携帯端末情報(必須)/Mobile Device Information(Required)*
iPhone 17 Pro Max / IOS 26.1
アプリのバージョン(必須)/App Version(Required)*
v111.0-251203-1244
問題が発生する頻度/Frequency of the issue occurring
毎回/Every time
問題の詳細/Issue Details
I know that the hit detection is sometimes scuffed, but hitting Astalos‘ tail feels like it CANT be intended that way.
I am playing SnS and I am in 90% of the time just hitting his body/back and not the tail. I don’t know how other weapons behave, but I tried him 4 times with my SnS and it felt veeeery buggy and unintuitive.
その他の情報/Other Information
Maybe only for SnS, don’t know about other weapons just yet.
1 Like
@Zuloh666
Thank you for reporting.
Could you share us a videoclip of issue for further investigation?
Here you can see an abnormal switch from tail to body
Here the same but even from behind
Here while he is in the air
And here is a very weird invisible wall while dodging into his tail
@Zuloh666
Thank you for video clip.
Basically, if the locked-on part moves off-screen, almost movements in this video aren’t unusual.
However, few points of concern there, so we will investigate them with a specialized team.
If you notice anything else, feel free to reaching us anytime.
The same applies to the Gunlance.
Taking a single backstep will allow you to hit, but it reduces your number of attacks.
2 Likes
Came here to post this too. For every single hubt ive had with astalos so far, i have hit THROUGH the tail, and into the BACK och its body.
The hitbox is NOT where it is supposed to be, as seen when you lock onto it, and try to keep it in weapon arc, the character model simply turns toward the monster CENTER OF MASS and slashes or swings that way instead.
1 Like
hey,
i i have encountered a weird movement with the leaping slash from sns multiple times so I’ve recorded it the last fight.
In this specific scenario the slash might have connected to the tail, but you can see how the character suddenly turns away from the tail and aims at the body. I’ve encountered more noticeable movements like this and most of them connect to the body and not the tail. I just can’t record very fight sorry.
Then this is a viewport issue.
Using lock on, should reorient the character-to-monster angle and centerpoint, so you turn toward AND always keep the locked on point as the character/arena focal point.
Ie the locked on part CANNOT leave the viewport.
Extra important on odd aspect ratio devices like my 16:10, there are oh so so SOOO many times that monster lock-on points fly off screen at the speed of light, or things happening just outside visual area even at max camera distance.