Bugs/Issues Thread #2
Re: Bugs/Issues Thread #2
It's intended but definitely feels inconsistent. I think ditching the knockback altogether and just making it a stun that works on all infantry would be the best solution.
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- Wise Windu

- Posts: 1190
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Re: Bugs/Issues Thread #2
The Trippa Shot thing has come up somewhere before (maybe in the last bugs/issues thread), and I think it was decided that it's fine the way it is. Apparently the stun was only implemented to prolong the knockback effect.
Re: Bugs/Issues Thread #2
It's intended like it works now.
Re: Bugs/Issues Thread #2
I used it the other day and I swear it stunned a battlecry FC?
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Re: Bugs/Issues Thread #2
I don`t know why but my commissar lord still uses DKoK voices
. Also, shouldn`t dirge caster fx stay as long as stun it gives ?
. Also, shouldn`t dirge caster fx stay as long as stun it gives ?For the Emperor skurwysyny !
Re: Bugs/Issues Thread #2
Dunno if this has been reported; sometimes holy pyre lose the flamey gfx on some people's screens but not on others.
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Uncle Milty

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Re: Bugs/Issues Thread #2
Having multiple squads of normal plague marines and chosen plague marines will select all of them when double clicking on either.
Re: Bugs/Issues Thread #2
Sorcerer gains 40HP when using consume on an AC from heretics.
- Forestradio

- Posts: 1157
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Re: Bugs/Issues Thread #2
I also think this happens with shoota nobz and flash gitz.Uncle Milty wrote:Having multiple squads of normal plague marines and chosen plague marines will select all of them when double clicking on either.
Re: Bugs/Issues Thread #2
Radio the Forest wrote:I also think this happens with shoota nobz and flash gitz.Uncle Milty wrote:Having multiple squads of normal plague marines and chosen plague marines will select all of them when double clicking on either.
That's correct
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Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
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Companyofheroes

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Re: Bugs/Issues Thread #2
Don't know if this has been mentioned already.
For SS, if you purchase a weapon upgrade (psycannon/incinerator), then psybolts, then justicar, in that order, the squad will lose its weapon upgrade.
Happens in online and offline matches for me.
Side note: To the magnificent people that made this mod possible, thanks for your awesome work.
For SS, if you purchase a weapon upgrade (psycannon/incinerator), then psybolts, then justicar, in that order, the squad will lose its weapon upgrade.
Happens in online and offline matches for me.
Side note: To the magnificent people that made this mod possible, thanks for your awesome work.
Re: Bugs/Issues Thread #2
Spirit stones on the farseer has inconsistent energy requirements and cost.
Ability the greyed out until 80 energy (which is correct according to the game) but when you cast it only 20 or 40 energy is used.
I don't remember specifically whether this is before or after rune armour is equipped but I'm quite sure I've seen it with or without any armour upgrade.
Ability the greyed out until 80 energy (which is correct according to the game) but when you cast it only 20 or 40 energy is used.
I don't remember specifically whether this is before or after rune armour is equipped but I'm quite sure I've seen it with or without any armour upgrade.
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Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
Bugs/Issues Thread #2
Spirit Testicals heal uses 80 energy but restores 60 energy to the FS in addition to the heals. Not a bug but more of a balance issue if there is an issue.
#noobcodex
Re: Bugs/Issues Thread #2
Nurland wrote:Spirit Testicals heal uses 80 energy but restores 60 energy to the FS in addition to the heals. Not a bug but more of a balance issue if there is an issue.
I see
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Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
Re: Bugs/Issues Thread #2
Companyofheroes wrote:For SS, if you purchase a weapon upgrade (psycannon/incinerator), then psybolts, then justicar, in that order, the squad will lose its weapon upgrade.
It sounds like an ash from Nemesis Focus, that removed weapon upgrades. Turning Nemesis Focus into Psybolt Ammo must have left that glitch.
Re: Bugs/Issues Thread #2
So yeah I've got a very annoying thing to report about.
AV setup teams in garrisons can't choose targets.
An example from a real game.
I had my brightlance in a garrison. A khorne dread approached to wreck my army. The brightlance started to fire at the Chaos Sorcerer despite my desperade attempts to retarget its fire to the khorne dread. As a result the khorne dread raped my banshees, killed my spider and got away. And everything because of this retarded garrison system.
I've played today vs an AI-opponent to specifically know whether this problem occurs only in the case with the brightlance weapon team. As the test showed - devastators equiped with a lascannon are as stupid as eldar. There were 2 dreadnoughts in the range of the devastators and there was a hero. Despite my furious attempts (I got really mad) to retarget the fire to any of the dreadnoughts the setup team kept on firing at the hero...
The thing is that garrison usage in this game is so rare, I think that is why people don't complain about its imperfection.
I can't say for sure that this targeting problem occurs only in the case with AV setup teams in garrisons. If I recall correctly I was successful at retargeting the fire of a setup team that suppresses to the desirable target (that means it worked as it should).
If I am not mistaken the targeting symbol doesn't appear (the red crosshair) when you try to target any enemy with your ranged squad placed in a garrison.
AV setup teams in garrisons can't choose targets.
An example from a real game.
I had my brightlance in a garrison. A khorne dread approached to wreck my army. The brightlance started to fire at the Chaos Sorcerer despite my desperade attempts to retarget its fire to the khorne dread. As a result the khorne dread raped my banshees, killed my spider and got away. And everything because of this retarded garrison system.
I've played today vs an AI-opponent to specifically know whether this problem occurs only in the case with the brightlance weapon team. As the test showed - devastators equiped with a lascannon are as stupid as eldar. There were 2 dreadnoughts in the range of the devastators and there was a hero. Despite my furious attempts (I got really mad) to retarget the fire to any of the dreadnoughts the setup team kept on firing at the hero...
The thing is that garrison usage in this game is so rare, I think that is why people don't complain about its imperfection.
I can't say for sure that this targeting problem occurs only in the case with AV setup teams in garrisons. If I recall correctly I was successful at retargeting the fire of a setup team that suppresses to the desirable target (that means it worked as it should).
If I am not mistaken the targeting symbol doesn't appear (the red crosshair) when you try to target any enemy with your ranged squad placed in a garrison.
Re: Bugs/Issues Thread #2
Everyone knows it but I need to hammer the point home. Warp keeps bugging. I lost a Bloodcrusher earlier because warp did nothing, spent my red, cooldown kicked in, but Bloodcrusher remained there for about ten seconds before it was destroyed.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Re: Bugs/Issues Thread #2
It usually happens when a unit is stuck in an uninterruptible animation (like a special attack) the Warp will not work.
Re: Bugs/Issues Thread #2
The bloodcrusher never works with warp?
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- BaptismByLoli

- Posts: 830
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Re: Bugs/Issues Thread #2
Only when its not doing same sort of Special Or Sync-Kill I think according to Indrid

Re: Bugs/Issues Thread #2
Is that a question or a statement? I've heard that if often fails with BCs, if it never works then it needs to be prioritised a bit.
Re: Bugs/Issues Thread #2
Discreet wrote:Only when its not doing same sort of Special Or Sync-Kill I think according to Indrid
That is just my conjecture. I've never seen anyone say flat-out that it never works with BC or it would have got a lot more attention in the past.
EDIT: I just tried it twice on an idle BC and it didn't work, so needs attention.
- BaptismByLoli

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Re: Bugs/Issues Thread #2
Ah, I misunderstood then apparently..
Anywho, I rarely have trouble warping my BC when he's in trouble though I usually do it while he is moving away from the enemy
Anywho, I rarely have trouble warping my BC when he's in trouble though I usually do it while he is moving away from the enemy

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Atlas
Re: Bugs/Issues Thread #2
Not sure if this is a bug but I think the GL heretics retain their melee charge. I'll try to provide a replay to confirm, but would this be intentional?
Re: Bugs/Issues Thread #2
I always thought it never worked with the BC and I'de never seen it work with the BC, but I don't know from that whether or not it NEVER works with the BC :L
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- Ace of Swords

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Re: Bugs/Issues Thread #2
It works with the bc, it just bugs very often, both me and chaos libby reported this multiple times.

- Forestradio

- Posts: 1157
- Joined: Sun 13 Oct, 2013 5:09 pm
Re: Bugs/Issues Thread #2
My base turret just killed my own rhino with no enemy units around.
Can there please be something done about friendly fire from your own units into your own vehicles? iirc it also happens with stuff like lascannons and its not fun.
Happens pretty soon into the game, which is kinda one-sided but still 23 minutes long.
Can there please be something done about friendly fire from your own units into your own vehicles? iirc it also happens with stuff like lascannons and its not fun.
Happens pretty soon into the game, which is kinda one-sided but still 23 minutes long.
- Wise Windu

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- Joined: Sat 14 Sep, 2013 2:22 am
Re: Bugs/Issues Thread #2
Mentioned it to you in Steam chat, but I'll put it here as well. This isn't a bug; most, if not all, vehicles have a 15% chance to be hit by ranged fire that passes through them, and will also block homing and artillery projectiles 100% of the time if I'm reading the values right in the files. So yeah, it's supposed to happen. Whether or not it's a good thing, definitely questionable.
Re: Bugs/Issues Thread #2
I had no idea about this. I lost a predator once to my base turret. It was firing on a retreating enemy.
Re: Bugs/Issues Thread #2
When purgesing bionics and then switching to Signum armor , powerfull sweep ability is still there but the rangebuff from Signum doesnt apply. (mark target avaible)
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