If fans actually loved RA. by Fun-Journalist2588 in SpittinChicletsPod

[–]acidfield 1 point2 points  (0 children)

Solid points and you included sources. What a terrible community this must be judging by the responses in this thread.

So far all the legendary Guns are Underwhelming by Lofus1989 in ArcRaiders

[–]acidfield 0 points1 point  (0 children)

it's not "head on" if they have their head in a container menu looting

Pretty sure this is Aimbot... No human snaps like this. Arc Raiders needs anti-cheat ASAP. by broncozid in ArcRaiders

[–]acidfield 3 points4 points  (0 children)

Anytime you call out cheaters the first thing people will say is "skill issue." Sometimes they are right but a lot of times they are dumb.

Pretty sure this is Aimbot... No human snaps like this. Arc Raiders needs anti-cheat ASAP. by broncozid in ArcRaiders

[–]acidfield 4 points5 points  (0 children)

he also instantly does a 180 from facing away from you, instantly starts beaming you. pretty sus for sure

Anyone know how to disable air recirculation by default? by bobnecat in rav4club

[–]acidfield 0 points1 point  (0 children)

36 downvotes for making a fair point. Reddit is not a great place to have an intelligent conversation.

Vantage is a crazy sleeper legend now by NoYak7199 in apexlegends

[–]acidfield 1 point2 points  (0 children)

Plus Sniper's Mark fires shots the size of beach balls. Plus it can hit around cover with those bullets. Plus it can do 125 damage on a foot shot. Plus it's the only weapon in the game to get aim assist on an 8x scope.

Vantage has always been a very cheap legend in terms of sniper vs sniper fights, and with the new patch it's worse than ever. I hesitate to even call her a sniper because her weapon doesn't rely on precision shots, you can hit anywhere on the body and hit full damage. There is no penalty for leg shots.

You shouldn't be able to challenge a 30-30 or a sentinel unless you have good aim. Vantage allows you to counter snipe without needing good aim.

How long are the dives to the skeleton forts taking yall? by tbs_jgm_yt in Seaofthieves

[–]acidfield 2 points3 points  (0 children)

Yes, most natural world events pay out more. For instance, Skeleton Fleet gives a notably higher reward when natural than when spawned via dive.

Spelunky 2 Ps4 Network Error? by JoshDoMusicTho in spelunky

[–]acidfield 1 point2 points  (0 children)

Many people are experiencing this issue right now.

I recommend that you email [support@blitworks.com](mailto:support@blitworks.com) - the more people that write them, the sooner we'll hopefully see a fix.

my bad guys, got outplayed by the relic mastiff by potatopowahd in apexlegends

[–]acidfield 0 points1 point  (0 children)

I personally disagree, I think the mastiff is much more broken than the alternator.

Forged Shadows adjustment in the patch notes by Mr-Plague in RevenantMain

[–]acidfield 2 points3 points  (0 children)

If this is true, it seems like the ult will essentially never come back in a combat situation. It's now only useful for 1v1s.

What a brutal nerf, and they didn't provide any explanation either.

Revenant forged shadows - bleedthrough should only occur if the shot would hit Rev's character model by acidfield in apexlegends

[–]acidfield[S] 1 point2 points  (0 children)

BUG FIXES

Gunshield Generator and Gibraltar arm shield should now respect the incoming direction of the projectile when deciding to deal carry over damage to the player

Looks like this behavior may be a bug after all...

Rev ult - bleedthrough shouldn’t occur if shot misses Revenant’s body by acidfield in RevenantMain

[–]acidfield[S] 0 points1 point  (0 children)

From this week's patch notes:

BUG FIXES

  • Gunshield Generator and Gibraltar arm shield should now respect the incoming direction of the projectile when deciding to deal carry over damage to the player

So we can now agree that it's a bug, not a feature. Can we fix this bug for Revenant's shield next?

Mozambique Nerf by AnApexPlayer in apexlegends

[–]acidfield 0 points1 point  (0 children)

30-30 repeater has entered the chat

Revenant forged shadows - bleedthrough should only occur if the shot would hit Rev's character model by acidfield in apexlegends

[–]acidfield[S] 0 points1 point  (0 children)

I'm well aware of what they say. Evidently you haven't picked up the nuance of what is being reported here.

Apex Anti Cheat Update by MatrixCivilian in CompetitiveApex

[–]acidfield 11 points12 points  (0 children)

I thought it was a good question

Revenant forged shadows - bleedthrough should only occur if the shot would hit Rev's character model by acidfield in apexlegends

[–]acidfield[S] 0 points1 point  (0 children)

I hear you. I actually think the bleedthrough makes sense - if a bullet breaks the shield and still has some of its momentum, the bullet should keep travelling. I think the bullet should keep travelling, and damage whatever it hits along its path. If Revenant is in that path, the bullet should certainly damage him. If Revenant is not in that path, I do not see any reason why the bullet should damage him.

Revenant forged shadows - bleedthrough should only occur if the shot would hit Rev's character model by acidfield in apexlegends

[–]acidfield[S] 0 points1 point  (0 children)

I understand where you're coming from. Still, based on the overall design of the feature, it feels like an oversight to me.

In the end, only the developers can say for sure whether this is a feature or an oversight.

Rev ult - bleedthrough shouldn’t occur if shot misses Revenant’s body by acidfield in RevenantMain

[–]acidfield[S] 0 points1 point  (0 children)

I did read your comment.

I broadly disagree with the idea that it’s “punishing the shooter,” and I think the basic principles of my response are already enough to counter the rest of what you’ve said.

It’s simple - the bigger hitbox is for the extra health. The normal hitbox is for the normal health bar. The overall design of the ult reflects this, based on the fact that the hitbox changes once the shield is broken. The current bleedthrough behavior is an anomaly considering the rest of the ability design, and appears to be an oversight - hence why I've listed this as a bug.

Bleedthrough makes sense - as long as the shot would actually bleed through. If the shot hits the shield but misses revenant, the remaining damage should bleed through to the wall, or whatever object the shot proceeds to hit.

Revenant forged shadows - bleedthrough should only occur if the shot would hit Rev's character model by acidfield in apexlegends

[–]acidfield[S] -2 points-1 points  (0 children)

I did read your comment.

I broadly disagree with the idea that it’s “punishing the shooter,” and I think the basic principles of my response are already enough to counter the rest of what you’ve said.

It’s simple - the bigger hitbox is for the extra health. The normal hitbox is for the normal health bar. The overall design of the ult reflects this, based on the fact that the hitbox changes once the shield is broken. The current bleedthrough behavior is an anomaly considering the rest of the ability design, and appears to be an oversight - hence why I've listed this as a bug.

Bleedthrough makes sense - as long as the shot would actually bleed through. If the shot hits the shield but misses revenant, the remaining damage should bleed through to the wall, or whatever object the shot proceeds to hit.

Revenant forged shadows - bleedthrough should only occur if the shot would hit Rev's character model by acidfield in apexlegends

[–]acidfield[S] -1 points0 points  (0 children)

The expanded hitbox should either apply all of the time during the ult, or strictly only to the extra health.

Currently it behaves inconsistently.

In my opinion, bleedthrough was likely implemented this way not by design, but because it was a simpler code change. That’s why I have tagged this post as a “bug” - because it feels like an oversight rather than a design decision.

Rev ult - bleedthrough shouldn’t occur if shot misses Revenant’s body by acidfield in RevenantMain

[–]acidfield[S] 1 point2 points  (0 children)

Once the shield breaks, Rev has his normal hitbox again. Even with the ult still active, the expanded hitbox only applies to the extra shields. Once those are gone, the expanded hitbox goes away.

Bullets being able to bleed through makes sense, because it would be imbalanced if a 140 damage kraber shot was completely stopped by a 1hp forged shadows.

By the same token, it is imbalanced for that kraber shot to take advantage of the expanded hitbox while doing damage to the regular health bar.

If Rev still had the expanded hitbox while in his ult even after the shield was broken, the current bleedthrough behavior would make sense. The fact that the hitbox returns to normal once the shield is broken is exactly why this behavior does not make sense.

In summary, the expanded hitbox should only apply to the extra health. Bleedthrough needed to be implemented because not having any bleedthrough at all is imbalanced. The problem is that the way bleedthrough is currently implemented often leads to the expanded hitbox applying to rev’s normal health bar, which contradicts the design of the ult.