The tap glitch still works.

Post » Mon Jun 10, 2013 6:40 am



It is just the OGR, I'm aware: however the fact that it's there indicates that whatever is the root cause of the tap firing bug is still alive and well.

also the music is just there cause I like to listen to music when I play, deal with it =P
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Steph
 
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Post » Mon Jun 10, 2013 7:22 am

And even with the tap glitch the gun is mind blowingly terrible....
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His Bella
 
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Post » Mon Jun 10, 2013 4:49 am

shhh
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Rachel Hall
 
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Post » Sun Jun 09, 2013 6:17 pm

Ok....you iam guys are great students of the game. Know all the ins and outs....without a doubt.

I have a question.....

Crytek gives hints pregame.....and tellls you to burst fire for more accuracy. What exactly is the difference between burst fire and the tap glitch?

Thanks
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Sista Sila
 
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Post » Mon Jun 10, 2013 7:53 am

Simple answer.

Tap glitching is when you click every bullet individually, burst firing, as the name implies requires to fire mulitple bullets and then let go so your player can re-control it.


Complex answer.

Tap Glitching was a case in where the scripts were hiccuping and ignoring the decay recoil params, the product was a weapon that had virtually zero kick because the weapon was only registering the initial bullets recoil, but ignoring the progressive recoil all weapons should have when continuously firing.

According to Crytek, what they thought is there should be recoil whether you tap burst or hold it down, however Tap Glitching was previously immune to this concept.
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sally coker
 
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Post » Sun Jun 09, 2013 8:02 pm

More important question, were the negative effects of the tapfire glitch patch on Grendel/Takedown/DSG reversed? The recoil for Takedown in particular went absolutely nuts after that patch.

Crytek gives hints pregame.....and tellls you to burst fire for more accuracy. What exactly is the difference between burst fire and the tap glitch?

Thanks
(this is gonna drag on for a bit because I'm explaining pretty much everything, not exactly aimed at you but also for newbies reading this :P)

Typically this is how recoil works in newer games: You fire the gun, the first bullet will have 100% perfect accuracy BUT the gun will jump upwards and sideways (vertical + horizontal recoil) once the shot is fired. Then the gun settles back down to where you were aiming. This takes a set amount of time (depends on the gun and how much the recoil kicks).
If you keep firing the gun, the recoil quickly starts kicking out of control and the bullets start spreading more and more off-target because you're not giving the gun any time to settle back on target.

Burst fire: By waiting between shots (or bursts) and giving the gun a moment to settle-down before you fire again, you directly increase your long-range accuracy. The recoil is still there but you're stopping it from going out of control. Takedown is a good example of this, equip it with Rapid Fire III and fire it as fast as you can - it becomes very difficult to stay on target over long range because the gun is jumping all over the place, you have to slow down and give it time to settle back on target.
Another example is MK60 where the horizontal recoil becomes painfully obvious after the first few bullets (use Assault Scope to see the full effect) and all accuracy goes out the window if you keep firing for too long without giving it a break.

Tap fire glitch: On many automatic weapons Crysis 3 does not give any recoil for firing 1 bullet, that is the essence of the glitch. Only if you KEEP the fire button held down after the first bullet is fired, THEN it starts to apply a recoil modifier.
This means that as long as you only fire 1 bullet per click, zero recoil will be applied and the game will treat every bullet you fire as the "first bullet" which has perfect accuracy and no recoil. Click fast enough and you can turn a Scar or FY71 into guns with perfect accuracy even at VERY long range.
With a recent patch that glitch was apparently fixed, but at the same time something happened to Takedown/Grendle/DSG now those guns have way too much recoil.

This thread is about OGR still having the tap-fire glitch, which means that the glitch wasn't really fixed at all, some kind of band-aid was applied. A rather broken band-aid.
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Marlo Stanfield
 
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Post » Mon Jun 10, 2013 6:11 am

Ok....you iam guys are great students of the game. Know all the ins and outs....without a doubt.

I have a question.....

Crytek gives hints pregame.....and tellls you to burst fire for more accuracy. What exactly is the difference between burst fire and the tap glitch?

Thanks

When you have an attachment like the Muzzle Brake which increases first shot accuracy even when burst firing it increases first shot accuracy every single burst. It's also unknown if with each burst succession if it is actually multiplying the first shot accuracy.


This bug is also prevalent on the CLAW. I'm surprised more people don't use the OGR (actually pronounced Ogre) it's gotten a series of buffs and yet NO one uses it. I still prefer the MK60 to the OGR however.
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jenny goodwin
 
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Post » Mon Jun 10, 2013 2:43 am

This bug is also prevalent on the CLAW. I'm surprised more people don't use the OGR (actually pronounced Ogre) it's gotten a series of buffs and yet NO one uses it. I still prefer the MK60 to the OGR however.


I like using the claw like a single shot grendel. The rhino is also like the single shot jackel. :O


Theres also the full tap fire glitch, which rarely gets mentioned that was working with rapidfire which was an even more dire glitch. With rapidfire you could spam single shots then hold fire with some guns and you would have full auto zero recoil. I haven't tried it in a long time, maybe the rapidfire nerf prevented it, but for a while I felt there were people with macro's setup to abuse that glitch. :O
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Kaylee Campbell
 
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Post » Mon Jun 10, 2013 2:03 am

This thread is about OGR still having the tap-fire glitch, which means that the glitch wasn't really fixed at all, some kind of band-aid was applied. A rather broken band-aid.
Any chance of being able to peek into the data files and see how this thing actually works?
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Kelly James
 
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Post » Sun Jun 09, 2013 7:30 pm

Lousy Coding.

Pure and simple.
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A Lo RIkIton'ton
 
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