Symthic Forum was shut down on January 11th, 2019. You're viewing an archive of this page from 2019-01-08 at 23:21. Thank you all for your support! Please get in touch via the Curse help desk if you need any support using this archive.
Date of registration
: Jun 30th 2013
Platform: PS4
Location: North of The Wall, Canada
Reputation modifier: 11
The SUAV doesn't always kill on impact, but sometimes instead does <100 damage (often the targets are so far away that they don't die during the "assist window" but I once got a 68 assist). This seems to coincide with the target being crouched or prone although I haven't got any data besides anecdotes.
I'm up for some testing if anyone's interested.
Hey guys.
Has anyone experienced a bug where, soon after spawning, bullets seem to do no damage to enemies. No hitmarkers or anything, I've experienced it a few times in the previous two days. Once on Zavod with a Carbine and again on Pearl Market with a shotgun this time. It doesn't feel like lag, as I move, as well as see enemies moving, perfectly well.
@kataklism
ARGUMENT DESTROYED 100
ENEMY KILLED [REASON] JSLICE20 100
WRITING SPREE STOPPED 500
Hey guys.
Has anyone experienced a bug where, soon after spawning, bullets seem to do no damage to enemies. No hitmarkers or anything, I've experienced it a few times in the previous two days. Once on Zavod with a Carbine and again on Pearl Market with a shotgun this time. It doesn't feel like lag, as I move, as well as see enemies moving, perfectly well.
yeah,had it happen twice in a row onlocker some time agoit's a known bug with unknown cause,it also doesn't happen really often so it's not given much credit.
I've had that happen to me a couple times since DT. I'll check if I recorded the events, IIRC the events triggered after I had parachuted. When it happened my gun fired, I spent bullets and had normal recoil, but there was no sound and I did not score any hits.Hey guys.
Has anyone experienced a bug where, soon after spawning, bullets seem to do no damage to enemies. No hitmarkers or anything, I've experienced it a few times in the previous two days. Once on Zavod with a Carbine and again on Pearl Market with a shotgun this time. It doesn't feel like lag, as I move, as well as see enemies moving, perfectly well.
yeah,had it happen twice in a row onlocker some time agoit's a known bug with unknown cause,it also doesn't happen really often so it's not given much credit.
Ah, ok. I guess it's fine, it was just hilarious to put five shotgun shells into a guy's back and have him bunnyhop away!
And reading Youtube comments still gives me Turbo Cancer.
It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.
What kind of question is that? Since when is cheese ever a bad idea?
Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.
Hey guys.
Has anyone experienced a bug where, soon after spawning, bullets seem to do no damage to enemies. No hitmarkers or anything, I've experienced it a few times in the previous two days. Once on Zavod with a Carbine and again on Pearl Market with a shotgun this time. It doesn't feel like lag, as I move, as well as see enemies moving, perfectly well.
![]() |
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 |
AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.75 AttractUserInputMultiplier 0.45 AttractUserInputMultiplier_NoZoom 0.5 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.85 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.1 AttractMoveInputCap 0.0 AttractYawStrength 1.0 AttractPitchStrength 0.34 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.2 SnapZoomPostTime 0.2 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput 0.2 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 1.2 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 |
![]() |
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 |
AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.0 AttractUserInputMultiplier 1.0 AttractUserInputMultiplier_NoZoom -1.0 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.0 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.0 AttractMoveInputCap 0.0 AttractYawStrength 0.0 AttractPitchStrength 0.0 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.0 SnapZoomPostTime 0.0 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput -1.0 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 0.5 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 DisableForcedTargetRecalcDistance 7.0 |
![]() |
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 |
AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.75 AttractUserInputMultiplier 0.45 AttractUserInputMultiplier_NoZoom 0.5 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.85 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.1 AttractMoveInputCap 0.0 AttractYawStrength 1.0 AttractPitchStrength 0.34 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.0 SnapZoomPostTime 0.0 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput -1.0 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 0.5 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 DisableForcedTargetRecalcDistance 7.0 |
the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho
...IIRC the events triggered after I had parachuted.
And reading Youtube comments still gives me Turbo Cancer.
It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.
What kind of question is that? Since when is cheese ever a bad idea?
Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.
This post has been edited 5 times, last edit by "C0llis" (Aug 20th 2014, 2:25am)
Ok, so I looked through my footage and found some weird instances of my shots doing no damage and producing no hitmarkers - even though the enemy models flinch. I have recorded a total of 4 occurrences, although I know it has happened at least one more time (Pearl Market, don't remember the gamemode, but I remember parachuting down from a roof and unloading into a guys chest only to do no damage). All the events I have recorded occurred shortly after spawning, so in light of that I think it is likely that is when the bug is triggered, as opposed to my earlier theory about parachutes (thinking back I think I may have spawned shortly before parachuting down during the Pearl Market incident). I previously thought the last two events (Op locker) was just the server acting up, but now I don't know.
I edited the events together, they can be seen here. The events were recorded between August 12 and 14; I don't remember when the event on Pearl Market happened. It's possible that this is two different bugs: during the first two videos the guns don't produce sounds while firing, but during the last two clips you can hear my gun firing. And just to clarify: all these events have been on the live version of BF4.
Edit 1: I just noticed the first two clips are from CTE. I didn't notice the watermarks earlier and for some reason Shadowplay saves CTE videos to the BF4 folder, despite it having generated a CTE folder. I'm not sure how interesting the first two events are now.
Edit 2: The thing in the first two clips just happened to me on a live server. I tested and it persisted through a reload, but disappeared once I switched weapons. I will upload it ASAP. I've uploaded it here . I've looked back at the raw footage and I died while shooting just before the first two events in Video 1 and before the event in Video 2.
If it flies, it diesÂ.
...IIRC the events triggered after I had parachuted.
That's interesting. Thinking about it, this may have happened for mine, too. The one on Market, with the shotgun, I'm almost certain. Can't quite remember the others. It was certainly possible that I was parachuting, though. I'll be on the lookout from now on.
Also, does anyone ever get 19 rounds in a mag whn reloading the G18? It should be 20 or 21, right? I've had it happen several times, both on tactical and full reloads.
Forum Software: Burning Board®, developed by WoltLab® GmbH
© Design by Symthic.com