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7.17e MAJOR BUG - Harpoons cant hit kobold


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Update:

Seems that the screenshot i posted shows harpoons not hitting goblin.

I`ve check and found the harpoons arent hitting kobold too.
I`ve also found this problem problem occurs on north east lane and east lane for misty. Proxi trap work around doesnt work pass wave 18-20 as kobold cant die in 1 explosion.


---->

i have 2000 tower attack with 2200 aura range. Normally kobold will never even get anywhere near my walls.

as you can see here, this is wave 8 misty, 3 harpoons with a hunt guard kept missing the kobold. kobold eventually dies due to the spike wall but its a major bug. i have observe this problem on all `land` that is not leveled. such as the bridge south of misty, the slight hill north west of misty. i am assuming this is a height targeting bug.

Temporary work around: Proxi Trap , Darkness + Lightning Aura or Inferno
This is basically a waste of DUs to cater for this bug.

This harpoon problem has been going on for the last 4-5 days.

I would strongly recommend trendy to revert app tower nerf for the time being until the harpoon issue is 100% resolve , at least we can play in the time being. Look at it this way, at the moment it is hard enough to reach wave 25-30 but spending additional 12-20 DUs (out of 140 du in misty) to setup for this bug would make it almost impossible.

Kobold slowly walking through slow aura


Kobold reaches spike wall (before dying from it)

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Yea step_y, I think you do confirm it for me at least, been having that same problem myself, either it's bug or wrong placement, but I dobut it's wrong placement coz even I have faced the same issue, did change the harpoon locations as well but it seems to miss a lot...and also I guess harpoons aren't moving on the downward angle that quickly and they are constantly missing shorter mobs every now and then...only lucky to have spike blocks kill them.

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I made the same post during D patch, jer said it's working as intended. Just use my setup for that point-- It's less DU anyways.

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I don't know how that could possibly be working as intended when a harpoon is plowing through his face but it doesn't get hit.

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I don't know how that could possibly be working as intended when a harpoon is plowing through his face but it doesn't get hit.


*shrug* maybe he's tired of trying to fix it? :P

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*shrug* maybe he's tired of trying to fix it? :P


It sure would be tiring fixing all the mistakes hey?

I'm not a programmer though, and thus I know I can't do better.

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The first screenshot is really really sad :(

TE should just increase the hitbox of those goblins (and perhaps kobolds/skeletons as well).

If they increased the hitbox (vertically) pretty much all of the targeting issues would go away?

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We lost a misty last night on wave 9 because our walls kept getting blown up. Kobolds were just running straight through without even getting scratched

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Either make the Harpoon Tower's projectile hitbox larger, or increase goblin/kobold hitboxes.

Both seem like a simple number tweak?

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The first screenshot is really really sad :(

TE should just increase the hitbox of those goblins (and perhaps kobolds/skeletons as well).

If they increased the hitbox (vertically) pretty much all of the targeting issues would go away?


^ This.

It would correct most of the targeting issues with the towers vs. smaller mobs.

ie. Stop screwing with the Tower's aiming and just alter the mobs instead.

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This is how harpoons used to be, before all those changes to harpoons. Did harpoons ever have perfect aim? I'm content with the way they work now. Sure, they shoot too high on targets, but if they fix this something else breaks teehee.

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Although i am not a programmer, i can not imagine that TE's developers would have ANY trouble vertically increasing the hitboxes of small monsters?

It would probably take less time than all the other targeting fixes they have tried.

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Although i am not a programmer, i can not imagine that TE's developers would have ANY trouble vertically increasing the hitboxes of small monsters?

It would probably take less time than all the other targeting fixes they have tried.


You do realize all these issues are BECAUSE of their programmers... right? So yes, they may have trouble doing this.

I am a programmer and the only thing I could suggest is to remove the incompetent people that are constantly screwing things up and replace them with a plant or monkey or another competent programmer. Any of those three would do a better job than whoever is constantly contributing to the rash of buggy code and stealth changes.

Normal collision detection boxes usually cover all or a majority of the visible geometry. We've all watched as projectiles from a ton of different towers or damage from auras/traps have "missed" a target they should obviously be hitting.

This isn't anything new or ground-breaking. Collision detection has been around as long as games have. You just have a REALLY bad version of it here... which is sad since it's one of most basic parts of a game. Then again, the only thing that seems to have any stability is the graphics engine and that's not written by them.

Fitting they named themselves Trendy... since the way they have approached this game... they won't be around all that long.

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Update:

Seems that the screenshot i posted shows harpoons not hitting goblin.

I`ve check and found the harpoons arent hitting kobold too.
I`ve also found this problem problem occurs on north east lane and east lane for misty. Proxi trap work around doesnt work pass wave 18-20 as kobold cant die in 1 explosion.

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Update:

Seems that the screenshot i posted shows harpoons not hitting goblin.

I`ve check and found the harpoons arent hitting kobold too.
I`ve also found this problem problem occurs on north east lane and east lane for misty. Proxi trap work around doesnt work pass wave 18-20 as kobold cant die in 1 explosion.


I had the opportunity to play Misty Survival yesterday with some friends. We made it to 25 losing defenses every wave 20+. Our main problem was the changes made to the spider spawning by monster count rather than on a timer. We had no issues with goblins or kobolds.

I'm in the process of updating my survival guide with up-to-date layouts. If I can I'll add the layout we used, which is a small variation of Kandar's layout, later today.

Edit: Changed my mind. Kandar posted a wave 30 potential map, so I'd rather not clutter the guide with a weak layout that loses towers every high wave. :)

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Had the same issue with any harpoon above a kobold being unable to hit it. Only turrets positioned on equal level or below were able to hit. Had the problem on alch lab in the back. In the back part of the room I had harpoons and they fired RIGHT over their heads. Only my backup turret stationed in the center was able to get them.

Harpoons can't replace nerfed mage towers if they can't hit everything X/

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It sure would be tiring fixing all the mistakes hey?

I'm not a programmer though, and thus I know I can't do better.


Bit late on the reply, but I think it's more than likely a math/engine issue rather than a programming issue.

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Bit late on the reply, but I think it's more than likely a math/engine issue rather than a programming issue.


I disagree sorry. The hit box is imo programmed too small. It is the same on consoles sometimes. I can see the harpoon go straight through Orc's yet still they keep walking unaffected.

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Same issue applies to spiders as well since they are even smaller than kobolds and goblins. Towers will just shoot above them while they destroy towers.

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trendy needs to fix this , or at least un-nerf the app towers so at least we can play the game until they resolve the problem with harpoon

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