Machine behaviour post April 2020 update

well i learn new stuff every day her.

I was so sure that the hunters Concussion Rifle is the one whit similar effect as the experimental pump-shotgun.
They do have an precision shoulder mounted rifle but the one that shoots the explosive rounds that light up read ither kills you or slaps you around allot or gas rounds will out range there Rifle atm.

due to some flaws in code i gess and this round is not in any way obscured by walls or any thing it just spawns in if needed its the red one im talking about now =)

Yes, I do have the Exp. .50 cal. I compared it to the gold one I have, they both said the same thing. I use it anyway, but I still cannot shoot through the doors like the hunters can. So I die and they go unharmed until I find another vantage point.:skull_and_crossbones:

Most tanks don’t have a railgun. What most tanks have, is Autocannon. Only two tanks in the entire game have Linear Accelerator (which can be considered as railgun).

Just because you have a bigger weapon in size (e.g KVM89) doesn’t instantly mean that it’s capable producing much higher velocity needed for material penetration than smaller weapon in size can (e.g 6* .50 cal).

Despite thin wooden wall and thick concrete wall being both walls, there are big differences between them. Most notably thickness and material they are made out of. These two pay a big role determinating if round can penetrate the wall or not.

No, they don’t. Experimental .50 cal has additional line in it’s description saying what it does.

Screenshot

Like i said, Hunter’s Concussion Rifle is much more powerful than your Experimental .50 cal, with a lot more velocity and penetration force.

Experimantal 12G shotty isn’t based off Concussion Rifle. Instead, it’s based off Explosive Flechette that all FNIX hunters have as main weapon.

Many experimental weapon abilities are based off weapons that machines use against players.
It goes like so:

  • 6* AG4 - Incendiary Machine Gun / both fire incendiary rounds that set target on fire
  • 6* .50 cal - Concussion Rifle / both have very high velocity and target penetration
  • 6* 12G shotty - Explosive Flechette / both shoot flechettes that stick and explode shortly after
  • 6* Kpist - Autocannon / both have very high rate of fire
  • 6* m/49 - Rocket pod / both can shoot 2 rockets at once
  • 6* Klaucke - no equivalent
  • 6* KVM59 - no equivalent

No, just no, and that was my main point: Thick walls are being penetrated and much stronger weapons are stopped by a plank of wood. As these things occur willy nilly it is my strong conviction that the game-engine does not process hit-miss-testing properly, or better: not in time. Same with inputs on PC. The occurrances where I was moving and then pressed fire and nothing happened are in the thousands.

In short: there is nothing in the game-engine that would indicate somewhat proper evaluation of physical properties and every discussion about what weapon is being wielded and what its properties and impact on what material might be are mute. It’s a game with an occasionally sloppy event-handling and not a simulation.

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The character I had before the actual one had an Exp Pansarvärnsgevär and the projectiles penetrated even apo tanks (one could see the projectiles hitting the ground behind the tank) but I cannot shoot through a 2cm thick wooden door at point blank. Doesn’t make sense to me.

It’s nice @Aesyle that you try to have an explanation for the things in the game, I really mean that. But I still think the projectiles shot by Älgstudsare and Pansarvärnsgevär have enough energy to penetrate thin walls and doors, especially with the FMJ or AP ammunition variant. And I don’t say they should penetrate steel that easily :sweat_smile: https://www.youtube.com/watch?v=Aj30DoCiwCQ

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There are one door type that you can shoot through with the exp. pvg90, and that is bunker doors.

Bonjour, I do not know if you have this problem, but I am still in orange machine reticle alert while I cleaned the area …
Suddenly, if I move and well I get killed from a distance without having time to act because the crosshair is blocked on orange before becoming red then switch back to orange …

the most surprising is the music which is perfectly synchronized to him on the phases, I think that the reticle of the mahcines is bug in more I have the impression that my stealth no longer works. it happens that I die and I have no time to reappear I make myself direct targeted
because the reticle is orange

ok, but this is not guerrilla mode but skirmish mode, and personally between the 2 modes I don’t see the difference, I have the rest of the video I ended up with 4 tanks (Including 1 apocalypse / 1 military and 2 FINX) and 1 harvest + la suite …

On the other hand yes I have already had a lot of times this type of combat or the enemy continues to attack an area like a building while I am no longer there. The worst is the hunters with their sniper impossible to flee the alert he snipped me from very far away and in the void I heard their shooting but no impact I had to take more than 1000 steps to break thealert because the 2 hunter were stuck on a small island on a lake

100% agreed. I like the Apex engine, coz it renders maps beautifully and it’s fast. They just need to tweak the code that polls and processes the input buffers. But that’s a different story and doesn’t belong in this thread.

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I hate freeloaders at parties. I now leave a gas tank and mine in the kitchen.

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I came back playing the game after 2 months, now I find the balance totally broken. I play the game on guerilla settings, but having a fnix tank (400m) one-hit killing me with rockets is way to overpowered, not that I even had a chance to run away. Before the rockets where flying in a curve and it took 4-5 seconds, now it doesnt even take a second for the rockets to hit. Same goes for the apo hunters.

Please fix those rocket weapons. I mean seriously… its not “hard” its “insane” and “impossible” now to play and I am lvl31 fully skilled and equipped…

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Same discussion topics merged.

//Mod

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Hey guys. It’s been a while. How is the forum doing? :slightly_smiling_face:

I’ve had a long break from GZ. Last I played regularly was in january, and I played one short session after the big march update, just to check out the big changes.

I’m getting ready to return to GZ very soon, but I’m wondering if I should wait until the next update is released? I understand the difficulty was raised a lot more than what was intended. I played GZ through the whole first year, and I felt like I mastered the gameplay and combat pretty well, so if others can handle it, I can too. But if this is supposed to be fixed in a few days or weeks, I think I’ll wait. Don’t want to get used to one new thing, just to have it changed back again.

What do you think? Is this a good time to return?

Wait for next update in June. There is general consensus they screwed up the last one pretty bad !
I personally have only been playing sporadically, and waiting for next update to even things out… :dizzy_face:

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I’m inclined to agree. If you’re a returning player it might be worth to wait for the upcoming patch. The game is perfectly playable, but… It’s a bit… Hm, hardcore. It’s been described pretty well in this thread so far.

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I’d absolutely second what @ameinild and @Zesiir said…

plus…

if you really want to return right now, prepare to die… often… and/or waste huge amounts of medikits…

I said I didn’t want to play right after that borked update but I couldn’t resist and meanwhile I got used to die moreoften than ever before and my former k/d ratio totally went down the drain… lol

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Ok… Last night I tried playing GZ again, and yeah, damn right I’ll wait for the update! What on earth have they done??

The difficulty was sort of managable, but it sure requires some new tactics. Pre April, the game was a little bit too easy for end game players, and I probably used an adrenaline shot just about every 5 hours or so. I don’t have a problem with dying more in-game, but this is an unfair way to be killed! I know it’s an acknowledged bug, and I know you all know it, but the AI is completely off the hook. The super-speed rocket barrages seem like a bad joke, and it appears the Hunters can see you through terrain now…

After my short session in March, I wrote here on the forum that I liked the new inventory.
I take that back. I absolutely do NOT like the new inventory!
It’s a death sentence to use mid-combat, especially now.
That’s off-topic, so I won’t rant about it here.

Overall, I fear for GZ’s player base. I’m pretty sure those who tried the game for the first time after the update, were disheartened pretty fast, quit and left a terrible review on Steam. We who played the game since launch, know they’re trying to improve the game, and sometimes failing. Failing is a human thing to do though, and everyone deserves a chance to make things right.
I’ll never rage quit. I love this game. GZ has already given me more entertainment than any other game over the last 4-5 years. I have plenty of other games to play while the GZ devs tinker. I’ll always come back. Honestly though, I hope that the dev team can one day land with both feet on stable ground, and be done with the endless bug fixing and changes to interface, gameplay, difficulty and what not. Then they could focus only on expanding the game, not fixing what should have worked a year ago.

So like I said, get back on track and I’ll meet you up ahead. :slightly_smiling_face:

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During the June event, i managed to record harv close-up, to catch hunter pod airdrops and other interesting info about it;

At 00:51, just after my clip runs empty, the strange sound is heard, :thinking: most likely the harv’s call for hunter pod airdrops.

Been playing for 100 hours now on ‘medium’ difficulty. Just wanted to add my few comments on this topic.

1: The Hunters with gass launcher and Concussion gun (the .50 cal looking thing) - Have basically unlimited range and hit you even when you are out of line-of-sight and have moved position when out of sight - They basically can track you through objects…
The concussion gun can hit through some objects (maybe intended but combined with the tracking out-of-sight is the issue.)

2: The missile flight time of Harvesters and Tanks is too short and gives basically no time to react to the launch.

3: Overall machine accuracy is maybe a little too high although I dont think it needs to be reduced by much, maybe 5%… maybe it would be fine without the abive issues

4: Infinite spawning of the Hunters from harvesters while not impossible to deal with feels very cheap. Maybe there should be a component on the harvester that takes some time to destroy but allows you to stop them calling for backup (maybe a comms/satalite dish or radio looking thing on top that you can shoot off)

Other than that i feel the difficulty is goodand with 2-3 players. and with 4 i feel going to ‘hard’ or turning on the scaling option would be viable.

I am really enjoying the game and cant wait for the next update/dlc (not cosmetics please :smiley: )

Cheers

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Absolutely agree! We should have a way to disable the harvester’s ability to call in hunters.

Also, idk if anyone has noticed, but the hunters drop in the form of a tick pod, the devs might need to create a new model to make it more believable :wink: