What happened to Throw?
#51
Posté 31 juillet 2012 - 05:57
OR
Use Fury (AF staggers or they attempt to melee you when you get close)
#52
Posté 31 juillet 2012 - 05:59
RedJohn wrote...
I just did some test.
Radius and no radius the result is the same.
Also I was hosting and was the same result
IIRC don't you have a slow computer? If that's the case I wonder if the issue for you is more client side lag vs server side with the cause in both cases being some lag induced glitch/bug.
#53
Posté 31 juillet 2012 - 05:59
#54
Posté 31 juillet 2012 - 06:00
bluebeam wrote...
CitizenThom wrote...
Does selecting radius of effect at rank 4 on throw negate the dodges?
No. I only have the radius evo on my fury, some enemies dodge roll throw anyway even when used at point blank.
Actually, my experience is that radius can negate some dodges. I'll explain how, but note that this is purely based on personal observation which may be wrong/based on lag/mistakenly interpreted.
It appears the roll makes you immune from the possibility of any missile hitting you. However, I believe that you can still be hit by splash, and when throw hits something it will create a throw "splash". Therefore, if you do something like aim your throw real high so it curves down on an enemy, it will hit the floor and splash them even if rolling. Similarly if you throw into a group of enemies and the one you are aiming at dodges, it will often hit a different one and then the splash will go off. Not sure if this is correct, but I think I have seen it happen on some occasions.
As for RedJohn's issue, I can't say I've noticed it, but the character I play most with Throw is my human sentinel, I've only done the Fury a couple times so maybe it is a bug unique to that class?
Modifié par Hackulator, 31 juillet 2012 - 06:05 .
#55
Posté 31 juillet 2012 - 06:00
#56
Posté 31 juillet 2012 - 06:09
Depending on the host I also get it with incinerate, cryo blast, etc, though not usually so often or so bad.
#57
Posté 31 juillet 2012 - 06:14
RonnyB wrote...
RedJohn wrote...
I just did some test.
Radius and no radius the result is the same.
Also I was hosting and was the same result
IIRC don't you have a slow computer? If that's the case I wonder if the issue for you is more client side lag vs server side with the cause in both cases being some lag induced glitch/bug.
Yes I have a bad PC and bad connection, but if it were the reason, then it would be like this always, but before Adepts were working great for me, and now it seems lot of people is having this issue.
#58
Posté 31 juillet 2012 - 06:19
RedJohn wrote...
RonnyB wrote...
RedJohn wrote...
I just did some test.
Radius and no radius the result is the same.
Also I was hosting and was the same result
IIRC don't you have a slow computer? If that's the case I wonder if the issue for you is more client side lag vs server side with the cause in both cases being some lag induced glitch/bug.
Yes I have a bad PC and bad connection, but if it were the reason, then it would be like this always, but before Adepts were working great for me, and now it seems lot of people is having this issue.
Well I don't think it's the lag itself. The lag probably just triggers the glitch/bug that was introcuded with 1.03.
#59
Posté 31 juillet 2012 - 07:20
The problem is they go immune to powers while rolling and for a second standing back up. If you hit them in the stand up phase your power will just do nothing. With lag it won't seem like they're rolling yet or didn't roll at all or were done rolling which further exasperates the problem of hitting them and the power doing nothing.
Modifié par Beliar86, 31 juillet 2012 - 07:22 .
#60
Posté 31 juillet 2012 - 07:27
ClockworkSpectre wrote...
If I understand the OP properly, and what I meant, it is not lag and NOT Dodging. Literally, throw will just pass through the target, or hit have have zero effect.
I have had that happen to me countless times on silver and gold as my Fury. I usually dash into a mob of husks and cannibals with AF active and do the BEs and throw would not have an effect. It would literally pass through them and by the time the throw even hits em they're out of range of the AF effect.
#61
Posté 31 juillet 2012 - 07:28
#62
Posté 31 juillet 2012 - 07:34
Ace_Blazer wrote...
I see my throws connect but they hardly ever detonate explosions now, and this is on teams with full biotics. I thought dark channel was messing with it, but does that make any sense? It usually took around 3 connecting throws to get an explosion, and my team was a drell, 2 asaris and a fury.
I've noticed this in Single Player just 20 minutes ago. I am playing an Adept focused on Pull/Throw combos and bring Liara to help Warp. In the Ardat Yakshi Monestary I hit the Banshee with Warp and then hit with Double Throw and nothing happens. If I have Liara hit her with Warp and then I use Throw it works, but for some reason I can only detonate my own BE's like 20% of the time. My other squad mate is Ashley and I have squad power usage set to manual.
#63
Posté 31 juillet 2012 - 07:36
#64
Posté 31 juillet 2012 - 07:38
Beliar86 wrote...
Lag doesn't trigger bugs, it's not like performance issues changes the games coding.
The problem is they go immune to powers while rolling and for a second standing back up. If you hit them in the stand up phase your power will just do nothing. With lag it won't seem like they're rolling yet or didn't roll at all or were done rolling which further exasperates the problem of hitting them and the power doing nothing.
That can't be right because throw can hit an enemy mid-roll if someone else initiated their dodge, unless you're saying they're only immune to the powers of the player who initiated it. I'm pretty sure you can overload, or energy drain enemies in mid-roll. I also don't see why lag can't trigger a bug. Look at the Vanguard bug.
#65
Posté 31 juillet 2012 - 07:39
#66
Posté 31 juillet 2012 - 07:40
That used to be the case, when a dodged projectile wouldn't change its trajectory, merely shake off auto-target such that the projectile would simply hit where the target was. That meant your intended target would get hit with the power "splash" anyways, in the case of most powers. It seems in 1.03 they changed dodging such that if an enemy dodges, it changes the projectile's trajectory so that it will never hit them, splash damage or no.Hackulator wrote...
Actually, my experience is that radius can negate some dodges. I'll explain how, but note that this is purely based on personal observation which may be wrong/based on lag/mistakenly interpreted.
Personally, I think what is going on is the enemy dodges the shot (mechanically), but because of the player's proximity to the enemy the dodge animation just isn't happening.
#67
Posté 31 juillet 2012 - 07:42
fmsantos39 wrote...
Still can't understand why throw isn't like in Single Player, double throw...
Still can't understand why Cluster Greandes aren't like in Single player, five Cluster Grenades...
Modifié par RecoonHoodie, 31 juillet 2012 - 07:43 .
#68
Posté 31 juillet 2012 - 07:42
#69
Posté 31 juillet 2012 - 07:51
But in Gold it's much more harder to hit.
Modifié par aruguren, 31 juillet 2012 - 07:51 .
#70
Posté 31 juillet 2012 - 07:52
Dodging is more frequent. Can't find the dev post, but basically he said that if you initiate a dodge before the cast with a weapon, then you shouldn't get a dodge as the target should be in cooldown between dodges.
This seems to only work about 1 in 3 times, though.
BE's just aren't happening. The kill happens, but the BE doesn't. This is as a host, so lag is not the issue. More likely the throw damage/newtons kill the target prior to triggering the BE? Don't know. All I know is it's annoying to setup a BE in a group only to have it NOT go off.
Lag affecting BE's or casts connecting is far worse than it's ever been. Sometimes I can cast and get all the mechanics (stagger, etc.) except for the main one. Then wait another 2 - 3 seconds to try again only to have the target dodge or the cast hit and do nothing AGAIN. Or it's the same as it's always been and changes have just exacerbated the lag issue so that things that did work despite the lag now can't work because other mechanics fall in line first making the everything after timeout?
Whatever, it's changed my caster class (like the fury, AA, etc.) only hit and hit correctly one in roughly 4 times.
Even on fury with AF up, and the target being less than 3 feet away, glowing blue, etc. and me having circle strafed behind it, I only get the throw to connect at best every other chance.
In fact, it works better if I just run past targets and have one of my friends follow up with the BE... Great for teamwork. Terrible for the class, though.
Modifié par RGFrog, 31 juillet 2012 - 07:53 .
#71
Guest_The Mad Hanar_*
Posté 31 juillet 2012 - 07:54
Guest_The Mad Hanar_*
#72
Posté 31 juillet 2012 - 07:59
RedJohn wrote...
Hi, I was soloing gold with my Fury for the first time and I noticed that Throw is almost not working, is missing too much, I don't know what happened but there is something wrong here because it used to work very good when I used to play adepts some time ago.
Now when I use the power is simply like if I didn't use it, because it miss too much, and because of that I had to rely on my claymore ( yes, Fury with Claymore ) and the final time was terrible, 43 minutes or so on Glacier and normaly i do runs in this map in less than 30 minutes.
But anyway, that's not the thread, I want to know if anyone has noticed this, because it's really you know dissapointing.
They ninja nerfed it so that even guardians can roll out of the way of it.
#73
Posté 31 juillet 2012 - 08:06
Meatiershower wrote...
1.03 happened. See some of the posts about biotics being dodged/missing/not working in the couple of days immediately after the 1.03 patch came out. Been that way since.
This. Reave/Bubble/DC are safe...for now.
#74
Posté 31 juillet 2012 - 08:23
I get around it by using the scorpion on my fury. UPM nets you 200% CDR anyways, and it staggers like a mofo. Enemies can't dodge throws if they're staggered.RGFrog wrote...
Dodging is more frequent. Can't find the dev post, but basically he said that if you initiate a dodge before the cast with a weapon, then you shouldn't get a dodge as the target should be in cooldown between dodges. for teamwork.
Toss incendiary or cryo ammo on that bad boy and you get the panic/chilled/frozen status for even fewer dodges, and the added benefit of setting off cryo/fire explosions when you run in to start the throw barrage.
#75
Posté 01 août 2012 - 06:03





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