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The "residual" fire and its consequences for the squishy Eldar

Discussion in 'General Discussion' started by Maensith, Apr 25, 2017.

  1. Maensith Subordinate

    Alright I've been noticing this small but very interesting feature for a long, long time - unsurprisingly, it applies to all factions except for the Eldar who are the hardest faction in this game to play for.

    I dont know how to name this issue properly (or whether it has some special term) so instead I'll do my best to describe it: when you attack a shooting class (except for las-cannons and other one-hit weapons) in melee your first strike interrupts his shooting BUT not immediately - instead, your opponent fires 2-3 times EVEN after you attacked him, this is what I call "residual" fire.

    Example: I attack a heavy bolter class (or a tactical) with my scorpion, evading and dodging his line of fire as best I can, he hits me hard but nevertheless I close the distance allowing me to pounce at him and engage in melee - the moment I actually lunge at him and my strike connects with his hit-boxes his shooting is interrupted BUT his weapon always fires automatically like 2-3 times before he finally breaks - and these last "residual" hits actually bring me down, because it takes no more than 6 direct hits to kill an eldar (with a heavy bolter this number actually counts 2-3 direct hits) and this nuisance quite often helps your opponent to win even if he is about to lose in melee.

    Again, this feature doesnt work when you play for an eldar - try it, say, with a Dire Avenger or a Dark Reaper - the same moment enemy's melee attack hits you your shooting is interrupted and, I mean, interrupted IMMEDIATELY, like you absolutely dont shoot anymore.

    This nuisance must be eradicated.
    Sily, The-Forge-Dragon and Faeruin like this.
  2. RoF on automatic is too high to make it ever stop immediately, especially with server latency(even good latency).

    You really feel it on a Stormbolter or *shudder* Rodeo Shoota heh.
    Sily likes this.
  3. Mr Bunny mrbunny Arkhona Vanguard

    That's called lag.
    Slird, Aislinn, SakitPerut and 3 others like this.
  4. Safreadis Safreadis Arkhona Vanguard

    It seems it's not. And you should have this issue as well.

    From my point of view, this "residual fire" is an issue for every melee player. The problem is especially painful when you engage someone in melee and, between two strikes of yours, manages to pull the trigger half a second, that should be a split second, but enough to fire 2 to 5 bullets, at which range are impossible to miss. So as you tanked a few hits to get to melee you take a few more, due to lag, and at this point you are dead.
    I agree that this is painful.... But I honestly don't see how to fix it apart from improving latency and allowing a small amount of client prevision (not happening since the server has all the power...)
    Sily likes this.
  5. Maensith Subordinate

    That's not lag because it happens every time I attack an opponent shooting ceaselessly unless my strike hits him - if it had been then I'd have encountered it only from time to time, but it happens every time and I mostly have no problems with ping.

    Technically, the moment he lowers his gun and it continues to fire straight in the ground bolter rounds arent supposed to hit you but they do, somehow, that's the problem for the Eldar when even 1 hit can often turn the flow of battle into enemy's favour - I hope I dont need to remind you that only Scorpions and Reapers can withstand direct hits from a damn bolt pistol and remain alive - and we are talking about bolters, combi-bolters or heavy bolters (and orkish analogues).
    Aislinn and Faeruin like this.
  6. Maensith Subordinate

    No, I dont mean this small gap you're talking about when melee brawl is already in process. i.e. enemy evades your first attack and for a split second manages to fire 2-5 rounds - though it's also painful I can live with that.

    I mean exactly the first moment, the first attack you lunge with at your opponent who is already shooting - he already hits you several times while you "travel" towards him in the mid-air (this is especially actual for Banshee's animations) and when you land your blow upon him he lowers his weapon (as it's supposed to be) BUT it fires like 2-4 times into the floor in process AND these hits reach you as well. This is especially annoying with heavy bolter players who can spot you at the last 2 seconds you approach them, aim their weapon and begin shooting, you interrupt their fire BUT these several rounds they DID have time to fire into the ground hit you nevertheless
    Sily likes this.
  7. Brosephelon Recruit

    Thats just lag.

    When you dbash and see your enemy get hit, but they roll dodge out of it? Thats lag.
    When you hit an enemy with a melee strike and they keep shooting? Thats lag.

    A lot of these issues are just lag, and the fact that you have direct hits like with the dbashes that will not register due to lag. This is in part because of how EC is designed to be "server authoritative" aka there is no client side hit detection or anything like that. This means its all on what the server says and while on your screen you see the melee attack hitting, the dbash hitting, etc on the server side of thing they are still getting signals going "this guy is dodging/shooting/whatever".
    Ilseum and 0strum like this.
  8. Kyros Drakonite Preacher

    You know what's funny? When both of you down each other at the same time.

    Like, that shouldn't even be possible with hitscans. But due to how the game is coded and lag, it's a common occurrence.
    Sily, Aislinn, 0strum and 1 other person like this.
  9. Arteek Arteek First Blood!

    It's lag. You're just too naive to realize that 1) your ping could just be a network ping instead of going through the server process 2) your enemy ping will ruin your experience just as much it'll ruin his. 3) The servers are laggign on an hardware level
  10. SakitPerut Steam Early Access

    On the brighter side, the laggy player would never be able to win the melee RPS, no matter what he does. Once the lagshots over it's a guaranteed win.

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