Bugs/Issues Thread #2

Generic non-balance topics.
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Re: Bugs/Issues Thread #2

Postby ytimk » Sat 06 Sep, 2014 7:36 am

Wise Windu wrote:Relic removed the pause function with their recent patch :(

Ah, thanks mate.
Bugger, no more comp stomping, I willing have to actually learn to micro :P
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Re: Bugs/Issues Thread #2

Postby Myrdal » Sat 06 Sep, 2014 2:02 pm

Atlas wrote:Also, when the Techmarine buys Bionics, and then Signum Armor, he keeps both abilities.

wtf!
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Re: Bugs/Issues Thread #2

Postby Dark Riku » Sun 07 Sep, 2014 5:00 pm

The Apothecary's "Advanced Healing" ability can resurrect incapacitated heroes.
This seems like unintentional behaviour to me.
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Re: Bugs/Issues Thread #2

Postby Forestradio » Sun 07 Sep, 2014 6:34 pm

I believe you can also heal dead ork heroes with the painboy's heal, although it won't resurrect them with just one heal (they'll have 30 health and still be dead).

Not sure if using multiple heals on the same dead hero will make them get back up
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Re: Bugs/Issues Thread #2

Postby Atlas » Sun 07 Sep, 2014 7:16 pm

Only mostly dead?

Correct if wrong, but can't you use the Apo's Heal, the Farseer's Spirit Stones and the Warlock's Channeling Runes to rez heroes as well?
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Re: Bugs/Issues Thread #2

Postby Protagonist » Wed 10 Sep, 2014 5:36 am

Frozen Vapor and Phoenix can confirm this but, using the inspire determination (Bionic Eye) on ogryns on the map Fendrid Folley did not always result in an ogryn model dying but the buff DID apply. Basically the opposite of the carapace armor issue.
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Re: Bugs/Issues Thread #2

Postby 531st » Wed 10 Sep, 2014 5:53 pm

Sternguard veterans sometimes lose their ammo forever (maybe switching in retreat, switching while entering building/vehicle or disruption?) and have no ability to change it. Seem to get stuck in ammo changing state.

Devastator Vengeance rounds deal no damage to tyrant guard in shield wall.

2 out of 3 purgation squad models sometimes continue previous move order when ordered to use their ability. Maybe its only attack move bug? Happens kinda randomly

Rhino sometimes becomes immobile for like 3 seconds after launching a smoke shell. Bug?

GK dread makes weapon attacks (or weapon attack effects) after firing a grenade from its GL. Like sound of plasma cannon winding up and misfiring every time.

LG's sergeant sometimes stands still after "give medkit" order making LG with his stormtroopers hug every person in squad while medic stands in some crater nearby.
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Re: Bugs/Issues Thread #2

Postby BaptismByLoli » Wed 10 Sep, 2014 7:24 pm

In the 'Hero Selection' screen, the tooltip for Chaos Sorcerer states that the 'Mass Warp' global would teleport his entire army to him rather than just 1 unit.
Image
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Re: Bugs/Issues Thread #2

Postby dark heretic » Thu 11 Sep, 2014 7:04 pm

thats wot it does in retail, it isnt a bug
#codexissalty
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Dark Riku
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Re: Bugs/Issues Thread #2

Postby Dark Riku » Thu 11 Sep, 2014 7:07 pm

But this isn't retail, now is it?
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Re: Bugs/Issues Thread #2

Postby dark heretic » Thu 11 Sep, 2014 7:25 pm

ye i guess maybe it is a bug or maybe its just a case of someone editing the global description
#codexissalty
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Re: Bugs/Issues Thread #2

Postby dark heretic » Thu 11 Sep, 2014 7:39 pm

@discreet/riku
cud of worded my response better sry
#codexissalty
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Re: Bugs/Issues Thread #2

Postby Wise Windu » Thu 11 Sep, 2014 8:32 pm

It was already fixed for the next patch. While I'm here, other fixed things:

* Nurgle worship will now give demons 13.5 hp/s regen as intended
* Upgrading the Strike Squad Justicar after Psybolts will no longer remove the Incinerator or Psycannon
* Fixed the flame + enhanced decorator not being removed when Strike Squad incinerator is replaced by psycannon after psybolts
* Fixed Techmarine's armors not swapping out properly
* Fixed IG shotguns not having fx (Lost Son of Nikhel)
* Fixed Chosen Plague Marines and Plague Marines being in the same double click selection group. Same for Flash Gitz + Shootas
* Globals on the Sorcerer Hero selection screen are now in the right order, and Mass Warp has been replaced by Warp
* Spawn Rippers global on the Tyranid Hero selection is now Without Number
* Chaos Lord's Maul glow fx now follows the maul instead of freezing in place (by Lost Son of Nikhel)
* Retreating Artillery Spotters during the use of an ability will no longer cause the ability cooldown to reset
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Re: Bugs/Issues Thread #2

Postby Forestradio » Sat 13 Sep, 2014 3:32 am

I mentioned this to you in-game, but I'll leave it here too: one of the Terminator Librarian's special attacks does ability knockback (and doesn't check for retreating units either). It's not the 360 wave of energy one, it's the other one, the one that looks like the Chaos Lord special with the Blood Maul.
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Re: Bugs/Issues Thread #2

Postby Dark Riku » Thu 18 Sep, 2014 9:37 am

The Sternguard amo bug is missing on the list.
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Re: Bugs/Issues Thread #2

Postby Speedy^ » Thu 25 Sep, 2014 7:40 am

All weapon Misfire is a fixable issue. (If DoW2 runs similar-like engine to Company of Heroes) It can be fixed. It is about wind-up times which makes it misfire. If it fails to wind up properly and is moved on the last second it causes a misfire or if target is out of range just when it fires and it will then fall to the reload state (M10 suffered from this part horribly). It might not be a easy fix but it is possible to complete. The consequences of fixing it however might require more balancing afterwards. (M10 became basically quite a bit overpowered in a mod)
Atlas

Re: Bugs/Issues Thread #2

Postby Atlas » Wed 01 Oct, 2014 7:25 am

I've found a way to bypass the one terminator variant per Gk player rule.

Sometimes when your squad takes heavy losses, it loses it's hotkey assignment. When that happens on a Gk terminator squad, as long as you don't re-hotkey it or reinforce it, the limit is temporarily lifted. I managed to get two Grey Knight Terminators.

I've attached to replay to a separate thread that I'll link. Apparently the quote for this one has been reached.
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Wise Windu
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Re: Bugs/Issues Thread #2

Postby Wise Windu » Wed 01 Oct, 2014 12:45 pm

Do you mean paladins? Terminators don't have that restriction.
Atlas

Re: Bugs/Issues Thread #2

Postby Atlas » Wed 01 Oct, 2014 5:13 pm

Really? I was under the impression that both were limited to 1. I can't see anything in the Codex about it, so let's just assume I'm being an idiot :P

Redacted.
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Dark Riku
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Re: Bugs/Issues Thread #2

Postby Dark Riku » Thu 02 Oct, 2014 6:06 am

Some walkers fire their ranged weapons in close combat.
(MM dread confirmed)
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Re: Bugs/Issues Thread #2

Postby Dalakh » Thu 02 Oct, 2014 11:16 am

The wraithlord with brightlance does it as well sometimes.
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Re: Bugs/Issues Thread #2

Postby Indrid » Thu 02 Oct, 2014 5:50 pm

They all do it. Not seen AC Dread do it but that might just be because the AC takes a little time to spool up before firing, and it doesn't have time to do so.
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Re: Bugs/Issues Thread #2

Postby Arbit » Fri 03 Oct, 2014 6:11 am

I was actually wondering if giving the various walker ranged weapons a 0.5 or 1 second windup and reducing cooldown by the same amount might stop them from firing in melee while keeping their dps the same.

The chaos dread AC doesn't have a windup FWIW.
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Forestradio
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Re: Bugs/Issues Thread #2

Postby Forestradio » Fri 03 Oct, 2014 6:15 am

Pretty sure a plasma cannon dread won't fire in melee either, it can't FOTM and also has a decently long windup.
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Re: Bugs/Issues Thread #2

Postby Arbit » Fri 03 Oct, 2014 6:18 am

It also has a minimum range of 5 ;)
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Re: Bugs/Issues Thread #2

Postby Forestradio » Fri 03 Oct, 2014 6:27 am

Oops :(

I think back when it had FOTM if it pulled off a special attack the plasma cannon would immediately fire without needing to wind up but perhaps I'm just imagining it :shock:
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Dark Riku
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Re: Bugs/Issues Thread #2

Postby Dark Riku » Fri 03 Oct, 2014 8:59 am

Arbit wrote:I was actually wondering if giving the various walker ranged weapons a 0.5 or 1 second windup and reducing cooldown by the same amount might stop them from firing in melee while keeping their dps the same.
Or this?
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Re: Bugs/Issues Thread #2

Postby Arbit » Fri 03 Oct, 2014 7:44 pm

That's a good idea. My concern is that units can behave strangely if ordered to fire on something that's within their minimum range - for example, the KNob with the rokkit launcha will walk up and touch (but not melee) a vehicle if it gets within range 10 of him. If a bloodcrusher melees a melta dread in ranged stance, and the bloodcrusher then moves away, would the melta dread follow after it and try to touch it like the KNob does? Or would the crusher walk out of the minimum range fast enough that it would seamlessly start shooting its weapon again? I don't know. Also, I think the range of weapons is determined from the center of the unit, so you'd have to fiddle with the minimum range value depending on how big of a "base" the unit has (carnifexes are bigger than the standard walker size I think).

Windups have their own issues of course e.g. the infamous pdev glitching when something moves out of range after the windup starts.

Testing would be needed
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Re: Bugs/Issues Thread #2

Postby Roey » Sat 11 Oct, 2014 7:06 pm

Just had a quick 1v1 vs a Grey Knight Ai Expert, black templar skin, as tyrannids, and when he sent a purgation squad(? The devastator equivalent), one of the members had a space marine missile launcher.. Just thought i should let you know.
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Re: Bugs/Issues Thread #2

Postby Dark Riku » Sat 11 Oct, 2014 9:51 pm

That's just the AI :p They do stuff nobody can ^^
This is not something that is possible in PvP.

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