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回報翻譯問題
With the recent nerf to pyro at the very least pyro should be fixed. After all, spies shouldn't be killed a mile away
"but it will make reflecting harder ;_;"
mk cool, next time I face a pyro I won't have to deal with the 50%+ chance of them airblasting a rocket before it even comes out my tube... Hell, maybe I can do a wall jump to get away without it doing a 180 into my face before it even hits the wall!
One other thing, it was quite a while back, maybe a year or two ago... But I do recall running into a certain hacker that managed to exploit this rather large reflect hitbox, and in doing so, centered the box around himself, and simply spammed airblast when someone shot a rocket his way. It was by no means perfect, but it was frightening as it had a very high chance of success, and at times it felt like it was truly impossible to hit him with a projectile of any sort.
The rocket is redirected to wherever the pyro is aiming while airblasting.
https://www.youtube.com/watch?v=ZwWoA6B9VfQ
That is not always the case, ever seen a pyro reflect and the rocket simply "refracts" its angle as if light entered water? I'd have to try and get a recording of this, but its happened plenty of times in normal pub play. Projectiles do not always obey the direction rule.
Edit:
The pyro would be facing me, and instead of the rocket flying directly back at me, it will do a 45 degree change, and continue traveling in the direction I fired it, except above and away from the pyro.
I've got 6TBs of space to throw at this, I'll see what I can manage ;)
Here is some live footage. Still not sure how to completely replicate it in a more appropriate testing environment:
https://youtu.be/bDbJA6XksKg
It's very likely that the pyro's crosshair was over the friendly medic in front of him while the rocket was in front of the medic at the time of airblast, causing the rocket to change direction in the exact location in the world the crosshair landed on.
Unnecessary mspaint provided: http://i.imgur.com/GDczy7N.png
Holy crap, that explains so much. I had often wondered why I was settting people on fire when I thought they'd be getting away.
How would that even work?
Wouldn't turning the fire from particles with floating hitboxes into a mass of projectiles mean that
a) flame thrower fire could suddenly be reflected by airblasts? (Unless they made it an exception like the Medic's syringe gun's syringes which can't be deflected and can destroy stickybombs despite being projectiles.)
b) that, apart from having a travel time and damage-over-range falloff (which the fire particles currently have, too), the projectile-particles would suddenly travel in an arc, unless you gave each particle its own propulsion (like a rocket). That would just be weird. I actually like the existing system just fine, because real life fire isn't a bullet or a projectile. It's plasma, it floats and spreads and dissolves. The mechanic Valve uses is probably the closest they got to simulating those physics.
So, how is that a problem for the teammate? The moment the Pyro reflects your rocket, the rocket changes team and becomes the Pyro's rocket, thus it can't hurt the Pyro's teammates, only the Pyro himself.
This has been known for ages and documented in many videos, so there is no need for you to try and get footage. It's caused by lag compensation as far as I know. The rocket does obey the deflect rule, it just doesn't like it in your client-view. Same as some Spies get backstabs on victims who seem to be *behind* the Spy, because the victim was walking backwards past the Spyand the Spy was moving forwards as he initiated the stab. Some Pyros are quite adept at matador-sidestepping a rocket and reflecting it behind them.