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Posted (edited)

MissHit grenade impact ceiling, regularly.

It is nice  that after years of  complains you managed set ballistic curve more flat, so grenades  are useable in rooms, like alien base, BUT

due to merciless miss chance  algorithm, grenade could  choose  different route  than planed, then ends up in the ceiling. Explosion of the grenade  is unexpected  and  far from regular miss expectation. Alien base  or  base defence, etc are super annoying to play. Even you (the developers) could believe, that algorithm work as expected, fix it anyway.

From player point  of view, it is annoying bug and not fun !

FIX : Make sure that grenade miss chance route do not consider  ceiling as surface  of impact.

Thanks

Edited by gG-Unknown
  • gG-Unknown changed the title to 6.26 ] MissHit grenade impact ceiling regulary
Posted
19 hours ago, gG-Unknown said:

MissHit grenade impact ceiling, regularly.

It is nice  that after years of  complains you managed set ballistic curve more flat, so grenades  are useable in rooms, like alien base, BUT

due to merciless miss chance  algorithm, grenade could  choose  different route  than planed, then ends up in the ceiling. Explosion of the grenade  is unexpected  and  far from regular miss expectation. Alien base  or  base defence, etc are super annoying to play. Even you (the developers) could believe, that algorithm work as expected, fix it anyway.

From player point  of view, it is annoying bug and not fun !

FIX : Make sure that grenade miss chance route do not consider  ceiling as surface  of impact.

Thanks

You'll need to provide a save with some specific examples of missed shots being problems here. We're not going to ignore the ceiling from grenade hit paths, but with good examples of what is going wrong then we can hopefully improve the algorithm a bit more.

Posted
22 minutes ago, Chris said:

You'll need to provide a save with some specific examples of missed shots being problems here. We're not going to ignore the ceiling from grenade hit paths, but with good examples of what is going wrong then we can hopefully improve the algorithm a bit more.

It's problematic that the grenades explode instantly where it's trajectory gets blocked. If the grenade hits the ceiling or a window frame, it should scatter randomly from there. Sure, it might not be in any way feasible to implement, but any ways...

Posted (edited)
On 1/12/2026 at 12:05 PM, Chris said:

You'll need to provide a save with some specific examples of missed shots being problems here. We're not going to ignore the ceiling from grenade hit paths, but with good examples of what is going wrong then we can hopefully improve the algorithm a bit more.

I am not sure, what are we talking about.

  • a Save file, Before a  throw >>> tells  you nothing. Basically any base attack/defence save file will do.
  • a Save file, After a throw     >>> tells you nothing.  Grenade  / flash / smoke was ignited, so nothing  to see here either.

If you are  needing a specific save file,  explain me how to do  it.

I  was thinking how to solve  this issue, in the  first I thought just exclude ceiling from impact surface of alternative  miss-routes, but then @Skitso bring another issue from the same bag  - widows, edges, doors.  Same issue - unexpected activation of a  throw-able item which means reload or rage quit. Alternatively player can cast a ritual of  mortal curse on a programmer.

 

So  here  is a nuclear solution, ( which also could  alleviate some issues of grenade  luncher) :

Projectile on ballistic curve : In case of miss,  first 60 % of alternative route, projectile travel as  "deactivated" and "ethereal". e.i.  it can  not be activated  by any surface AND pass thru any surface or object. Yes, it is not very realistic, but  solves a shit-load of complains. It is  doable in less than half man-day. AND, I dont see any other solution that your tiny  team could do,  like precise physical simulation and special UI showing  chances to impact an object based on Gauss curve but in 3D.

Well, why 60% ? Because  projectile is behind the peak. I assume, that in 50% travel route, projectile has highest Z-value. Therefore 60 % could be  enough lenght of route  to let grenade travel thru the ceiling and back. Also it solves all the window, early edges, doors, and so on issues.

Edited by gG-Unknown
Posted
On 1/13/2026 at 9:25 PM, gG-Unknown said:

I am not sure, what are we talking about.

  • a Save file, Before a  throw >>> tells  you nothing. Basically any base attack/defence save file will do.
  • a Save file, After a throw     >>> tells you nothing.  Grenade  / flash / smoke was ignited, so nothing  to see here either.

If you are  needing a specific save file,  explain me how to do  it.

I  was thinking how to solve  this issue, in the  first I thought just exclude ceiling from impact surface of alternative  miss-routes, but then @Skitso bring another issue from the same bag  - widows, edges, doors.  Same issue - unexpected activation of a  throw-able item which means reload or rage quit. Alternatively player can cast a ritual of  mortal curse on a programmer.

 

So  here  is a nuclear solution, ( which also could  alleviate some issues of grenade  luncher) :

Projectile on ballistic curve : In case of miss,  first 60 % of alternative route, projectile travel as  "deactivated" and "ethereal". e.i.  it can  not be activated  by any surface AND pass thru any surface or object. Yes, it is not very realistic, but  solves a shit-load of complains. It is  doable in less than half man-day. AND, I dont see any other solution that your tiny  team could do,  like precise physical simulation and special UI showing  chances to impact an object based on Gauss curve but in 3D.

Well, why 60% ? Because  projectile is behind the peak. I assume, that in 50% travel route, projectile has highest Z-value. Therefore 60 % could be  enough lenght of route  to let grenade travel thru the ceiling and back. Also it solves all the window, early edges, doors, and so on issues.

The game's logs and the screenshot from the F11 bug report will help us a lot in this case, as it'd narrow down the scenarios that cause said bug.

I did some testing on my end and found that the grenade throw is more likely to hit the ceiling in the base defense maps if the throw target is quite far away, although I'm not sure if this covers all cases of grenade throws hitting ceilings.

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