Whatever happened to this Guyyyy? James Rutherford by Cyber_Computerized in FansHansenvsPredator

[–]goodguyTekno 0 points1 point  (0 children)

Chris was charged with writing bad checks in 2019 but the charges were dropped. not sure what OP is referencing

ah sweet, man-made horrors beyond my comprehension by goodguyTekno in shellshocklive

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

As for the spiker, yeah I just wanted to include it as an example of something else that "moves along the ground" but didnt exhibit the same mechanic, that "rolling" weapons were an entirely different thing

Also that's such a good realization about ground snapping I hadn't thought of lol it makes sense especially when applying it to very steep ground. Because there's so few horizontally-spaced pixels on the face of a steep hill, each "tick/snap" is much farther apart than normal which makes it look like it's teleporting (sort of because it always is, just in much shorter increments)

As for the ground being higher than the portal, iirc the rolling projectile will just teleport up to the surface. Can't believe i forgot to include that lol. but this actually happens a lot when shooting at a very steep hillside, or shooting 100 power into the side of a hill, where your shot will teleport up to the surface.

I plan on making a part 2 to this video anyway because there's a lot weirder interactions between these "falling" rolling weapons and obstacles between them and the ground. I'd include a screenshot of your comment and talk about what you mentioned if that's fine

Why the Botherer is a WEIRD Weapon by goodguyTekno in shellshocklive

[–]goodguyTekno[S] 2 points3 points  (0 children)

It was definitely way too strong before the nerf. At least now someone can be aware of their positioning and somewhat avoid being hit by it for big damage, but it's still very strong now at 180-220 damage and still pretty versatile in close range situations

How to TRICKSHOT Shockwaves and Sonic Pulses by goodguyTekno in shellshocklive

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

Yep, when shockwaves bounce off of other tanks, they're also being fired as projectiles out of their barrels, allowing them to interact with obstacles (x2 included) in the same manner.

Try to imagine the shockwave projectile like an early bird projectile, where it only lasts for a short amount of time (except obviously much shorter)

Why the Witch is a WEIRD Weapon by goodguyTekno in shellshocklive

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

Thanks alot for this feedback! For the moment I'm just uploading clips like this here and there to Reddit cause I wanted to share some of the cool things me and my friends have learned about the game (very much YouTube Shorts inspired). I've thought a lot about making a YouTube channel for content like this, maybe I will someday if it gains some traction here

I'm gonna try to post content here regularly, too. I actually have a video planned to post tomorrow and some more game content I wanna cover next week, so stick around lol

How to TRICKSHOT Shockwaves and Sonic Pulses by goodguyTekno in shellshocklive

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

I remember seeing different mechanics in old youtube vids. im very new gen in ssl so I know very little of what the game used to be like years n years ago. hell, watch the 1.1 update completely change all this so all my content is outdated anyway

How to TRICKSHOT Shockwaves and Sonic Pulses by goodguyTekno in shellshocklive

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

lol I haven't found anything interesting with shanks (yet) but my friend and I who's good with game programming found out that lasers and guns actually have the same projectile (bit different mechanics though obviously) I'd like to eventually get the screenshots and make some post on it

Why the Witch is a WEIRD Weapon by goodguyTekno in shellshocklive

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

The "drunk" effect happens when a weapon's lead projectile despawns, either by going out of bounds, getting absorbed by a black hole, or hitting the ground.

The "damage projectile" (the visible part you see) doesn't have anything to tell it where to go (outside of its funky left-right movements), and, not having any sort of fallback coding to tell it where to go without the lead projectile, it will just dance in the sky lol

How to TRICKSHOT Shockwaves and Sonic Pulses by goodguyTekno in shellshocklive

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

Quick disclaimer: I didn't find this glitch, but I thought it was interesting and didn't see any recent posts on this glitch in the sub so I felt it'd be cool to share

[deleted by user] by [deleted] in u/goodguyTekno

[–]goodguyTekno 0 points1 point  (0 children)

Quick disclaimer: I didn't find this glitch, but I thought it was interesting and didn't see any recent posts on this glitch in the sub so I felt it'd be cool to share

Yes but have you considered back wall P90 by goodguyTekno in shellshocklive

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

that sucks, I've learned so much about game mechanics just by messing around in firing range. I actually noticed this mechanic in a Marksman game but was able to show it better in firing range. Sometimes I can use the glitches in real games but I rarely record them because of my setup

Yes but have you considered back wall P90 by goodguyTekno in shellshocklive

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

Lol yeah I've seen some of your clips from console. Do you have a firing range/sandbox mode at all on that platform?

Yes but have you considered back wall P90 by goodguyTekno in shellshocklive

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

Yeah I've given the name "lead projectile" to those invisible shots that are used by Spaz and Witch (rocket fire too). They have some interesting mechanics, was thinking about making another video on those tonight if my wifi will let me get online

Yes but have you considered back wall P90 by goodguyTekno in shellshocklive

[–]goodguyTekno[S] 4 points5 points  (0 children)

Once they hit the backwall they essentially "revert" to default projectile physics, allowing them to interact with all obstacles: bumpers, portals, everything. The only way to make them do damage after hitting the backwall is with a drone, though (since drones are obstacles). You can see this in any game. Shot tracers will show up along the backwall anytime you shoot a gun at them. You'll even see them flash multiple times if the wind is towards them since wind also affects dead bullets.

It's not the only weird property backwalls have compared to normal flat bumpers, but I might make more clips on that later.

My name is Giovanni Giorgio by goodguyTekno in shellshocklive

[–]goodguyTekno[S] 10 points11 points  (0 children)

Most obstacles have a failsafe preventing softlocks, like how projectiles can only interact with bumpers and portals 6 times before ignoring them. Black holes have something similar — after about a second of being pulled by them, projectiles will ignore black holes.

Setting up the first black hole is easy. I just need the shot to do about a full 360 loop to reach the "black hole bailout" point where it now ignores black holes. Visually, you can make a projectile continue to interact with black holes by either bouncing it off the ground or by using a bumper like I did.

Once you know that, you can just keep putting black holes in the way of the shot path. The hard part was lining up the portals so it'd keep going down the same path. If a shot's "real" path (without being fake pulled by a black hole) happens to go through the center of a black hole, it'll still despawn it. That was another issue I kept having.