Bursters are NOT fixed or improved

I still don’t understand how they can’t code them in a way where a push is a 100% stagger to them, no matter which player they are focusing or what the situation is. Having two of them running like 5 meters apart from each other towards you also constantly causes a situation where you can’t possibly push both away.

Seriously, on higher difficulty they have to be the most deadly enemy in all the unfair and unfun aspects. Why Fatshark is so driven about having them in the game is beyond me.

You can also see he’s pushing from miles away which is what made it possible.

I don’t deny that lag compensation exists, I say that it is not the problem that appeared after the patch and that literally everyone has noticed. You can’t push them at point blank range when they’re literally stuck on you, in any difficulty, even if you have 5 stacks of hammerblow. This is NOT what was happening before.

this may be hard to explain without visualization, but when you think you’re point blank pushing a burster you are not actually point blank. you see it elsewhere than the server does, there’s a substantial delay. what the server sees is you pushing the air somewhere next to the burster, in most cases.

there is a mod that visualizes this.

without lag compensation, your pushes will very often miss unless you consciously push to where you think the burster will be in a little bit. this is what’s causing that.

i don’t even think it became specifically more common in this patch after playing some more, it’s always been a thing. people just notice it more because they always explode now and you can’t “safely” push a burster anymore. so now once it’s past you, you’re taking damage period.

You know how enemies sometimes have a fµckton of stagger resist when they are running past you to target someone else? I think that may be a big reason why this burster problem still exists to this day, because it might be a universal mechanic that all enemies have.

Also it’s kind of ridiculous for this mechanic to exist at all in a co-op game. Like I want to interrupt the rager line that’s going to my friend using my Crusher with +200% impact but nooo they don’t care, they just run past me and now the group of ragers has become someone else’s problem.

It did.

You also forgot to explain why is there now a delay when you push bursters that aren’t aggroed to you.

You also forgot to explain why bursters now turn to face you before getting pushed (if it works).

I also don’t understand why you posted a list of videos by someone else that prove my point and show a player push bursters that are not aggroed to him.

And bursters are NOT as fast as mutants.

well, since were making fake news accusations earlier, do you have any videos on this behavior?
i’m willing to accept i could be wrong and something fundamental did change, but anecdotally it hasn’t, so i’d need proof to believe it

i have definitely seen bursters swap target mid jump before, which would perfectly explain at least one point you make with the lag comp assumption. this patch claimed to fix that, but i’m not sure it did. wouldn’t be the first time they claimed to fix something and didn’t

Yeah just let me record an extremely specific case of a push actually working on bursters, I will let you know in 3 business days (maybe).

Now that you reminded me of this, I think the fix is that bursters will not lunge without a line of sight. And coincidentally I am pretty sure all the new cases of bursters ignoring pushes happen when their target is out of sight.

It’s anecdotal, but pay attention to it, it might be relevant.

hey man i did find several oddly specific bug reports and videos from over a year ago when you called me a liar. shoe’s on the other foot now, isn’t it?

I don’t think it’s inherent to all enemies, like trash mobs, ragers, dogs and shooters will stagger in the direction they are running toward their target but gunners, trappers and flamers and such are staggerable at any time.

This update that changed burster ai has also made other specials like trappers extremely annoying because you predict them to target you once you enter their range and line of sight but instead will run past you toward their original target as you probably swing right through them.

even after the update they will occasionally be unpushable/ not explode when pushed. they are always on some weird new mechanic where there is either a delay when you push them or you have to be point blank in order to push them. maybe both? the changes made them worse

This was always the case if they weren’t targeting you, because that’s when lag compensation mechanic activates and increases your push range.