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

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Re: Bugs/Issues Thread
damn, HI is a huge liability in this case because their health is so low. that helps explain why they die so fast.
Re: Bugs/Issues Thread
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
I totally understand people are busy and unpaid in this work but others could help too
Fas est ab hoste doceri
Re: Bugs/Issues Thread
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.
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
Fas est ab hoste doceri
- Nuclear Arbitor

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Re: Bugs/Issues Thread
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.
Re: Bugs/Issues Thread
Why is this a liability? So infantry armour would be better? How?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.
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.)
- Lost Son of Nikhel

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Re: Bugs/Issues Thread
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?
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?
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"
There will be no forgiveness for us.
There will be no forgiveness for us.
Re: Bugs/Issues Thread
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.
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.
Re: Bugs/Issues Thread
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).
- Orkfaeller

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

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Re: Bugs/Issues Thread
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.
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.

Re: Bugs/Issues Thread
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.
Re: Bugs/Issues Thread
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.
- Nuclear Arbitor

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Re: Bugs/Issues Thread
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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bingo12345

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Re: Bugs/Issues Thread
pure function call is significant problem.
the cause is c++ virtual function inheritance.
the cause is c++ virtual function inheritance.
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- Nuclear Arbitor

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Re: Bugs/Issues Thread
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.
Re: Bugs/Issues Thread
Knob grabbling hook does not work properly in beta 4.
Re: Bugs/Issues Thread
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 
Fas est ab hoste doceri
Re: Bugs/Issues Thread
Tex wrote:Knob grabbling hook does not work properly in beta 4.
How so?
Re: Bugs/Issues Thread
Mekboy mines still stunning vehicles for 30 seconds.
Re: Bugs/Issues Thread
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.
Lets make Ordo Malleus great again!
Re: Bugs/Issues Thread
30 seconds stun is intentional?
Re: Bugs/Issues Thread
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.
- Forestradio

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Re: Bugs/Issues Thread
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
I also think they do more damage, though there are less of them for obvious reasons
Re: Bugs/Issues Thread
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.
Regardless, mines snaring vehicles is intended and is a balance issue and not a bug.
Lets make Ordo Malleus great again!
- Nuclear Arbitor

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

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Re: Bugs/Issues Thread
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.
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.
"To divert from Tau'va is stray away from the one true path, and to stray from the one path is to walk into darkness and despair, only together, serving Tau'va can we prosper not only as an empire but as a race." -- Shas'el T'au Doran'ro
Re: Bugs/Issues Thread
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.
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.
- Nuclear Arbitor

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Re: Bugs/Issues Thread
it better not be; nids already tend to have the highest detector density.
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