Half-Life

Half-Life

StrobaCat 21 Nov, 2023 @ 3:38pm
why does the tau cannon kill me if im not overcharging it
im not holding it for too long to cause me damage, why it kills me???
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Showing 1-7 of 7 comments
Ikagura 21 Nov, 2023 @ 4:58pm 
It ricochet on walls, it may have ricocheted towards you.
StrobaCat 21 Nov, 2023 @ 5:01pm 
Originally posted by Ikagura:
It ricochet on walls, it may have ricocheted towards you.
i have such bad luck that it ricocheted me twice today
Also RICOCHET REFERENCE?!
Foxpup 21 Nov, 2023 @ 6:30pm 
There is a known bug where a tau beam that penetrates a wall will sometimes have an incorrect origin for the exit beam. The beam erroneously originates from inside the shooter instead of the exit point, thus hitting the shooter.

Originally posted by Ikagura:
It ricochet on walls, it may have ricocheted towards you.
The tau beam can never ricochet towards the player who fired it. In fact, this bug can only occur when the beam doesn't ricochet (ricocheting beams always correctly originate from the impact point).
StrobaCat 21 Nov, 2023 @ 6:58pm 
Originally posted by Foxpup:
There is a known bug where a tau beam that penetrates a wall will sometimes have an incorrect origin for the exit beam. The beam erroneously originates from inside the shooter instead of the exit point, thus hitting the shooter.

Originally posted by Ikagura:
It ricochet on walls, it may have ricocheted towards you.
The tau beam can never ricochet towards the player who fired it. In fact, this bug can only occur when the beam doesn't ricochet (ricocheting beams always correctly originate from the impact point).
i hope this bug is fixed soon, it really impacts the gameplay in a terrible way
Cat 21 Nov, 2023 @ 9:34pm 
The scientist did say "It's much too unpredictable."
StrobaCat 22 Nov, 2023 @ 7:06am 
Originally posted by Cat:
The scientist did say "It's much too unpredictable."
I didnt knew it was unpredictable to the point of killing me without overcharging it
Seboops 10 Dec @ 11:06am 
This always happens on the muddy floor in xen_dm, if that helps some dev identify the problem in any way
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