Bugs/Issues Thread

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Deflaktor
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Re: Bugs/Issues Thread

Postby Deflaktor » Thu 23 Jul, 2015 1:30 am

Ogryns on "Incoming!" are not picked up by the Farseer Gravity Blade.
"Incoming!" probably prevents ability knockback instead of weapon knockback. As a result an army on "Incoming!" will probably also not be picked up by orbital. Is this really intended?
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Wise Windu
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Re: Bugs/Issues Thread

Postby Wise Windu » Thu 23 Jul, 2015 1:50 am

Deflaktor wrote:Ogryns on "Incoming!" are not picked up by the Farseer Gravity Blade.
"Incoming!" probably prevents ability knockback instead of weapon knockback. As a result an army on "Incoming!" will probably also not be picked up by orbital. Is this really intended?
Like I posted here: viewtopic.php?f=6&t=1771&p=43608#p43608

Incoming! prevents all forms of knockback - ability, weapon, light weapon, medium weapon, and domino. Not a bug. Not sure whether or not it's a good thing, but it was intended originally to prevent all knockback.
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Re: Bugs/Issues Thread

Postby DarnedDragoon » Fri 24 Jul, 2015 12:22 pm

Using the shotgun blast ability for my scouts unselects my scouts. Why is this?
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Re: Bugs/Issues Thread

Postby Impregnable » Sat 25 Jul, 2015 11:07 am

In the new patch, Chaos Sorceror can teleport enemy units with his 'Warp' Global. I am quite sure this is a serious bug that need fixing.
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Re: Bugs/Issues Thread

Postby Atlas » Sat 25 Jul, 2015 3:54 pm

Impregnable wrote:In the new patch, Chaos Sorceror can teleport enemy units with his 'Warp' Global. I am quite sure this is a serious bug that need fixing.


This is baller. Good change.
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Adeptus Noobus
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Re: Bugs/Issues Thread

Postby Adeptus Noobus » Sun 26 Jul, 2015 10:16 am

Atlas wrote:
Impregnable wrote:In the new patch, Chaos Sorceror can teleport enemy units with his 'Warp' Global. I am quite sure this is a serious bug that need fixing.


This is baller. Good change.


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Re: Bugs/Issues Thread

Postby Dalakh » Mon 27 Jul, 2015 11:52 pm

I'm not sure if it's intended or a bug but the Fire Dragons knockback resist works against ability knockback. Either way I think it's pretty ludicrous and should only work against weapon knockback.
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Cyris
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Re: Bugs/Issues Thread

Postby Cyris » Tue 28 Jul, 2015 3:53 am

VA's ammo swap ability is often greyed out and cannot be used. I can't seem to figure out why this is caused, but it feels like a toss up if it's able to be used or not when I select him. This might be associated with movement or firing?
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Re: Bugs/Issues Thread

Postby Indrid » Tue 28 Jul, 2015 11:15 am

You can't swap his ammo while the weapon is reloading. This is to prevent exploits.
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Cyris
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Re: Bugs/Issues Thread

Postby Cyris » Tue 28 Jul, 2015 6:52 pm

Oh geez, that's super sad. I'm guessing this is because the two weapons have different cooldowns? It's incredibly frustrating and arbitrary to play with though. Is there any other way it could be implemented? Do Sternguards have this problem, does switching ammo types reset their relaods and such? Some random thoughts:

Instead of normal weapon cooldown, VA has a hidden debuff placed on him of being unable to attack after shooting - basically the Noise Marine debuff. This lasts for 7.5 seconds (the VS's firing rate). This would make him maintain his current fire rate, but be able to swap weapons whenever?
Make weapon swap a toggle instead, one that applies a "buff" that increases damage to vehicles by X% and reduces all other damage by Y% (like the RA's corrosive devaouar ability). The accuracy of the gun would likely stay the same, but if the damage mods are quite potent, it should largely be irrelevant. To be specific, toggle on to increase vehicle damage by 1368%, but reduce all other damage by 95%. (190 * 0.05 = 9.5 vehicle damage. 9.5 * 13.68 = 130, the current vehicle damage).
Put a 20 second cooldown on the weapon swap.
Make the weapon swap take 5s of disable time (can still move, but not fire).
Make the weapon swap require a 1-2s channel time.

Just some thoughts. It's been really bugging me lately, since with a 7.5s cooldown on shots, and the AI taking shots for you sometimes, he can often get locked in the wrong ammo type, and baby-sitting him for up to 7 seconds to catch him before he fires again is a strikes me as an excessive micro ask.
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Re: Bugs/Issues Thread

Postby 531st » Wed 29 Jul, 2015 1:22 pm

Making a queue for building multiple heavy-cover-tank-trap-thingies for guardsman may leave one of the tank-trap-cover-thingie green forever like its going to be built but its not. Doing smth else, pressing stop, retreating or even losing a squad do not exorcise the ghost tank traps. If ghost tank trap appears u get a chat bug and unable to type anything. And game is no longer maximizable, so u minimize and it will be like that until u close and relaunch the game. Sounds creepy

P.S. dunno if it causes the bug just for u but some1 else in this game later said that he had chat bug too. So maybe its bugging multiple ppl in game

P.S.S. I was unable to duplicate chat bug and minimizing bug but there is the ghost tank trap
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531st
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Re: Bugs/Issues Thread

Postby 531st » Wed 29 Jul, 2015 3:55 pm

Commissar lord appears to have no cover indicator for some reason (to be honest it seems like he also does not benefit from it)
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Re: Bugs/Issues Thread

Postby 531st » Thu 30 Jul, 2015 12:50 am

I remember there were some targeting priorities for tanks but it seems like vanquisher leman russ still has the highest priority on infantry thus making any vehicle movement a hard counter to vanquisher chase. This is especially annoying with prisms that also have a higher range than vanquisher. Maybe it is intended though. I have no idea if units can change its targeting priorities with weapon swapping
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Dark Riku
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Re: Bugs/Issues Thread

Postby Dark Riku » Thu 30 Jul, 2015 2:27 pm

It has something weird to do with when a vehicles moves, it targets whatever is nearest to it instead of the priority target.
Until the techpriests figure out what's going on, it's going to be this way :/
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531st
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Re: Bugs/Issues Thread

Postby 531st » Thu 30 Jul, 2015 6:33 pm

What about TM missile turret? It also targets infantry first yet without moving
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Dark Riku
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Re: Bugs/Issues Thread

Postby Dark Riku » Thu 30 Jul, 2015 7:48 pm

I can't confirm that, but once you target a vehicle with them, they won't change targets until they move out of their range/LoS.
The turret will fire on anything that comes close, so it will shoot the infantry if that's the unit leading the charge :)
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Re: Bugs/Issues Thread

Postby hiveminion » Fri 31 Jul, 2015 9:19 pm

Tyrant Guard almost always get stuck after coming out of shieldwall. They can't move, but can charge. Sometimes they become mobile again after a random amount of time.
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Re: Bugs/Issues Thread

Postby 531st » Mon 03 Aug, 2015 1:30 am

I have no idea how i did this but i somehow made my melta dread deal 0% damage to vehicle armor for an entire game. I think it is somehow connected to forcing melee and maybe units within it. Here is the replay
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Re: Bugs/Issues Thread

Postby Foma » Mon 03 Aug, 2015 1:43 pm

lord general retinue comissar has 22 range, unlike the rest making attack order makes the squad basically run into melee range.
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Re: Bugs/Issues Thread

Postby hiveminion » Mon 03 Aug, 2015 1:58 pm

Also, something that has been bugging me for ages: can we stop knocked down models from pathblocking? This is especially disastrous for charging units, if you hit a model into your own path it will block the charge. I can't count the amount of Tyrants/Guards/Fexes I've lost because of this.
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Re: Bugs/Issues Thread

Postby Adeptus Noobus » Tue 04 Aug, 2015 3:55 am

After having destroyed a Capillary tower, which was right next to it, the Wartrukk simply refused to move (it was able to move before the tower was taken down). All the units that were inside could also not exit the Trukk.
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Re: Bugs/Issues Thread

Postby Foma » Tue 04 Aug, 2015 11:14 am

also, not sure when or why: dire avengers while on retreat 'sometimes' are immune to damage, you can have 30 guardsmen firing on them and they simply manage to regenerate instead of going down. In this state even tank fire most of the time is harmless, but in such a game where they were immune, 1 of them did go down on retreat. So it is pretty strange and does not always happen and it doesnt seem constant for a unit either. It is very frequent though.
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Re: Bugs/Issues Thread

Postby Indrid » Tue 04 Aug, 2015 3:07 pm

If you were playing against a Warlock it could be related to Distort Field and/or Cloak of Shadows' ranged resistance stacking with retreat modifiers.
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Asmon
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Re: Bugs/Issues Thread

Postby Asmon » Wed 05 Aug, 2015 2:43 am

With Exarch in T2, Embolden then retreat is enough to avoid most ranged damage, even grenades.
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Re: Bugs/Issues Thread

Postby Deflaktor » Thu 06 Aug, 2015 5:44 pm

what does embolden have to do with that? I thought it only increases damage output
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Re: Bugs/Issues Thread

Postby Adeptus Noobus » Thu 06 Aug, 2015 6:05 pm

Deflaktor wrote:what does embolden have to do with that? I thought it only increases damage output


Codex wrote:An Exarch is sent to lead the squad. Enables the Embolden ability in Tier 2 and passively lowers the squad's received ranged damage by 20%. Also allows nearby Wraithguard to move faster. The Warlock has 275 health, infantry armor type and 50 melee skill.
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Re: Bugs/Issues Thread

Postby Kentation » Thu 06 Aug, 2015 6:45 pm

There seems to be some confusion so to clear this up, Embolden is an active abiltiy that he breaks suppression and boost the squad's damage by 25% while taking 50% less courage damage. The ranged damage resistance is a separate passive ability.

They are listed in the separately in abilities tab. http://dawnofwar.info/index.php?page=elite/dire_avengers
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Wise Windu
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Re: Bugs/Issues Thread

Postby Wise Windu » Fri 07 Aug, 2015 3:01 am

Cyris wrote:VA's ammo swap ability is often greyed out and cannot be used. I can't seem to figure out why this is caused, but it feels like a toss up if it's able to be used or not when I select him. This might be associated with movement or firing?
Is this permanent, or does it go away? I think the Vindicare has the same weapon swap method Sternguard used to have, so it might be bugging out like they used to.
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Forestradio
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Re: Bugs/Issues Thread

Postby Forestradio » Fri 14 Aug, 2015 1:49 am

sorceror warp global if used on allied units makes them appear next to the allied hero, not the sorceror
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531st
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Re: Bugs/Issues Thread

Postby 531st » Fri 14 Aug, 2015 11:21 pm

Update on my previous melta dread dealing no damage to chimera post: u can make chimera absolutely invulnerable for all the weapons! Happened like thrice already and every time it happens, it is when guardsmen jumping in and out of it while smth tries to fire at chimera. I think it is somehow connected to squads inside chimera being a priority target despite being not damagable. That is quite annoying

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