Soooo about that absolutely ridiculous invisible shield on the bulwark…its peeved me off just 1 too many times now.
Hit them from the side or back, doesn’t matter! You’ll just get the sound and rebound of hitting their shield even if it’s facing away from you. It seems only vulnerable when staggered.
Please fix the bullwark shield hitbox.
Also, bulwarks interupt a heavy attack charge, even if you have the perk that means charging a heavy can’t be interrupted.
I am 10000% aiming for soft fleshy areas, often the arms, torso (side), back or head. 9/10 times I get the “donk” noise that indicates a shield hit.
Also the strikedown with axe (directly to their head) also has the same issue 90% of the time. Even if I’m toe to tow with them the strike down usually fails.
It’s so boring. Especially as they can stop a heavy strike from charging despite the skill that should mean unstoppable.
I dont know man.
The hitbox seems pretty accurate to me.
As you can see, the small part of the head that sticks out at the top, can be sniped with no problem. Same thing with anything else that is not actually covered by the shield.
(Note that my reticle has moved due to recoil. The shot was aimed directly at the visible part of the head.)
You can test it in the psykhanium and will see that the hitbox of the shield is very accurate on all sides, since the rework.
If you use a weapon like an infantry lasgun, where the projectile hitbox is small, you will not hit the shield unless you actually aim directly at it.
If your gun’s projectiles have a hitbox radius of 20cm, you will probably still hit the shield, if you aim <20cm next to it.
Your issue most likely comes from flawed aim combined with the hitbox size from some attacks, not from the size of the shield hitbox.
If your attack has a hitbox that is larger than the attack would make it seem, it might collide with the shield hitbox even if it looks like it should not.
There is a possibility of a janky connection (I’ve noticed ‘lagged’ shots hitting what they weren’t meant to) interfering with things. Revolver especially does this because apparently how the ‘bullet’ works has a bigger hitbox than you’d think (this is also why it’s easy to headshot).
It’s so consistent though and my Internet is lightning fast. It’s only ever the balwark that has this gammyness to me. It’s like their shield wraps around their entire body, regardless of where the mesh model is.
I haven’t use it because I don’t play Ogryn however there is a melee mechanic I can share that might help.
Your melee attack animations matter. If an attack swings from the top, it will hit the head first. If the attack swings from the side, it will hit the side of the enemy first.
I experienced this issue last night with the Agri Brauto on my zealot.
I was easily offset of the Bulwark’s shield - say 70 degrees+ from face on - as it was pursuing another player. I was aiming at its right flank from about 10-12metres, and I repeatedly got blue no-damage hit markers until it was well past and I was able to hit parts of its back.
I’ve a good connection and other than this, no oddities happening.
I’ve just visited the Psykhanium this morning having read the thread updates, but I cannot replicate this behaviour there. In the Pysk it’s almost pixel perfect in terms of where the shield should protect vs not. IDK! I just know what I saw last evening and would swear by it.
I’m sure you know this, but Bulwarks are vulnerable to getting staggered as soon as they start their club attacks. I usually dodge to the side and hit them then, or intentionally miss the special attack to charge up the heavy in expectation of them opening up. Good stagger and damage.
In groups bulwarks are tedious due to unaddressed engine hyperdensity issues.
Yep but sometimes it takes them ages to do an actual attack. They usually do that annoying push that staggers you and cancels your attack first.
A strike down should 100% hit them behind their shield, and I always dodge sideways to approach them from their side or rear but even this gives shield bounce back despite attacking a clearly open fleshy area. It’s definitely broken imo.
Yes this does happen, It can be inconsistent. The hit box is dodgy when the bulkwork gets staggered. It works both ways.
I exclusively use the thunder hammer and sometimes when I hit the shield it still registers as unyielding damage and sometimes when I clearly hit the back on their head or left leg it registers as a shield hit. It seems the oversized hitbox covers spots the shield visibly does not block when they stumble on the back foot and the very moment before recovery. It is hard to repeat but it is noticeable when it happens.
Bulwark should work exactly like the player ogryns meaning when they get guard broken or not blocking they should take damage regardless of where the attack is coming from. Less randomness is more fair and balanced.