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PC Demolitionist Fragmentation rounds and the Pulverizer...

TheTCREngineer

Grizzled Veteran
Aug 29, 2013
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United Arab Emirates
Sorry for not using the bug template but here's a summary: If you equip fragmentation rounds on a demolitionist and use the Pulverizers alt fire, the damage is dealt to an infinite distance, as long as they aren't hiding behind a wall or is outside of the pulverizers damage cone/radius. It also causes a slight lag everytime you hit a zed with the explosive attack. This was done in solo. Video on this will be up in a bit.

Edit: Video can be seen here https://www.youtube.com/watch?v=Z1kCLCNPASs&feature=youtu.be

During the last 40 seconds the game started to lagspike, freeze and just go to hell, I haven't even spawned a cluster of zeds or done anything to cause that lag so it's assumed that something with the pulverizer has caused this.
 
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For every alt-fire explosion the damage radius increases in geometric progression, multiplied by the skill's x1.5 extra radius value:
225 -> 337.5 -> 506.25 -> further than moon after #42 -> etc...

With the recent addition of Destroyer Of Worlds / Concusive Rounds VFX support for pulverizer, which currently does not work because whole piece of code put under multi line comment, Pulverizer as well got support for Fragmentation Rounds, all that in PrepareExplosionTemplate() function.

However, in here it never really implies the default radius value, instead in continues to increment the current one, which makes every next explosion x1.5 wider than previous.
 
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Recent bug fix didn't work out
Code:
ExplosionTemplate.Damage = ExplosionTemplate.default.Damage;
ExplosionTemplate.DamageRadius = ExplosionTemplate.default.DamageRadius;
ExplosionTemplate.DamageFalloffExponent = ExplosionTemplate.default.DamageFalloffExponent;

Pulverizer now uses default damage and radius values from KFGameExplosion.uc which are 200 and 500.
 
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