A guide to bullet paths and friendly fire. [Alpha]/[Omega]

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Nightwolf901
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Re: A guide to bullet paths and friendly fire. [Alpha]

Post by Nightwolf901 » 26 Jan 2017, 19:13

Another Tip you could put up. With a Shotgun, Its better to Click behind the target regardless because that will spawn the Two additional Buckshot with the Original. Once doing so and you have a downed Target, If they are far away from any where to retreat to or if they don't have Allies you can leave them to 'Bleed out' If they do, Switch to harm intent and click them after pumping, Or if you have a Bayonet, Switch to help intent and stab them. ( BOTH HAVE A RISK OF BURNING YOU WITH ACID )
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Re: A guide to bullet paths and friendly fire. [Alpha]

Post by TopHatPenguin » 26 Jan 2017, 19:26

Nightwolf901 wrote:Another Tip you could put up. With a Shotgun, Its better to Click behind the target regardless because that will spawn the Two additional Buckshot with the Original.
I'll give that some testing tomorrow albeit I'm fairly sure for general combat that the additional buck pellets which you see spread the original's damage across the board if you hit, for example hitting a xeno before the split and after the split with all pellets connecting should do the same amount of damage. Either way I'll do some testing tomorrow as I haven't been maining the shotgun recently so I need to bring myself up to speed on the mechanics of buck again.

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Re: A guide to bullet paths and friendly fire. [Alpha]

Post by TopHatPenguin » 12 Apr 2017, 23:49

Updated - 13/4/2017

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Re: A guide to bullet paths and friendly fire. [Alpha]

Post by Feweh » 28 Apr 2017, 12:01

Stickied

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Re: A guide to bullet paths and friendly fire. [Alpha]

Post by butters742 » 07 Jun 2017, 15:25

Awesome Guide. I Need practice in this area.

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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Dolth » 24 Jun 2017, 15:59

Wooks, should talk about the scatter reduction when you click further behind.
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by TopHatPenguin » 01 Jul 2017, 07:11

Dolth wrote:Wooks, should talk about the scatter reduction when you click further behind.
I'll add this in soon, chief.

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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Mark Wilson » 04 Aug 2017, 02:22

this is a lot more usefull then I thought it would be
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Challenger » 18 Oct 2017, 15:12

Diagonal firing is no longer a thing, codewise.
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by HKO2006 » 18 Oct 2017, 23:22

^What does this mean/have anything to do with gameplay?
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by TopHatPenguin » 18 Oct 2017, 23:26

Challenger wrote:
18 Oct 2017, 15:12
Diagonal firing is no longer a thing, codewise.
Currently it is aye, however i'm going to hold off on changing the guide in case it doesn't stick.

Keep in mind this only applies for through previous objects you could fire diagonally through, the diagonal firing lines themselves are still there and very much work.
Last edited by TopHatPenguin on 30 Oct 2017, 17:07, edited 1 time in total.

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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by TheMusician321 » 18 Oct 2017, 23:48

HKO2006 wrote:
18 Oct 2017, 23:22
^What does this mean/have anything to do with gameplay?
you used to be able to shoot through corners, so it does have something to do with gameplay.
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Dolth » 30 Oct 2017, 15:48

Diagonal fire still works. If your numpad would be the map and you would stand on tile 5, if a wall would be standing at 8 and 6, you could still shoot over 9. (Not sure if that's well explained).

That still work, at least it worked yesterday.

EDIT: Nope, confirmed not. Nevermind.
Last edited by Dolth on 30 Oct 2017, 17:28, edited 1 time in total.
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by TopHatPenguin » 30 Oct 2017, 17:06

Dolth wrote:
30 Oct 2017, 15:48
Diagonal fire still works. If your numpad would be the map and you would stand on tile 5, if a wall would be standing at 8 and 6, you could still shoot over 9. (Not sure if that's well explained).

That still work, at least it worked yesterday.
Tried to reproduce this but couldn't.

In any case diagonal firing is still a thing just it can't go through objects that it previously could unless you can try and re-create what you did yesterday.

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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by TopHatPenguin » 30 Oct 2017, 17:46

Updated 30/10/2017

- Diagonal Firing past objects removed from guide

- Re-tested all other sections of the guide and they still work correctly.

- Edited the initial "Guide to bullet paths" image to accommodate the diagonal firing past objects change.

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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Dolth » 07 Nov 2017, 07:55

You forgot to update details on spread. The further behind you click, the less spread you'll have with bursts. That still belongs to your guide old chap.
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Crab_Spider » 07 Nov 2017, 11:19

Dolth wrote:
07 Nov 2017, 07:55
You forgot to update details on spread. The further behind you click, the less spread you'll have with bursts. That still belongs to your guide old chap.
That's been patched
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Dolth » 24 Nov 2017, 03:14

Well. That's a good thing I suppose. No more horrible sprrad when you click too close cause you have no lights.

How do you know it's being patched anyway?
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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Xentro » 13 Feb 2018, 07:32

This guide helped me a ton! Thanks.

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Re: A guide to bullet paths and friendly fire. [Alpha]/[Omega]

Post by Cobraman202 » 13 Feb 2018, 19:54

A very well put together guide. Turns out, I'v been hiding behind tables wrong the entire time!
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