Bugs/Issues Thread

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

Postby Asmon » Mon 26 Aug, 2013 10:13 pm

It's just that Ace's Reapers forgot to put on their armors before exiting the webway gate. What a pity.
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Nuclear Arbitor
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Tue 27 Aug, 2013 2:50 am

damn, HI is a huge liability in this case because their health is so low. that helps explain why they die so fast.
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Broodwich
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Re: Bugs/Issues Thread

Postby Broodwich » Tue 27 Aug, 2013 4:21 am

Is there some tool to get the info out of the game you use? I loved the old dow2 info page pre retribution, then he took forever to update it, and even then it still didnt have the same amount of info. The current stuff doesnt have things like special attack aoe graph/damage/damage type/%chance of special attack etc...

I totally understand people are busy and unpaid in this work but others could help too :)
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Re: Bugs/Issues Thread

Postby Broodwich » Tue 27 Aug, 2013 4:24 am

Caeltos wrote:Actually, the retreat (+pathing) should be considerably improved. This was one of the very first thing me and Kolaris adressed.

If you're having issues in it's existing state, you wouldn't be happy over how it fares in retail. :mrgreen:

I've played quite a bit of retail and I know that in the original changelog of elite there is mention of improved ai pathing, but I've always seen it do worse in elite. Not only more often but more drastic cases of models going derp and standing around on retreat. Dont get me wrong elite is still way better but like I said pathing got worse imo
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Nuclear Arbitor
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Tue 27 Aug, 2013 7:36 am

Broodwich wrote:Is there some tool to get the info out of the game you use? I loved the old dow2 info page pre retribution, then he took forever to update it, and even then it still didnt have the same amount of info. The current stuff doesnt have things like special attack aoe graph/damage/damage type/%chance of special attack etc...

I totally understand people are busy and unpaid in this work but others could help too :)

there is; someone else can tell you what the name is.
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Dark Riku
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Re: Bugs/Issues Thread

Postby Dark Riku » Tue 27 Aug, 2013 8:13 am

Nuclear Arbitor wrote:damn, HI is a huge liability in this case because their health is so low. that helps explain why they die so fast.
Why is this a liability? So infantry armour would be better? How?
Because you will equip yourself with anti-infantry weapons vs Eldar.
Anti-HI would just be a big waste vs all other squads bar wraithgaurds.
Which you will have to preferably counter with melee anyways.

(Not the thread to post this btw.)
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Re: Bugs/Issues Thread

Postby Lost Son of Nikhel » Tue 27 Aug, 2013 9:11 am

At least in 2.1 (and I suppose in 2.2 beta x ) Dark Reapers have Heavy Infantry armour

The question here is: have they always had Heavy Infantry Armour, or it's an old bug that has not come to light before because Dark Reapers are rarely used?
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Re: Bugs/Issues Thread

Postby Indrid » Tue 27 Aug, 2013 9:22 am

Well Caeltos has said nothing and Lulgrim simply stated fact so I assume it is intended. Going by Lore and tabletop it makes sense, I was just unaware as was seemingly everyone else. Apart from Asmon, or so he claims...

In other words: no more talk about it here. If Lulgrim says it's a bug I'll add it to the list, otherwise discuss Dark Reapers elsewhere and get this topic back to reporting bugs.
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Re: Bugs/Issues Thread

Postby Lulgrim » Tue 27 Aug, 2013 9:34 am

It is intentional, IIRC the reason was simply to give them some survivability in shoot-outs without buffing them against melee (which would essentially happen if they had light infantry armor and more HP).
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Re: Bugs/Issues Thread

Postby Orkfaeller » Tue 27 Aug, 2013 9:39 am

Do they lack fleet of foot in return?
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Re: Bugs/Issues Thread

Postby Ace of Swords » Tue 27 Aug, 2013 9:50 am

Broodwich wrote:
Caeltos wrote:Actually, the retreat (+pathing) should be considerably improved. This was one of the very first thing me and Kolaris adressed.

If you're having issues in it's existing state, you wouldn't be happy over how it fares in retail. :mrgreen:

I've played quite a bit of retail and I know that in the original changelog of elite there is mention of improved ai pathing, but I've always seen it do worse in elite. Not only more often but more drastic cases of models going derp and standing around on retreat. Dont get me wrong elite is still way better but like I said pathing got worse imo

In all honestly, and that was months ago, when i started playing elite I also noticed an increase in general but small bugs and pathing issues, perhaps the mod should go under some polishing for abit once 2.2 is out.
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Asmon
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Re: Bugs/Issues Thread

Postby Asmon » Tue 27 Aug, 2013 7:55 pm

Orkfaeller wrote:Do they lack fleet of foot in return?


They do lack FoF but I hardly think it is a return effect.

To riku: an example would be against TCSM that Chaos is likely to get against Eldar.
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Re: Bugs/Issues Thread

Postby Dark Riku » Tue 27 Aug, 2013 10:22 pm

Asmon wrote:
Orkfaeller wrote:Do they lack fleet of foot in return?


They do lack FoF but I hardly think it is a return effect.

To riku: an example would be against TCSM that Chaos is likely to get against Eldar.

Yeah and 95% of the other cases there won't be something like that.
Like you said only 1 example of where it's a bad thing.
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Wed 28 Aug, 2013 1:29 am

it's a liability due to the prevalence of damage types such as plasma and melta come t2. generally HI comes with increased health. in the case of dark reapers though they have low health, even for an eldar squad, and HI armour. now HI does protect them against melee_pvp and piercing_pvp but it takes between 125-150% damage from most other sources. admittedly, it's somewhat less of an issue 1v1 because eldar have so few non-infantry armour units but it's still a liability, especially in team games where those damage types are more prevalent.
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Re: Bugs/Issues Thread

Postby Vapor » Wed 28 Aug, 2013 1:31 am

HI takes full dmg from melee_pvp
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Re: Bugs/Issues Thread

Postby bingo12345 » Wed 28 Aug, 2013 1:48 am

pure function call is significant problem.

the cause is c++ virtual function inheritance.
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Nuclear Arbitor
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Thu 29 Aug, 2013 1:29 am

fv100 wrote:HI takes full dmg from melee_pvp

huh, you are correct. well, that means the only advantage infantry has over HI is against piercing_pvp then, iirc. referring to damage reductions of course, not damage increases.
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Re: Bugs/Issues Thread

Postby Tex » Thu 29 Aug, 2013 4:52 am

Knob grabbling hook does not work properly in beta 4.
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Broodwich
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Re: Bugs/Issues Thread

Postby Broodwich » Thu 29 Aug, 2013 5:59 am

Just had a game where my retreating sternguard tacs stopped retreating way outside my base and couldnt move while shees killed the whole unit. Apparently the stationary whirlwind sitting 3 tank lengths away stopped it :|
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Re: Bugs/Issues Thread

Postby Indrid » Thu 29 Aug, 2013 9:16 am

Tex wrote:Knob grabbling hook does not work properly in beta 4.


How so?
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Lag
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Re: Bugs/Issues Thread

Postby Lag » Thu 29 Aug, 2013 11:20 pm

Mekboy mines still stunning vehicles for 30 seconds.
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Re: Bugs/Issues Thread

Postby Torpid » Fri 30 Aug, 2013 1:39 pm

That's not a bug, that's intentional. You're forgoing some very powerful wargears to get them, and you're prolonging the ork t1 which results in the ork having to duke it out in t2 which is never anything he wants. Besides the mines do negligible damage to infantry as it is, they're purpose is just stalling, hence the suppression+ so many mines per throw.
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Lag
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Re: Bugs/Issues Thread

Postby Lag » Sat 31 Aug, 2013 1:31 am

30 seconds stun is intentional?
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Indrid
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Re: Bugs/Issues Thread

Postby Indrid » Sat 31 Aug, 2013 1:41 am

It's a snare, not a stun. But yeah, it's powerful though still quite niche; passively countered by detection and as said you give up some great options for them.
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Re: Bugs/Issues Thread

Postby Forestradio » Sat 31 Aug, 2013 1:46 am

Not sure if this is relevant, but I believe that techmarine mines have the same really good snare as mekboy ones.
I also think they do more damage, though there are less of them for obvious reasons
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Re: Bugs/Issues Thread

Postby Torpid » Sat 31 Aug, 2013 4:33 am

The snare isn't nowhere near as long as the mekboy mine snare duration, however the mines themselves do far more damage and come with an armour which grants a solid hp boost and additional hp regeneration, whereas mekboy mines just grants the mines, which themselves cost energy on a very energy intensive hero.

Regardless, mines snaring vehicles is intended and is a balance issue and not a bug.
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Nuclear Arbitor
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Sat 31 Aug, 2013 7:28 am

burrow traps also snare and stun. i think it's 15 seconds for the snare.
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Re: Bugs/Issues Thread

Postby Shas'el Doran'ro » Sat 31 Aug, 2013 3:40 pm

Don't know if this is a bug/issue but I'm not sure if it was intended...

I noticed the Warrior Brood Leader upgrade on the guants and gants detect infiltrated units, I'm not sure if this have already been mentioned. Either way they don't have an eye icon shown above their unit portrait showing that they are in fact detectors.
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Re: Bugs/Issues Thread

Postby Dark Riku » Sat 31 Aug, 2013 4:32 pm

That might be an oversight?
I don't think the leader upgrade is supposed to do anything else but to give the unit melee synapse and the extra warrior model of course.

But let's wait what Caletos has to say about this.
Could be an extra perk. Wouldn't be surprised by either of the possibilities.
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Sun 01 Sep, 2013 1:48 am

it better not be; nids already tend to have the highest detector density.

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