My current strategy for Receiver has been to try to get to as high a vantage point as possible, knock out all killdrones I can see, then find another high point. However, this leads to an interesting quirk of the physics engine updating.
The killdrone hovering is dead, it just hasn't dropped.
A bit of physics update weirdness
Re: A bit of physics update weirdness
This seems to happen when the kill drones are far enough away to not be animated, but close enough to see/kill. If you shoot it a second time, it will fall. (I often do this when I have long lines of sight as well... even after I hear the kill sound, I'll often shoot it again just to make it fall, and I feel safer...)Shadowfury333 wrote:My current strategy for Receiver has been to try to get to as high a vantage point as possible, knock out all killdrones I can see, then find another high point. However, this leads to an interesting quirk of the physics engine updating.
The killdrone hovering is dead, it just hasn't dropped.
Re: A bit of physics update weirdness
Le diddo. I've also noticed it from high vantages on turrets just through a doorway.
Re: A bit of physics update weirdness
I have noticed this too, although I just thought that they weren't making a sound any more and wasted my bullets making them fall, lol
Re: A bit of physics update weirdness
I've finally got the 11 tapes using this exploit and a lucky map with 5 full height areas in a row with just one layered in the middle. But I wouldn't feel guilty if they were awaken since seen.
Re: A bit of physics update weirdness
How dare you.Korban3 wrote:Le
I shoot Hoverbots from far away all the time and they don't come down.