Issue with shoving Pox Bursters when near teammates

When standing close to a teammate and a pox burster is targeting them the shove does not do anything even if the pox burster is leaping in the air.
this issue makes it impossible to avoid damage when other players are near you and don’t use the shove attack on pox bursters.

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There’s obviously something wrong with poxburster for a little time now… many times I tried to push, and instead the poxburster did not care at all and exploded on me…
I actually do what I did a long time with dogs… I shoot them far away and don’t watch my ammos…

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game working as intended, some would say.

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they always seem to respond for me when shoved, worst thing is usually an ally tries to snipe (or accidental push attack it) while you’re charging forward to shove and explosions.

Or the sound bug where at times there are no warning just a mid air pox burster while you have your gun out @,@

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I am sure it has something to do with the busters targeting priority.
When it is targeting me the shove always gives a hit marker. Push them early they fall back without exploding, push them when they jump they consistently get pushed back and explode.

The shove range also give lots of leeway when they target you so you can shove them back at 5 feet or so.

When they target a teammate they just ignore it. Same thing happens when they are running by you. I lost the clip but I had recording where I shoved a pox bursters 4 times as it was running around a corner towards my teammate.

They also cant be shoved when clipping into pox hounds sometimes.

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Poxbursters have been acting buggy for weeks by now.

Takes em forever to prime, often having to wait up to 30s+ before being able to be pushed.

P.S.: Only play havoc, no clue whether they act the same outside.

In video clip you weren’t close enough and backed up too soon from my exp, especially 2nd attempt no way that would have pushed. But that was the Ogryn’s job since it was targeting him on both jumps you’d have to charge forward and push in that scenario… more risky but very team beneficial.

That is well within shove range. When you are the target the shove range is farther than that.

When you are target it helps as its running then leaping towards you and the jump back would be more necessary, but only after successful push.

You were not the target and out of range for push with simultaneous dodge back.

I’ve never seen a push bug just bad timing / range. Besides smart Allie’s shooting or attempting range stagger.

I’ve pushed through the walls, rails, staircases and sideways. One of the only ingame rants was when out front I pushed burster but got a bad angle it went sideways as it was targeting other team member.

Yes everyone knows that.
The issue is you cannot shove the pox burster if you are not the target. THAT SHOVE WAS IN RANGE

The second shove is irrelevant, that is not the issue being highlighted.
You can shove enemies farther out than your character can reach. This is essay to test in public lobbies with pox walkers.

I’ve changed my tactic for them after several occasions where pushes fail to register.

I no longer wait for them to leap, instead run towards them spamming push as soon as I’m in range. Often they’ll bounce away and explode anyway (no timing required). On the occasions they fall over instead, I back away and shoot.

It’s not as effective, but it’s safer as I’m putting myself as the closest (target) enemy and I’m not relying on someone else to sort it out.

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Worst is on maelstrom when you get a wave of 6-12 poxburster… if one bug, you will get insta killed when all others jump on you.

This… unless people are purposefully waiting longer you can push whenever in range… but you can’t back pedal (walk backwards) or dodge back before. Its less obvious in DT (because of sprinting/many speed boosts) but transferred from VT2 enemies will actively slide to you in attack animations to prevent simply walking backwards to dodge while your actions do not share this benefit, if you back pedal and attack you will miss more often.

So while backpedaling your lessening you ability to hit targets while enemies retain… including a push. This made melee all the more vital in VT2 and makes it much less learned / polished in DT.

As state before the push range in darktie is very forgiving.
I am 100% certain that pox bursters are more likely to ignore the shove if the player attacking them is not the target. The only exceptions I can find is the flamethrowers left click, phyker lighting and the Aggripina braced auto gun which knocks them back consistently not matter what.

There is clearly a mechanical issue with this enemy.

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Thats very interesting between the two clips, range was around the same got a better position and early push before the leap on 2nd clip as well as being re-targeted by getting closer and thus as main target. Seems something similar to hound leap as you can push at even further distances.

In both the pox bursters are very fluid in target changes, I concede definitely seems like a hidden feature from these examples. I’ve pushed them mid jump before but like you said as main target or just so desperately close / last second to mitigate damage. Besides bug / feature only other possibility is some latency issue with such slim timing windows would be hard to measure.

Only other idea could be the terrain, on that first clip push and since it targeted the ogryn you push seemed slightly more angular and on that corner was no where for the poxburster to be pushed(though looks like push went out before the turn). Its possible the push did register but terrain had a factor with some latency.

Poxburster push distance should probably be extended if it’s not a bug or you have to fully commit to closer range pushes to save team and hope no one shoots it or edges in closer or avoid teammate clustering altogether.

probably / may have to move topic to bug section.

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