https://www.youtube.com/watch?v=S0wPzK-nEb0
So, look, I'm testing out some new builds and one that I finally got the gear to do is a seeker mine/predator build... a bleed build. I thought the build would be fun, but it's unplayable because the mechanics with the seeker mines are broken, and if they're not broken, then it's bad netcoding/latency.
The video I posted above is just one example of how bad the seeker mine is. I remember in 1.4, the seeker mine was able to hit targets majority of the time, but now since 1.5, it's back to this buggy crap. The seeker mine will on many occasions prematurely explode before it even reaches its target... The seeker mine often explodes and does no damage to its player target, but applies a bleed debuff, however the bleed debuff doesn't do any damage, nor does it slow the target down, and very often the seeker mine explodes near the player target, but does no damage at all. Furthermore, my own seeker mines kill me sometimes if I'm behind cover and they attempt to go over the cover and then explode right in my face for no reason. It's really disappointing.
This problem also exists with the sticky bomb. Many times I'll aim the sticky bomb directly on the target player and he/she will be right in the center of the blast radius.. the sticky would explode. but do no damage. So, this is a problem that has been there since release of the game...
So how do we fix it? Yes, there are +explosion radius performance mods that barely increase the range of the sticky/seeker mines, but because the range bonus is so small, the seeker mines will still explode prematurely and/or explode but do no damage...
So how do we fix this annoying problem? I don't see Massive fixing the horrible netcode/latency in this game, so the only way I see fixing this issue is to buff the range of mines/sticky bomb and/or buff the range of +explosion radius mods significantly for both sticky and seeker mines.
Both these skills are not working as intended. They should damage the target if they are within the explosion radius, and I think increasing the radius to compensate for bad netcode/latency in this game is a harmless/needed fix.
I run a powerhouse seeker build atm.
They are buggy as hell. This is what ive learned.
They prematurely detonate if they climb over an obstacle you are hi**** behind, killing u.
They glitch in place, unable to auto detonate/cancel them when their pathfinding glitches and so you have to wait for their life cycle to end.
There are instances with certain players where they detonate meters away in bursts hitting nothing. Dunno why.
I've got your steps. Play the game you developed. Don't you have a bug testing team, or does the customer do it free for you?Originally Posted by Ubi-gabelikes Go to original post