Let's talk about explosions that deal no damage


(BerylRdm) #1

Is this happening to you too? I belive this is a bug, but I don’t know if it’s Unreal Engine’s fault and cannot be fixed or is this something with the game code itself. Anyway - I had plenty of weird nade/mines/sticky bombs situations when I felt that they dealt absolutely no damage even though they should kill opponent. Or healing station. Destroying healing stations is a separate case I think :slight_smile: Sometimes they feel indestructible when you treat them with explosions or molly.


(BananaSlug) #2

yes, yesterday i threw nade directly in front of phoenix, and it didnt kill him (but since it was trainyard i have a theory that it was just a rail that blocked the blast)


(doxjq) #3

Haven’t noticed it with free running people, but I’m having that silly bug again where I can throw a grenade at the face of someone on a turret and they take no damage.


(BerylRdm) #4

@Dox Turrets, healing stations, ammo stations, they seem to absorb energy from a blast even if they are at the opposite side.
I mean - I throw a nade between healing station and bush and someow he makes it through without a single scratch.

(but since it was trainyard i have a theory that it was just a rail that blocked the blast)

@BananaSlug As someone mentioned under my vid, nade at 0:22 fells inside a gap, but even so blast is visible. Maybe there are many spots where this works this way :confused:


(doxjq) #5

Nah I’m talking about exploding the grenade in mid air after its been cooked 1 foot away from the back of someone on the turret. There’s no other way to explain it other than a bug.

It’s not on the ground, in a crack, behind anything shielding the person or anything like that.


(Sorotia) #6

I haven’t noticed it with explosives…but I swear I’ve had it happen with other things…for me primarily shotguns…I’ve had times where I’ve literally turned a corner…playing either a shotgun proxy or aura spec, ran into another aura, face to face with them…pull the trigger…I’m dead and they took no damage at all.

Now I’m not the best marksman…I could also aim a little higher…but no damage at all in a face to face point blank encounter? Something doesn’t seem quite right.

Also twice last night when I was playing Phoenix, I went to revive someone and before I got to them someone gibbed my target…then ran right into my face and I discharged the paddles and not a single damage and the uncloaked Phantom survived to sword me in the face before I could pull out a weapon.

In these situations I can understand if I just lost a duel, but no damage at all? Part of me wonders if it’s the same momentum thing as what Nader suffered with, where if you kill her just as she shoots a nade…the nade loses all of it’s momentum and just falls to the ground like her body.


(ChaoticElf) #7

With regard to the nade at 0:12, I thought there was actually a patch change where they made it so grenade explosion wouldn’t “go through” other players. It’s possible the Vassili stepped over it and blocked most of the damage from hitting the others. I think it was a nerf to stop too many multi nade kills around spawn (I could be wrong behind the reasoning for that). It was an older patch, so I’d have to do some browsing to actually verify this thought, unless someone else remembers this change.

Edit: Maybe I’m thinking of the instagib change.


(frostyvampire) #8

I don’t play Fragger often because I suck as him but I noticed it happening a few times when I did play him but even if it’s fixed, my K/D as him will go up from 4/15 to 5/15.
I also experienced it where a nade was thrown directly at me and I survived. Pls fix

What really bothers me is the amount of flinching caused by explosions (mainly Arty strikes) that are not even close to me (sniper here)


(Herr_Hanz) #9

my problem is the arty arty strike destroying my aura station while its 10 meters away from the arty arty strike.


(RyePanda) #10

People and objects can block the explosion. In the last case it looks like the stoker shields the healing station. Another issue is airstrikes and artillery that destroy health stations even when players on them take no damage.


(Nibbles02) #11

I’ve had this with frag grenades a lot before, tossing one at the feet of a Vasily and he doesn’t even notice because it did zero damage, for example. Most of the time this has worked though, so it never really got me killed more than once or twice(except for one time when I full-cooked a frag and hit someone in the face with it, and it killed me but not the other person).

With the last patch though, I’ve noticed this kind of thing happening with my shots as well. A pretty huge instance of that is when I snuck around the enemy team as Bush and fired a magazine and a half of my Blishlok straight into several people but they took no damage at all. Even if there was a med station, they would’ve visibly taken damage and turned around, but they didn’t even bat an eye.

It doesn’t seem to affect the deployables though, I’m able to kill med stations and heartbeat sensors with no problem and my turret was killing people regardless.


(Noir) #12

I main Fragger and it’s happening more since last past. Or maybe I hadn’t noticed before. I know some mercs will absorb most of it, but yeah, I am definitely throwing some nades at a bunch of people and doing no damage at all, or barely killing just one. Very frustrating when you timed your nade perfectly as enemy spawns.


(Nibbles02) #13

That sounds like the normal spawn protection, as all players are invincible for a short duration after spawning.

On another note, I see the fletcher grenade bug seems to be back, as I threw 3 stickies on someone and detonated them to a grand total of zero damage.


(Ardez1) #14

I think this was discussed in a recent developer stream actually. Supposedly they are going through and combining objects that are separate to improve performance and reduce issues like this where explosives go off in a ‘crack’ between objects and prevent their damage.


(BerylRdm) #15

Supposedly they are going through and combining objects that are separate to improve performance and reduce issues like this where explosives go off in a ‘crack’ between objects and prevent their damage.

I think this will solve most of the problem, but not the whole problem. Can’t wait for this to happen though.


(Tanker_Ray) #16

Hey, that Underground part. There is actually a gap between the main Defender base and the path.

Not only Thunder, but if your projectile falls under that gap, nothing happens & or whole damaging, effective radius is ignored by that window.

So everytime I throw my conc, I throw it precisely outside or inside, not in between.

About the nade’s triple kill failing part, I think it’s just explosive’s damage can’t penetrate through people.

Which means Vassili himself just blocked the whole dmg with his body, and your nade can’t damage someone behind that.

If Blast Master happens, it means nade exploded right in the middle of three guys.

Other than that, it is quite true and weird that explosives or conc never dmg/affect enemies.


(B_Montiel) #17

Two things, very quickly :

  • Explosions covered by map objects even tiny, such as rails on terminal, nade falling beneath wagons in the train corridor in undrground (first objective small corridor). Quite frustrating, also breaks molotovs in the same way.
  • Explosions covered by other players or deployable abilities : there’s a distinction to do to be honest. Because putting an healing station behind an ammo station has pretty much turned into a proper game mechanic and has to stay. I admit it’s sometimes way too forgiving but that’s something I pretty much use 24/7 playing aura or stoker/kira.

So, in my view, while it’s currently very rough, I’d be quite sad to see it totally disappear and have no opportunity to counter nades/strike assaults with this kind of techniques. Aura might have a lot to lose in this.


(Sorotia) #18

[quote=“B. Montiel;206173”]Two things, very quickly :

  • Explosions covered by map objects even tiny, such as rails on terminal, nade falling beneath wagons in the train corridor in undrground (first objective small corridor). Quite frustrating, also breaks molotovs in the same way.
  • Explosions covered by other players or deployable abilities : there’s a distinction to do to be honest. Because putting an healing station behind an ammo station has pretty much turned into a proper game mechanic and has to stay. I admit it’s sometimes way too forgiving but that’s something I pretty much use 24/7 playing aura or stoker/kira.

So, in my view, while it’s currently very rough, I’d be quite sad to see it totally disappear and have no opportunity to counter nades/strike assaults with this kind of techniques. Aura might have a lot to lose in this.[/quote]

It amazes me sometimes how things work…how these tiny little cracks or spots can prevent all of the damage from a nade or molly…yet proxy mines that can go off with things between you and them yet still 100% KO you.