Kill Switch update: The Mastermind has been Kill Switched due to an issue with Virulent Bound. The Mastermind will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

Helloooo game? How is this not a tentacle strike?

It went right through his shoulder 😑😑😑😑

Comments

  • MechWarrior3
    MechWarrior3 Member Posts: 5,884

    I agree 100%. That's honestly exactly how it feels too. Something aint adding up….

  • MechWarrior3
    MechWarrior3 Member Posts: 5,884

    I agree. Touch ups would be nice. A more creative selection of addons would be nice too. Some more QOL as well, thank you.

    It would be neat too if you could kinda tell where you want the zombies to patrol at as an option or just select normal mode which is what they do now.

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011

    He crouched. In case u didn't know, u can't hit survivors who are crouched behind an obstacle.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,884

    Yeah but he wasnt right behind the window or under it. He was out in the open. Thats what gets me. The tentacle passed through his shoulder :(

  • Memesis
    Memesis Member Posts: 748

    I think you clipped the left hand side of the window. If a single pixel width of that hitbox touches the tall side of the wall, it cuts the kit kat bar right there.

  • Steakdabait
    Steakdabait Member Posts: 1,386

    This is working as intended. i do agree that the visual not matching the gameplay is annoying here tho

  • UndeddJester
    UndeddJester Member Posts: 4,973

    If you know how Nemesis tentacle hitboxes work, then this makes complete sense and is working as intended... but without that knowledge, yeah it looks a bit goofy.

    For reference, Nemesis whip hitboxes work by creating cylinders (I will refer to as sausages) that come out the front of Nemesis from top to bottom one after another in a line. I believe it is 5 from top to bottom.

    For each sausage, if it hits any terrain it stops immediately and counts as a miss, but obviously other sausages continue on until their max limit or until they hit something.

    In this case the top 3 sausages will have gone over Dwights head, the bottom 2 sausages will have hit below the window frame and not gone through, so no hit, even though if this was a "whip" he'd have absolutely gotten hit.

    Since the top hitboxes come out first, they could probably make it so that if the top of the whip isn't impeded, then the bottom whip hitboxes are not impeded either and will go through the terrain (to create an effective whip action). Though in the pursuit of realism and balance, you would also likely want to diminished the hitbox momentum of the bottom sausages if his top ones do hit terrain to simulate the terrain taking an initial impact and slowing down his whip... so those sliding hits of Nemmy would be less effective.

    As I'm thinking of it, I would also wait for the 5th sausage to spawn, and draw the whip mark on the ground as a vector along the line that Nemmy slid across from his 1st sausage starting point to the 5th sausages maximum end point, just so it's easier to understand what happened for both sides, and make it clear that sliding sideways as you whip DOES alter Nemesis' whip.

    Fun to think about.

  • ratcoffee
    ratcoffee Member Posts: 2,150

    yeah they really ought to fix the animation so it actually matches the hitbox through windows