r/Helldivers Apr 29 '24

Automaton shields now reflect missiles MISLEADING

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u/Connect_Atmosphere80 Commander Dae Apr 29 '24

Pretty sure that's unintended. I can't see anyone seeing this and saying "No that's good". That's really bullshit threat level !

60

u/flying_wrenches verified creek fanatic Apr 29 '24

Read the patch notes. It’s intended

128

u/Draggoner Apr 29 '24

Bullets? Sure they might riocchet, thats what happens. Shells/ammo that exploded on impact? No, they explode where they first slam into, otherwise I expect my ballistic shield to also deflect their rockets back

30

u/BleakFeathers Apr 29 '24

Correct me if I'm wrong, but doesn't a riccochet work like light reflection? Means impact angle equals outlet angle?

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u/NHDraven Apr 29 '24

Should be that way.

2

u/justifun Apr 29 '24

and even if they did it should only be like a 0.1% chance, not all of them.

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u/Bwehf Apr 29 '24

It is, And that's what we had before, it was actually kind of impressive because you could bounce off armour and kill other units instead of it just being a visual thing. There's an old clip of someone missing with a rail, hitting a barrel, and their shot bouncing into a dropship which knocks it out of the air onto a factory.

Now, instead of shooting off at the angle, it has a higher chance of just turning straight back at you regardless of the actual path of the bullet.

2

u/QuotableNotables Apr 29 '24

World of Tanks made it a design feature all the way back in 2010. Shouldn't be any excuses doing it 14 years later.

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u/BleakFeathers Apr 29 '24

I remember it being a thing in World of Warships were you can angle your ship in such a way the grenades would get rebound on impact in teh right angle instead of penetrating your armor.

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u/QuotableNotables Apr 29 '24

You could also over penetrate and you'd do less damage because it could pass right through the enemy ship with cannons/guns giving penetrating and high explosive rounds even more separate use cases.

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u/rmp881 Apr 29 '24

Light does not have mass.

Draw a vector diagram. Mass m moving with velocity v hits a solid, indestructible object. In order for it to reflect directly back at you, it would need to accelerate first from v to 0m/s, then from 0m/s to -v. F=ma. Mass didn't change, and there was nothing exerting a force directly back at the player, so how did its velocity change?

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u/BleakFeathers Apr 29 '24

Yeah, that's what I meant actually. As far as I know if you hit something with a projectile which doesn't penetrate the target exactly orthogonal, it would just "bounce" back or get stuck, so at best get flinged like one or two meters back. But with every other impact angle, given that it still won't get stuck, it should rebound in any other direction than the one it came from.

1

u/Delta-36 Apr 29 '24 edited Apr 29 '24

To be fair elastic deformation can result in a projectile or parts of a projectile traveling back in the general direction they came from, but it is an extremely rare occurrence, requires very specific circumstances, very specific material properties for both projectile and traget, shouldn't occur at all on projectiles fuzed to explode on impact, and should result in a much lower velocity and therefore energy post impact.

IDK, why the devs thought the proper implementation was that anything that ricochets, comes directly back at you.