Bugs/Issues Thread

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

Postby Kvek » Tue 25 Jun, 2013 9:00 pm

Assail doesn't immobilize rippers.
Kustom force field Mek knockbacks units on retreat
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Wed 26 Jun, 2013 3:36 am

there's an issue in coh2, iirc, with retreat and setup teams related to damage.
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Re: Bugs/Issues Thread

Postby viggih » Wed 26 Jun, 2013 4:49 am

BC has no death animation. Since he uses CL skeleton he might possibly use that?(just a theory)
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Re: Bugs/Issues Thread

Postby Indrid » Wed 26 Jun, 2013 9:38 am

Kvek wrote:Kustom force field Mek knockbacks units on retreat


Read the big changelog; it was intentionally changed to Ability KB. This would be a balance issue, not a bug.
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Re: Bugs/Issues Thread

Postby Kvek » Wed 26 Jun, 2013 12:37 pm

Okay great more unfair crap for my Mek
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Re: Bugs/Issues Thread

Postby Retaliation » Fri 28 Jun, 2013 2:12 am

Loyal to the end doesn't wear off. You use it on a squad once and they get buffed every time they lose a member for the rest of the game.
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Re: Bugs/Issues Thread

Postby Lulgrim » Fri 28 Jun, 2013 9:11 am

Indrid wrote:
Kvek wrote:Kustom force field Mek knockbacks units on retreat


Read the big changelog; it was intentionally changed to Ability KB. This would be a balance issue, not a bug.

More likely it was not changed from ability to weapon, as Elite branched from retail around 3.16.x and missed the late patches.
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Re: Bugs/Issues Thread

Postby FiSH » Mon 01 Jul, 2013 1:12 am

bombaboyz often goes to a completely wrong location. not sure if coincidence, but all the ones i've seen went shorter than the clicked position.
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Mon 01 Jul, 2013 5:25 am

where there positive elevation differences in play?
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Re: Bugs/Issues Thread

Postby Lag » Mon 01 Jul, 2013 7:46 am

Like someone already said, Assail doesn't immobilize Rippers and Spore mines, and neither does the Crossbow immobilize thingie.
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Re: Bugs/Issues Thread

Postby FiSH » Mon 01 Jul, 2013 8:26 am

Nuclear Arbitor wrote:where there positive elevation differences in play?

almost none. two cases i remember: happened once in the middle of calderis, other time middle in gorge.
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Re: Bugs/Issues Thread

Postby Ace of Swords » Mon 01 Jul, 2013 6:14 pm

Anyone noticed an increase of 'weird' bugs recently? Such as retreating a unit, hearing such unit saying it's retreating sentence (in the case of scouts/tacts 'no glory in pointless defeat') but they aren't actually retreating and just doing whatever they were doing before?
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Lag
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Re: Bugs/Issues Thread

Postby Lag » Mon 01 Jul, 2013 6:17 pm

Ace of Swords wrote:Anyone noticed an increase of 'weird' bugs recently? Such as retreating a unit, hearing such unit saying it's retreating sentence (in the case of scouts/tacts 'no glory in pointless defeat') but they aren't actually retreating and just doing whatever they were doing before?

Happened to me a number of times during the weekend.
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Re: Bugs/Issues Thread

Postby Dark Riku » Mon 08 Jul, 2013 5:17 am

I don't see the visual bug for GK's on the list. Unless I missed it
GK unit's flashy stuff is visible in the FoW.
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Re: Bugs/Issues Thread

Postby FiSH » Mon 08 Jul, 2013 5:19 pm

LA's melee charge does not get chained by the chains of torment.
(needs testing to see if it is affected by specific wargear layout or any other variables, LA had feeder tendrils, adrenaline glands, and menacing visage)
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Re: Bugs/Issues Thread

Postby Torpid » Wed 10 Jul, 2013 12:02 pm

dance commander wrote:
That Torpid Gamer wrote:I'm not sure why exactly but my heretic squads keep entering worship and then becoming stuck unable to exit worship. I believe it's to do with where they initiate worship and then depending on where they spread out to they might become unable to perform the animation to properly get back into normal formation again... I dunno, it's weird, but it's damn well game changing.


Are you talking about the few seconds between the activation of the ability and the completion of the "circle" animation?

If so it's always been that way, it's a pain in the ass but it was always like this.


no, they manage to complete the circle of worship but usually in an odd shape. Imagine my heretics are stood to the right of a large rock, when I activate worship two heretics float around the bottom/top of the rock and then are on the other side, now when I try to unworship there is no response.

It's definitely not to do with unique abilities, I've been playing CL more and I was just using my capping tics to buff my armies speed back into the field, no enemies nearby, they just randomly get stuck. It might not even be related to terrain.
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Re: Bugs/Issues Thread

Postby Dark Riku » Thu 18 Jul, 2013 2:26 am

So one of the cast brought this up again.
Double snares making shieldwall TG have speed 1 million :p

Put it on the list?
Anyone have an idea how to fix this?
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Re: Bugs/Issues Thread

Postby FiSH » Thu 18 Jul, 2013 2:52 am

holy pyre was casted twice in a row.
not sure if this was lag related, as the game was rather laggy.
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Re: Bugs/Issues Thread

Postby Torpid » Thu 18 Jul, 2013 4:08 am

that happens all the time with the inquisitor, happens with hammer of the witches often, as well as HOTW annoyingly often doing nothing too, and unfortunately that happens more often than the double HOTW :(
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Re: Bugs/Issues Thread

Postby Kvek » Thu 18 Jul, 2013 7:49 pm

Kustom force field mek can knockback retreating units, I know it's ability knockback, but fex charge is ability knockback too, but doesn't knockback on retreat.
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Re: Bugs/Issues Thread

Postby Kvek » Mon 22 Jul, 2013 2:17 pm

Drain life of Doom of Malantai can damage Phase shifted Bloodletters
Last edited by Kvek on Mon 22 Jul, 2013 2:29 pm, edited 1 time in total.
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Re: Bugs/Issues Thread

Postby FiSH » Mon 22 Jul, 2013 2:25 pm

on a related note, doesn't the mark target also affect phase shifted bloodletters?
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Re: Bugs/Issues Thread

Postby Indrid » Mon 22 Jul, 2013 3:57 pm

Kvek wrote:Drain life of Doom of Malantai can damage Phase shifted Bloodletters


Does SL Leech Essence do this as well?
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Tue 23 Jul, 2013 4:12 am

phase shift gives blood letters 100% damage reduction. anything that changes damage taken will change that. don't know why it works with the dom though.
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Re: Bugs/Issues Thread

Postby Vapor » Tue 23 Jul, 2013 3:40 pm

...which means Doom/Mark Target/etc. will damage shifted letters, frenzied nobs, etc. Pretty stupid if you ask me, invulnerable units should be invulnerable.

Maybe Thomas can fix this? *fingers crossed* :ugeek:
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Re: Bugs/Issues Thread

Postby Lost Son of Nikhel » Tue 23 Jul, 2013 7:38 pm

A quick (and shitty) fix would be increase the % of damage reduction of "invulnerability" abilities.

But I'm not sure if this could work. :/
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Re: Bugs/Issues Thread

Postby Codex » Tue 23 Jul, 2013 8:16 pm

I imagine that you would get the interaction where "damaging" a unit actually heals it. The most common example in retail is shooting retreating units under the effect of distort field, because the damage reduction is 80% for retreat+ 50% distort field, meaning it will heal 30% of the damage. This also happens with the FC's Defend.

The key issue is that damage reduction is handled in a summative way rather than a multiplicative one. Thus damage immunity is actually -100% damage rather than x0 damage.

I'm not sure how difficult or easy it would be to change that behaviour.
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Re: Bugs/Issues Thread

Postby Vapor » Tue 23 Jul, 2013 8:54 pm

Codex wrote:I imagine that you would get the interaction where "damaging" a unit actually heals it. The most common example in retail is shooting retreating units under the effect of distort field, because the damage reduction is 80% for retreat+ 50% distort field, meaning it will heal 30% of the damage. This also happens with the FC's Defend.

The key issue is that damage reduction is handled in a summative way rather than a multiplicative one. Thus damage immunity is actually -100% damage rather than x0 damage.

I'm not sure how difficult or easy it would be to change that behaviour.


IIRC damage reductions of different types are handled multiplicatively, e.g. damage reduction * ranged damage reduction. So maybe invulnerability could be handled as -100% ranged damage AND -100% melee damage? Unfortunately this might cause invulnerable units to gain health if attacked in certain situations, but at least then the opponent can micro away and choose not to attack. Also I am not familiar with what sorts of damage, if any, are not considered either ranged or melee...
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Wed 24 Jul, 2013 3:57 am

the way to fix it is to make them invulnerable rather than having 100% damage reduction. generally it's not a serious issue though because you're taking 30-50% damage. if you're aware of that it won't kill anything. that said, it sucks when a unit is supposed to be invulnerable and isn't.

also not sure if nobs have damage reduction or invuln.
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Re: Bugs/Issues Thread

Postby Vapor » Wed 24 Jul, 2013 8:49 am

^ Do you know of any units that have "true" invulnerability? Because I can't think of any.
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