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				Re: Bugs/Issues Thread
				Posted: Tue 28 May, 2013 7:09 am
				by Asmon
				Lulgrim wrote:Yes it had friendly fire on specials. Just weapon knockback, though. Fixed it.
Sweet.
hakon wrote:This might have been mentioned but there's a nasty glitch with sternguard getting stuck in ammo changing state. The trigger seems to be when the sarge is killed during the ammo switch. Once locked in this state (showing the up arrow icon) only ATSKNF can be used and squad cannot fire their bolters.
I thought this had been fixed by adding a common cooldown to every ammo type. Do you have a replay featuring this?
 
			
					
				Re: Bugs/Issues Thread
				Posted: Tue 28 May, 2013 11:39 am
				by Myrdal
				Asmon wrote:I thought this had been fixed by adding a common cooldown to every ammo type. Do you have a replay featuring this?
Yes, attaching it. It happens around the 19 min mark. Also since the sarge is apparently the last to die i'm obviously wrong about the trigger. For some reason I just assumed the next best model took over the sarge banner upon his death.
 
			
					
				Re: Bugs/Issues Thread
				Posted: Tue 28 May, 2013 9:39 pm
				by Dark Riku
				Sterngaurd sarge can die. He can just be reinforced at base like a normal member though and has the same stats as the other members.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Tue 28 May, 2013 10:05 pm
				by Arbit
				Damage from Apoth purification vials lasts way longer than the visual indicates.  The green goop left behind by the explosion disappears after about 5 seconds but the AoE damage lasts about 15.  
Units also complain about being in close combat when taking damage from the nade, but that's hardly a big deal.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 30 May, 2013 9:09 am
				by dance commander
				Is the Force commander intended to hit your whole squad from half a screen away with the thunder hammer while using battlecry?
No matter the distance between your squad with the force commander, as soon as the force commander connects with a model that remained behind that model could sprint away and be almost out of sight, but the thunder hammer would still magically hit and knockback the whole squad even if they are in the fog of war, it looks really stupid, can the hitbox of the thunder hammer be fixed?
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 30 May, 2013 9:52 am
				by Nuclear Arbitor
				not a hit box issue; it just needs to do a standard special instead of never missing,
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 30 May, 2013 11:15 am
				by Asmon
				The special is tracking. It is specific to the weapon, that's intended.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Fri 31 May, 2013 1:35 am
				by Nuclear Arbitor
				indeed, but it doesn't need to track and it's stupid, both visually and in terms of pathing with units straggling behind. standard aoe knockback would work fine.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 01 Jun, 2013 2:00 am
				by Helios
				There's a new issue with targeting and attacking enemy units. If you mouse over them the attack cursor doesn't come up at all. It just makes your units move to basically where the enemy is standing. I couldn't target gens or enemy squads. In some cases I could only attack a generator after it was neutral.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 01 Jun, 2013 2:47 am
				by Vapor
				Helios wrote:There's a new issue with targeting and attacking enemy units. If you mouse over them the attack cursor doesn't come up at all. It just makes your units move to basically where the enemy is standing. I couldn't target gens or enemy squads. In some cases I could only attack a generator after it was neutral.
I had this bug a few days ago, first I couldn't target friendly commanders to revive, then I partially lost the ability to target enemy squads. I say 'partially' because it still worked some of the time. Weird shit.
Yesterday I had a similar issue where I couldn't cap a power node with my sluggas and had to tell my teammate to do it for me.
 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 01 Jun, 2013 7:06 am
				by Nuclear Arbitor
				i've had issues with reviving commanders before; both with being unable to click them, i think because they're too far into the ground, and with the hero not being able to move close enough. sometimes gens are hard to target as well.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 01 Jun, 2013 1:18 pm
				by Indrid
				Helios wrote:There's a new issue with targeting and attacking enemy units. If you mouse over them the attack cursor doesn't come up at all. It just makes your units move to basically where the enemy is standing. I couldn't target gens or enemy squads. In some cases I could only attack a generator after it was neutral.
This has been a bug since forever.  I used to get it all the time in retail.  Something goes awry with the mouse pointer and you need to zoom all the way in to target something or capture points.  It usually goes away by itself.  Was sometimes accompanied by the camera getting stuck, which you can fix by opening and closing the player list top left.
 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 01 Jun, 2013 2:38 pm
				by Lulgrim
				Camera bug is also cleared by clicking left + right mouse buttons simultaneously.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 06 Jun, 2013 8:07 pm
				by Vapor
				I'm sure this has been mentioned before but there are lots of problems with retreating while knocked down. If your unit is knocked down while trying to use an ability, you can't retreat until he gets back up. 
I have lost my Painboy several times when trying to use the heal on himself before retreating but getting knocked down by Full Auto or whatever before the heal activates. Same thing happens to other single entities.
Any thoughts? I guess the thing to do is just retreat without using any abilities if there's any form of knockback in the area.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 06 Jun, 2013 8:33 pm
				by Lulgrim
				Not sure I understand your problem. If a model is knocked down, it must get back up before running again, yes? That's not a bug. It's not supposed to retreat by crawling...
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 06 Jun, 2013 8:48 pm
				by Vapor
				yes but normally if you hit retreat while knocked down, the retreat icon pops up above your head while you're still down, and you start to take less ranged damage. right? or does the retreat icon that pops not actually indicate retreat until you get up?
the problem is that you cant retreat so a squad of shotgun scouts can just kill your painboy before he gets up, melee not required
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 06 Jun, 2013 11:15 pm
				by Asmon
				This is a very well known bug and there is nothing you can do about it. The only way to fix it would be to make knockback cancel ability commands. I'm losing my hero because of this in almost every 3v3.
You're not in retreat while the icon has not appeared. It will appear even on a kb'd unit as long as nothing (like an ability or a capping command) denies it.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 3:11 am
				by Lag
				Canticle of Absolution adds health (Shields) to Sentinels.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 3:13 am
				by Nuclear Arbitor
				probably rhinos too then.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 8:16 am
				by Kvek
				Lag wrote:Canticle of Absolution adds health (Shields) to Sentinels.
Yeah had this bug too but it only gives energy no shield or something like that
 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 9:28 am
				by Lag
				Really? Looked to me like the beige bar (which earlier represented shield) was filling up.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 9:42 am
				by Kvek
				Yeah i know it was in retail. But now the energy is just visual nothing more
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 10:49 am
				by Lag
				Good then! Never mind. 

 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 11:41 am
				by Kvek
				Lag wrote:Good then! Never mind. 

 
Slaanesh didn't tell ya ?:D
 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 2:12 pm
				by PanKiller
				Too busy with daemonette it seems .
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sat 08 Jun, 2013 11:03 pm
				by Ace of Swords
				Mekboy's battery pack grants extra armor to the sentinel, i would guess it does the same to the chimera and leman.
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Sun 09 Jun, 2013 7:17 am
				by Kvek
				Ace of Swords wrote:Mekboy's battery pack grants "extra armor" to the sentinel, i would guess it does the same to the chimera and leman.
Energy no extra armor 

 
			
					
				Re: Bugs/Issues Thread
				Posted: Sun 09 Jun, 2013 7:28 am
				by ushermr16
				I found out that the doom of maln'tai's paroxysm will damage the HQ and buildings.
I think this a bug. 4 paroxysm can destroy the HQ.....
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 13 Jun, 2013 6:56 am
				by Spartan717
				This isn't a bug just a name change I noticed. Bloodletters are classified as infantry and not daemons, same goes for blood crushers who are classified as vehicles and not daemon.
Was this intentional?
			 
			
					
				Re: Bugs/Issues Thread
				Posted: Thu 13 Jun, 2013 7:14 am
				by Kvek
				Bloodletters-Infantry armor, BC-Vehicle armor