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Enemy Mechanics
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I imagine it’s because of tweaked stagger values for havok are messing with bulwark’s animations during their attacks. The first video is a single example, but there was another instance that I didn’t record of a friend damaging a bulwark while staggered, and it insantly changed from having a stagger animation into a full block stance, essentially animation-cancelling its own stagger. I suspect the bleed ticks were creating a glitchy interaction with its stagger and causing resets. Second vid is an example of typical behavior.
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Oh I see it now, it’s the hidden Havoc modifier increasing their melee attack speed but while the animation speed doesn’t seem to be affected much, the time where the animation ends is still affected, allowing the bulwark to be actionable again much faster. The result being that the bulwark has no opening at the end of its animation like it normally would.
So it’s just a bit of that Fatshark jank
I was thinking that, but the inital interaction in the first clip caused my pov to flip horizontal and look at his feet, suggesting a sudden animation change. I landed a square hit on his head, but it still shrugged it off via an animation shift that caused the shield to suddenly pop into that position.
It’s difficult to pick apart but I think part of the issue is just the shity netcode/serverside authority on the gameplay. You landing your hit on the head, the server taking a moment to cope and it decides that you’ve hit the shield instead because latency or something. It sucks.
Could be that too. Maybe tick rate is too slow to align with faster enemy interactions.
An example of what should have happened:
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Crushers also do funny stuff because of it, animation resetting their overheads pretty often
like this? They have no delay in high lank havoc mission.
Yeah that’s exactly it. I know it relates to the attack speed modifier on Havoc missions, but it looked kind of broken. The issue with Bulwarks is definitely bigger, they block while they’re visually open
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