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Re: Bug Report 21/05/2015 (Abilities)

Posted: Wed Jun 10, 2015 6:47 pm
by Kaporan
Melee classes can hit behind (or all around if you like),runing away from a enemy, I was able to hit him .If was reported ,apologies !

Re: Bug Report 21/05/2015 (Abilities)

Posted: Wed Jun 10, 2015 8:11 pm
by naugrim
engineer :
no animation for flame and bombardement turret
no aoe damage for flame bombardement turret
no aoe damage for bombardement turret
turret didn't work in aggressive mode they just don't shoot
3 passive bonus didn't work for turret :
penetrating round / level 3
flame thrower passive bonus / level 6
shock grenade / level 9

acid bomb aoe didn't work
friction burn aoe didn't work


Magus same as engineer

Squig
pet animation didn't work
gas squig aoe didn't work

Re: Bug Report 21/05/2015 (Abilities)

Posted: Thu Jun 11, 2015 10:49 am
by Zealote
Azarael wrote:Nothing you can really do except post it on the bugtracker. Since I have privileges on there now, I prefer bug reports to be made there.
Hm tht's unfortunate. And rightio will do.

Re: Bug Report 21/05/2015 (Abilities)

Posted: Thu Jun 11, 2015 11:30 am
by gebajger
AM
-Transfer force ticking every 6 seconds instead of 3 (same problem with the shamy version)
-Detaunt breaks on dots (interestingly the shamy version is fine)
-Firing arc is not as wide as it was on live, resulting in 'not facing the target' spam even when it shouldn't
(It used to be somewhere around 180 degrees, so you could attack anything in front of and beside you)

Re: Bug Report 21/05/2015 (Abilities)

Posted: Thu Jun 11, 2015 11:39 am
by Azarael
-Transfer force ticking every 6 seconds instead of 3 (same problem with the shamy version)
Intentional
-Detaunt breaks on dots (interestingly the shamy version is fine)
It ain't, all detaunts have broken handling - fixed in next
-Firing arc is not as wide as it was on live, resulting in 'not facing the target' spam even when it shouldn't
(It used to be somewhere around 180 degrees, so you could attack anything in front of and beside you)
It actually is 180° in code - I take no responsibility for bugs caused by handling of position or lack of lag compensation elsewhere in the emu

Re: Bug Report 21/05/2015 (Abilities)

Posted: Thu Jun 11, 2015 11:45 am
by gebajger
Azarael wrote:
-Transfer force ticking every 6 seconds instead of 3 (same problem with the shamy version)
Intentional

That's confusing, I thought the goal was to emulate live
-Detaunt breaks on dots (interestingly the shamy version is fine)
It ain't, all detaunts have broken handling - fixed in next

What do you mean it ain't? Tested several times and it does....anyway it doesn't matter if its getting fixed.
-Firing arc is not as wide as it was on live, resulting in 'not facing the target' spam even when it shouldn't
(It used to be somewhere around 180 degrees, so you could attack anything in front of and beside you)
It actually is 180° in code - I take no responsibility for bugs caused by handling of position or lack of lag compensation elsewhere in the emu

Re: Bug Report 21/05/2015 (Abilities)

Posted: Thu Jun 11, 2015 11:54 am
by Azarael
Evidently someone cares about the tick interval of TF and BFM so it's easier to change it than to discuss it.

But for the record, I personally don't subscribe to the "100% emulation of live" vision.

Re: Bug Report 21/05/2015 (Abilities)

Posted: Thu Jun 11, 2015 12:00 pm
by gebajger
Azarael wrote:Evidently someone cares about the tick interval of TF and BFM so it's easier to change it than to discuss it.

But for the record, I personally don't subscribe to the "100% emulation of live" vision.

I understand that, but once you start changing things (class abilities), chances are it'll never end.
The game at it final stage was pretty balanced class-wise, wouldn't you agree?

Re: Bug Report 21/05/2015 (Abilities)

Posted: Thu Jun 11, 2015 12:09 pm
by Azarael
I understand that, but once you start changing things (class abilities), chances are it'll never end.
Slippery slope fallacy.
The game at it final stage was pretty balanced class-wise, wouldn't you agree?
How in any way could setting TF and BFM's tick interval to 6 seconds be construed as a balance change? It wasn't done for that reason, though I'll admit it wasn't done for a sound reason either - I just figured 24s DoTs didn't need to tick every 3s.

And plenty don't agree with you. I'll make no secret of why I'm here - I want something done, further down the line, about the class imbalances and useless abilities/tactics. I've been in the position of developing an abandoned game before, and I've had members of its community telling me that the game as the official developers left it was perfect and should never be changed.

They were wrong.

---

This probably seems a little heavy for a response to a bug report, and I apologise. I just felt it needed to be said.

Re: Bug Report 21/05/2015 (Abilities)

Posted: Thu Jun 11, 2015 12:16 pm
by noisestorm
Azarael wrote:
They were wrong.
You have to add here, that they themselves came to the conclusion that they were wrong ;)