Chain Knockdown interruption; bug or WAI?


Oedipus_Tex

 

Posted

I've noticed something annoying with knockback/down: you've can't stop an enemy from acting with knockdown while they're getting up from being knocked down. If you hit them with a knockdown while they're still in the "getting knocked down" animation, they'll get knocked down again and be out of action longer. If you do something that interrupts the getting up animation, like causing the "shiver" animation with Lingering Radiation or Conductive Aura, then knockdown will also work normally. But if you just try to knock them down while getting back on their feet, it will always fail. Even if you hit them with knockback, the animation will override ragdolling and even though they'll move, it won't affect their ability to act once the getting up animation finishes. Is that how it's supposed to be?


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

I'm pretty sure this has been bugged since ragdolls came out, but I wouldn't expect to see a fix to it ever. It's not popular enough for the development team to bother with.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

My experience has been that that you can knock them down again only once they start to get up. If you hit them with knockback/down before that animation starts, they don't fall. Specifically, it feels as though knockback locks the trajectory of a creature so that nothing can override it. When you are jumping forward and get hit by a knockback 90 degrees perpindicular to your momentum, you also appear to immediately lose all forward momentum and move in the path of the kb.

With knockdown specifically, you can see this in action with Ice Slick. The enemies sometimes pop into midair and fall again once flat on their backs (hence starting to stand up again) but never pop back upward while still falling toward the ground.

FYI the knockback animation has lower animation priority than some attacks. It isn't that knockback isn't affecting the enemy. What's happening is the enemy started to use a power, and then got hit with knockback while it was still animating. This causes the animation they started to continue and them to move backwards. It looks like they didn't fall because the visuals don't show it, but they still suffer time loss for the knockback (but without added rag doll time from what I can tell).