List of CONFIRMED Gltiches, Bugs, and Exploits, for the Bioware MP Devs to have easy access to. (Not updated since before Resurgence pack)
#201
Posté 06 avril 2012 - 11:12
#202
Posté 06 avril 2012 - 11:14
#203
Posté 06 avril 2012 - 11:20
I am unable to provide more info atm, cause I am not the scientific type. I just kill things. I'll try to look out for the problem and be more attentive to the details.
#204
Posté 06 avril 2012 - 11:22
- The Quarian Engineer turret flamethrower sound loop. (This is a pretty regular occurance, alot like the Reave sound, but way less annoying. Still just as loud.)
- Being unable to use a ladder with both Quarian engineer and Turian soldier. (But could definitely be chalked up to lag.)
- Biotic Charge errors :
- Charging in place. Most often happens when I charge from being in cover around a corner.
- Not being able to charge despite the button being up and the sound going off. (Definitely could be lag though.)
- Both invisible enemies and invisible turrets. (Not too common. Usually it's invisble turrets. But I have been in a match or two with invisble Cerberus mooks.)
- Rockets passing through enemies. (This happens to me the most with reapers.)
- Vaulting over cover only to show the vault animation but staying in the same spot and now out of cover.
Thanks for taking the time to do this, bkthree!
#205
Posté 06 avril 2012 - 11:29
Experienced this a few times. It is a map bug. More things that happens during that bug. The ship that drops you does not leave. Enemies with a spawn animation, such as cerberus troopers using rocket boots. They just stand still at one spot and then warp in the battlefield.
- Enemies "playing dead
Seen this yesterday twice on two different hosts in silver. The map was Firebase Gaint. Experienced it with my asari vanguard. I think it happens when you stasis a soldier. They fall over and seem dead. Still you can see it firing and one even was close enough to do a melee attack on me when I was a couple of meters away. It is like being attacked by their ghost
Modifié par thePure1, 06 avril 2012 - 11:30 .
#206
Posté 06 avril 2012 - 11:30
It was like some wierd out of body experience. I proclaim it ghosting.
Modifié par XINVADER, 06 avril 2012 - 11:31 .
#207
Posté 06 avril 2012 - 11:45
- Players unable to use Ladders:
Possible lag related issue, unknown cause. Needs more information/confirmation.
Known Platforms: PC
Not sure if posted before (only read the OP) but I've only had this issue when I had the glitch where the shuttle doesn't leave in the beginning of the game. This also causes enemies to spawn above the map and they will float there.
#208
Posté 06 avril 2012 - 11:46
#209
Posté 06 avril 2012 - 11:48
Our team discovered a Banshee that had learned the art of perfect stealth and slaughtered us all; it wasn't a pretty sight.
#210
Posté 06 avril 2012 - 11:53
#211
Posté 06 avril 2012 - 12:43
Modifié par iliiillliill, 06 avril 2012 - 12:44 .
#212
Posté 06 avril 2012 - 12:46
-=-=
- Unable to Revive teammates:
How it works: Several times over the course of a night, other players and I will run into the situation of not being able to revive a downed team mate. The player will be standing directly on top of or beside the downed player, with the "Press A to Revive" prompt on screen, and attempting a revive though your character will do nothing. If cover is nearby, they will simply dive to cover. I have no idea how to remedy this in game, as every time it happens either I die trying to get it to work, or my ally bleeds out. Any more information on what triggers this, or theories as to why this happens are welcome.
Known Platforms: All
-=-=
When this happens to me it seems an enemy's health bar can take the place of the press A to revive and the revive option never comes back as you watch your teammate die.
#213
Posté 06 avril 2012 - 12:50
(PC confirmed only)
#214
Posté 06 avril 2012 - 01:05
It is most likely linked to the Reave sound issue and possibly also to the fact that the revive sound can be heard from the othe side of the map as if you were standing next to the person being revived. (PC)
... and just for laughs because you know you all love this sound...
Modifié par gheraken, 06 avril 2012 - 01:07 .
#215
Posté 06 avril 2012 - 01:16
If anything N7 drops needs to be boosted for anyone who has maxed out all the other weapons or an exclusive pack should be made available to them.
#216
Posté 06 avril 2012 - 01:16
#217
Posté 06 avril 2012 - 01:17
#218
Posté 06 avril 2012 - 01:28
#219
Posté 06 avril 2012 - 04:29
Cybernetix646 wrote...
Not going to look through 9 pages looking to see if anyone has posted these already, but the invisible cerberus turrets need fixing asap. Especially on higher difficulties, and even on bronze, they can wipe a team easily. Also, the geth hunter's perfect accuracy when knocked down, flying through the air or whatever is a real problem - I spec my sentinel for chain overload expecting to be able to lock down a group of geth without being shot in the face by the hunter twitching on the floor. On PC btw.
I think the invisible enemies glitch is now confirmed for both PC and 360.
We probably won't get any updates until next week, with the holiday and everything, but I wonder if the upcoming Resurgence pack (!!!!!!!!) will come with a patch!
Especially with the charge bug... cause ya know... Krogan Vanguard...
#220
Posté 06 avril 2012 - 04:35
#221
Posté 06 avril 2012 - 04:59
Probably lag related:
occasionally, if one dies and uses a medigel immediately (like before death animation fully plays out), the medigel will not rez you. It is used up however.
Rockets occasionally go through floor, even back to back rockets (EZ Firebase Giant, not during extraction), no detonation.
Auto-Rez: Can't repro this bug. Only happened twice, both times Firebase White - Geth - Gold. Die while running across bottom. Out of medigels. Revive and appear on landing pad. Getting up animation occurs on landing pad.
Mostly invincible enemy high in the air. Still damageable by no-tracking abilities (reave) Cerberus - reactor - silver.
#222
Posté 06 avril 2012 - 05:01
wizard oz wrote...
On Firebase Reactor at Silver difficulty and up the ammo box at the LZ seems to have a set number of thermal clips (i.e they stop respawning) - and it runs out pretty quickly. I assume it's a bug as I've not seen any other ammo boxes behave that way.
(PC confirmed only)
confirm 360. However, not every play, and will eventually restock, only to run out again.
#223
Posté 06 avril 2012 - 05:53
also you missed the DEATH BUT ALIVE bug.. (with video in my post)
Modifié par JohnDoe, 06 avril 2012 - 05:58 .
#224
Posté 06 avril 2012 - 06:02
#225
Posté 06 avril 2012 - 06:09
Conundrum129 wrote...
My biggest glitch is the disconnecting glitch. There are nights that I can play a full round and other ones when I can't even get into the lobby to play a round. There are soo many people with this problem across all platforms that it needs to addressed really fast. There is a very long thread about this here: http://social.biowar...3/index/9271235
Most everyone in there has had this happen to them. No matter what we have tried it keeps coming back like a bad dream. I was lucky to get 2 promotions last weekend, it was nearly impossible to play even one round. Please look into this glitch.
I know that my problem wasn't from lag, I spent 2 hours with a member of Bioware tech support trying to sort this and another issue out. My ping to the server that she had me go to was 90ms or less then 1\\10th of a second, while not perfect, the average for any multiplayer game should be in the 50ms to 100ms range. The problem isn't just when your in a match and disconnect but in some cases even trying to find a match you get disconnected.
As I'm sure you can see this would get very annoying very quickly since you really have to exit all the way out of the game and go back in only to have it happen again, or happen in the lobby for the match your playing.
What many people have found is that the problem seems to be related to uPnP on the router as disabling it and forwarding a lot of ports seems to fix it somewhat for people. This is not an option for everyone though. Anyone who doesn't have access to their router's configuration or doesn't use a router and just plugs right into their calbe\\dsl modem can't disable uPnP on the modem if it has it or disable it on the router if they have one. These people also can't do hardware based port forwarding and would have to rely on their firewall, if they have one, for it.
I honestly belive that is is a serious issue that needs to be looked into further by both Bioware and EA staff to find where exactly the problem is.
Modifié par Conundrum129, 06 avril 2012 - 06:13 .





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