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Deathslinger: Invisible Collision Blocking Harpoon in Penetrable Areas
SUMMARY OF THE ISSUE:
Harpoon collisions are inconsistent in certain areas of the map, particularly when shooting through objects that appear visually penetrable. Shots that should logically pass through are being blocked, suggesting a shift from mesh-based collision to simpler geometric collision volumes. This change appears to have degraded gameplay fidelity and reduced the number of reliable shoot-through spots over time.
These issues were not always present and were introduced sometime around patch 8.1
PLATFORM:
All Platforms
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURRED:
- Approach a cover area or gap (e.g., railing or fence) where it was previously possible to shoot through. Please see the video I have attached. Most of the worse offenders are pointed out in the video.
- Aim and shoot through the visible opening.
- Observe that the harpoon is blocked or hits an invisible surface, even though there is no visible obstruction.
- Repeat in different areas to see similar inconsistencies, suggesting a widespread use of overly simplified collision geometry.
SUGGESTED SOLUTIONS: I assume the simplified collision meshes were done to improve performance. To preserve performance while improving gameplay accuracy, please consider:
- Perforation Zones: Define specific shoot-through areas using invisible trigger volumes or collision layers. This allows Harpoons to pass through where it makes sense visually, without relying on mesh collisions.
- Baked Penetration Data: Precompute which surfaces and angles are penetrable and reference this during gameplay. This avoids the performance hit of real-time mesh checks while maintaining a high level of accuracy.
VIDEO:
I don't agree with the title of this video. Deathslinger is not "unplayable". But there is room for improvement.
EDIT: updated the video link so it starts on the actual issue outlined in the report.