’s actually a personel problem for you, because of your personal preference on what FOV you use.

There is a restricted view with a smaller FOV, that is something you should be aware of when you pick that low of a FOV. It is not a bug, it is a limitation imposed by your choice of FOV.


(PixelTwitch) #9

[QUOTE=meat;517076]So its not actually a bug. It’s actually a personel problem for you, because of your personal preference on what FOV you use.

There is a restricted view with a smaller FOV, that is something you should be aware of when you pick that low of a FOV. It is not a bug, it is a limitation imposed by your choice of FOV.[/QUOTE]

Actually the fact that a 1foot high healing station can prevent you from entering a 7 foot high door is a bug in my opinion… we are talking about an object that blocks that is small enough to step over…


(Glottis-3D) #10

fair point!
i just tried in real live to step over a 1foot obstacle (a drunk college) and it totally worked!!


(Mustang) #11

A few are personal opinion, which I why I said decent instead of something stronger, couldn’t be bothered to argue over a few minor points at this stage in the game.


(PixelTwitch) #12

Added a few more.


(PixelTwitch) #13

Added a couple more again…

  • Remove footsteps when character is just rotating.
  • Align Iron Sights with centre crosshair