Multiplayer Bug Compendium: Please add
#176
Posté 04 septembre 2012 - 01:58
If you tried to use Reave versus the mechs in ME2, it didnt provide healing/damage reduction either...
As well, the description states that you gain damage reduction versus organics...
Why would reave provide DR versus synthetics?
#177
Posté 04 septembre 2012 - 02:10
* had a match where a teamate went down, I had the "revive" icon over him, but pressing A would only make the circle flicker green for a split second, and wouldn't start the revive.
* this usually happens when joining an objective wave in progress, but sometimesthe HUD is totally borked. 1234 progress meters won't display in the upper right, or targets won't have the blue diamond indicator, etc. Not game-breaking but it makes it hard to know what you're supposed to be doing.
#178
Posté 04 septembre 2012 - 02:31
Bleachrude wrote...
Pedactor, are you sure 5 is a bug?
If you tried to use Reave versus the mechs in ME2, it didnt provide healing/damage reduction either...
As well, the description states that you gain damage reduction versus organics...
Why would reave provide DR versus synthetics?
There was a note regarding how Reave's Damage reduction was supposed to be applying regardless of the target from a few patches ago.
It may still be applying. It simply isn't providing graphical representation that it is, similar to Energy Drain's graphic for DR only applying while hosting.
#179
Posté 04 septembre 2012 - 02:32
markus1142 wrote...
Two more quickies:
* had a match where a teamate went down, I had the "revive" icon over him, but pressing A would only make the circle flicker green for a split second, and wouldn't start the revive.
* this usually happens when joining an objective wave in progress, but sometimesthe HUD is totally borked. 1234 progress meters won't display in the upper right, or targets won't have the blue diamond indicator, etc. Not game-breaking but it makes it hard to know what you're supposed to be doing.
First item is UDP sync loss. I have had this happen. Your teammate wasn't where your client thought he was.
Second item I think you may be the first person to make a comment about. Anybody else have this issue? Is your XBox up-to-date?
#180
Posté 04 septembre 2012 - 02:54
Not sure, how can I check? I download any updates (game and Xbox) whenever prompted, so I'd assume "yes."Pedactor wrote...
Second item I think you may be the first person to make a comment about. Anybody else have this issue? Is your XBox up-to-date?
Not sure if this counts as a bug (and definitely one I'd like to see never fixed) but Cerberus spawning at the EZ on London ended up with two Atlases doing some kind of Tango and unable to get out of the corner they appeared it. Probably just a matter of two large enemies showing up in a small space, but I doubt they were meant to get stuck.
#181
Posté 04 septembre 2012 - 03:05
markus1142 wrote...
Not sure, how can I check? I download any updates (game and Xbox) whenever prompted, so I'd assume "yes."Pedactor wrote...
Second item I think you may be the first person to make a comment about. Anybody else have this issue? Is your XBox up-to-date?
Not sure if this counts as a bug (and definitely one I'd like to see never fixed) but Cerberus spawning at the EZ on London ended up with two Atlases doing some kind of Tango and unable to get out of the corner they appeared it. Probably just a matter of two large enemies showing up in a small space, but I doubt they were meant to get stuck.
This happens on Rio, too. Powerplant side spawn near the containers (not in the Power plant). Atlas will continually fall due to overlap.
#182
Posté 05 septembre 2012 - 01:54
#183
Posté 05 septembre 2012 - 02:21
64) Annhilation field radius issues: A) Base radius not as large as apparently intended.
78) "Radius" on multiple abilities should be renamed Diameter. <radius works fine I figure
79) Banshees can't hop counters on Firebase White farm room. < not a glitch banshee's can't go through players...
83) You get hit in the back while sitting in cover if you aim backwards. < technicality is you left cover sorta you are guarded somewhat but you left the covers protective zone for aiming basic you unlocked yourself from the cover which undoes your usual protective status to of a degree
some of your mentioned glitches are not glitches...nor an issue
#184
Posté 05 septembre 2012 - 02:31
35) Incinerate, Evolution 6A: Is not Dealing 100% more damage to frozen targets. < it only works on one of the two freeze types cause there is frozen and slowed down frozen stops them while slowed only slows them down both apply the same bonus debuff though for armored and bonus dmg
57) Guardians, when staggered can only be hit by weapon fire, not powers. Powers still register shield as being up. < not a glitch it's intended still
#185
Posté 05 septembre 2012 - 02:38
ValorOfArms777 wrote...
79) Banshees can't hop counters on Firebase White farm room. < not a glitch banshee's can't go through players...
Wrong. They can. I usually synckilled when the banshee follows me, I'm backpedaling and she suddenly teleports behind me and catch me after waiting 1/10 second (I have not time to turn around). So they can teleport where they want.
Additionally, they can teleport through a cover and a player behind it. But not everywhere - there are covers where they can not do that. So it's a glitch.
Anyway, they have a way to walk around the cover. But they don't do this at glitched positions (we found this glitch on other maps too).
I think the glitch is that when some function doesn't work as it PLANNED by Bioware. I can not imagine they planned that the banshees have to stuck at covers and teleporting in place until they die.
I never met with any guardians in single player who was trained to resist every power based attack by holding away his shield, lol.
We can explain glitches but they are still glitches.
Modifié par JonasPeti, 05 septembre 2012 - 03:38 .
#186
Posté 05 septembre 2012 - 04:05
#187
Posté 05 septembre 2012 - 08:25
jpraelster93 wrote...
Bioware cant fix bugs and glitches sorry lol
It seems like they really cant or WON'T fix bugs... I believe they won't, and it's not "lol".
Err.. What is the difference between bugs and glitches?
+1 bug:
What's happening when your teammate grabs an enemy and you kill it with a gun or a power before he/she can execute it? This:
kepfeltoltes.hu/120905/799279613lol_www.kepfeltoltes.hu_.jpg
The enemy is still alive, his shield regenerating and it is nearly immortal. We couldn't kill with guns or grenades, the fury's annihilation field killed it only. Hallowed are the Annihilation Fields!
#188
Posté 06 septembre 2012 - 04:02
JonasPeti wrote...
jpraelster93 wrote...
Bioware cant fix bugs and glitches sorry lol
It seems like they really cant or WON'T fix bugs... I believe they won't, and it's not "lol".
Err.. What is the difference between bugs and glitches?
+1 bug:
What's happening when your teammate grabs an enemy and you kill it with a gun or a power before he/she can execute it? This:
kepfeltoltes.hu/120905/799279613lol_www.kepfeltoltes.hu_.jpg
The enemy is still alive, his shield regenerating and it is nearly immortal. We couldn't kill with guns or grenades, the fury's annihilation field killed it only. Hallowed are the Annihilation Fields!
Geth hacking FTL.
#189
Posté 06 septembre 2012 - 04:12
What angles?
#190
Posté 06 septembre 2012 - 04:39
#191
Posté 06 septembre 2012 - 04:48
If I equip the ULM, the SM does not appear when cycling through mods and it clearly skips it and vice versa.
#192
Posté 06 septembre 2012 - 05:24
#193
Posté 07 septembre 2012 - 02:12
I tested this with the Turian Soldier that has all stability passives in Turian Veteran while using the Smg Recoil System V, which makes you have no recoil, I tested several guns and for some reason it's only with the Hurricane.
In short DO NOT use the Hurricane with Extended Clip mod and Thermal Clip Storage Gear at the same time! And DO NOT use Thermal Clip Storage Gear at all with the Hurricane!
Modifié par MajorBlazkowicz, 07 septembre 2012 - 03:23 .
#194
Guest_MastahDisastah_*
Posté 10 septembre 2012 - 06:13
Guest_MastahDisastah_*
A new one, feel free to comment and do some tests before adding that.
When you use the thermal clip pack, if you still have some bullets in your weapon's magazine you keep firing blanks with no damage untill you manually reload. This happens only off host.
Modifié par MastahDisastah, 10 septembre 2012 - 06:16 .
#195
Posté 10 septembre 2012 - 06:53
JonasPeti wrote...
ValorOfArms777 wrote...
79) Banshees can't hop counters on Firebase White farm room. < not a glitch banshee's can't go through players...
Wrong. They can. I usually synckilled when the banshee follows me, I'm backpedaling and she suddenly teleports behind me and catch me after waiting 1/10 second (I have not time to turn around). So they can teleport where they want.
They actually can't. Get on an incline, where they can't sync kill you, that is relatively narrow with no way around (Ex: the stairs of the LZ on Jade) and stand there. They'll try to teleport around/through you but cannot. They're only able to port behind you otherwise because they're essentially going around you.
#196
Posté 10 septembre 2012 - 07:18
BeardyMcGoo wrote...
JonasPeti wrote...
ValorOfArms777 wrote...
79) Banshees can't hop counters on Firebase White farm room. < not a glitch banshee's can't go through players...
Wrong. They can. I usually synckilled when the banshee follows me, I'm backpedaling and she suddenly teleports behind me and catch me after waiting 1/10 second (I have not time to turn around). So they can teleport where they want.
They actually can't. Get on an incline, where they can't sync kill you, that is relatively narrow with no way around (Ex: the stairs of the LZ on Jade) and stand there. They'll try to teleport around/through you but cannot. They're only able to port behind you otherwise because they're essentially going around you.
Well, we have a lot of covers on maps where the banshees are able to *walk around* the cover by feet or teleport near to the player and try catch the player. And we have several covers where they are just teleporting in place and die easily.
I can't imagine BW designed the maps to make banshee kills easy. So it is a bug - like the one at the inclines. Maybe they are the same.
#197
Posté 10 septembre 2012 - 07:50
iphan4tic wrote...
Not sure if this has been mentioned, couldn't see it on the list, and I don't know if it's intentional but I can't seem to equip the SMG ultra-light materials in conjunction with the SMG stability mod.
If I equip the ULM, the SM does not appear when cycling through mods and it clearly skips it and vice versa.
Not a bug.
#198
Posté 11 septembre 2012 - 12:44
Equipment (ammo, weapon and armour mods) capped at 255 though the store allows you to buy more instead of giving a different item e.g. giving you 256 (or more). Logging off/on then returns it to the 255 cap. Bit of a waste.
Consumables used to do this but was fixed - i.e. if you've got 255 ops packs it gives you medigel or whatever other consumables you're missing, not more of a capped item.
#199
Posté 11 septembre 2012 - 01:07
When I used biotic charge, my ammo count on my Hornet would go negative or in some cases, the clip would go to zero--not each time, but several times. It never happened if I didn't use charge, but several times when I charged, I would go to shoot and have no ammo.
It did not occur when using slash, it did not occur just using the SMG. Didn't see it with the Phalanx, but I only use it as a backup and in this case, had to use it on three different maps.
After three matches, changed host in the lobby, I was still client, but did not have the negative ammo or zero ammo bug show up the rest of the time I played the slayer character. Did not see any lag indications while the person was host.
Modifié par Grinch57, 11 septembre 2012 - 01:07 .
#200
Posté 11 septembre 2012 - 01:50
Pedactor wrote...
iphan4tic wrote...
Not sure if this has been mentioned, couldn't see it on the list, and I don't know if it's intentional but I can't seem to equip the SMG ultra-light materials in conjunction with the SMG stability mod.
If I equip the ULM, the SM does not appear when cycling through mods and it clearly skips it and vice versa.
Not a bug.
Damn, that's intentional? Well I wish the mod description would at least tell me that and at a push, tell me why :/
Thanks for the info anyway.





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