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Multiplayer Bug Compendium: Please add


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#201
SavagelyEpic

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Regarding the Human Adept melee, it doesn't seem to be because of Martial Artist - More of an interaction between Warp followed by the Hmelee. Warp's rank 6 pierce evolution seems to have an omission in the tooltip because in some cases it may drastically increase all damage done to the warped target (even accounting for the expose evolution). Unconfirmed, however.

Also, Phantom DR only applies to host. Other players will deal full weapon damage to the Phantom. This is pretty much confirmed, but I've personally noticed the same thing with Atlases despite the fact that they should not have damage reduction at all. (in my experience I'm able to 2-clip Atlases with QMI/Reegar off-host with a friend hosting and not doing anything at all, whereas in my own games they take almost the Reegar's entire ammo capacity. Reproduced multiple times to the exact same effect. However I haven't heard of any other players experiencing this against Atlases, so take the second part with a grain of salt)

Modifié par SavagelyEpic, 11 septembre 2012 - 02:00 .


#202
Shnibadabobin

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Reave defense is not supposed to apply to synthetics.

#203
Pedactor

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SavagelyEpic wrote...

Regarding the Human Adept melee, it doesn't seem to be because of Martial Artist - More of an interaction between Warp followed by the Hmelee. Warp's rank 6 pierce evolution seems to have an omission in the tooltip because in some cases it may drastically increase all damage done to the warped target (even accounting for the expose evolution). Unconfirmed, however.

Also, Phantom DR only applies to host. Other players will deal full weapon damage to the Phantom. This is pretty much confirmed, but I've personally noticed the same thing with Atlases despite the fact that they should not have damage reduction at all. (in my experience I'm able to 2-clip Atlases with QMI/Reegar off-host with a friend hosting and not doing anything at all, whereas in my own games they take almost the Reegar's entire ammo capacity. Reproduced multiple times to the exact same effect. However I haven't heard of any other players experiencing this against Atlases, so take the second part with a grain of salt)


Adding this.  Also adding that Brutes can fall through the ground on London when hopping through the shattered window on the non-ammo-box-side stairs.

#204
JonasPeti

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I don't know it is a bug or not:

The sniper rifles have less damage to enemies when firing targets at far.
Precisely, on platinum, infiltrator, black widow, cloaked: (we reproduced it several times)
- hunter at far away: 3 headshots
- hunter at the face of the infiltrator: 1 headshot and the hunter still have only 3 blocks of his health

I know other weapons have a damage reduction when we firing far away. But is this OK with snipers too? Or is it a bug?

Modifié par JonasPeti, 12 septembre 2012 - 02:13 .


#205
Guest__only1biggs__*

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excellent thread OP. it's a shame that bioware will ignore it.

i have another (apologies if already spotted);

ammo power will not apply to second weapon. will only apply to the weapon on the left of your selection screen ie, shotgun will have incendiary ammo, but pistol will not. likewise, shotgun will have ammo power but assault rifle will not etc etc...

#206
JonasPeti

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_only1biggs_ wrote...

excellent thread OP. it's a shame that bioware will ignore it.

i have another (apologies if already spotted);

ammo power will not apply to second weapon. will only apply to the weapon on the left of your selection screen ie, shotgun will have incendiary ammo, but pistol will not. likewise, shotgun will have ammo power but assault rifle will not etc etc...


58) AP ammo consumable only applies to one weapon when two weapons brought into a match.

I thought the problem is only with AP ammo and it will only apply on your *higher* level weapon (or the weapon what is in your character's hands at the start of the game). But maybe I'm wrong.

Modifié par JonasPeti, 14 septembre 2012 - 11:05 .


#207
Lillymon

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For the past two days we have the Mass Effect server lost connection error on PS3 happening way too many times. This is really annoying esp. once you're already in a game!

#208
JAZZ_LEG3ND

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Nice, comprehensive list OP.
I've noticed that sometimes Vanguards will not charge out of cover if your target has passed the 'beside you' threshold. Similar to how you cannot melee someone who is on your side of your cover, without first stepping away from the cover.

#209
Guest_MastahDisastah_*

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This is tested:
Paladin cryo shield evolution armor weakening effect is bugged and NOT working.

Test source:
http://social.biowar...925822#13925822

#210
Heldarion

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Yesterday, I was playing as GI with Javelin (Barrel amp V, mag increase V) on Reactor/Platinum. Or rather, I was dropped into Platinum while searching for Gold.

After the 1st or the 2nd wave, I ran out of ammo and tried refilling by going to ammo boxes. Reactor ammo boxes are already notorious for their lack of ammo, so I tried using Thermal Clip consumable and it didn't achieve anything. I could still fire Proximity mine and use Tactical Cloak, Cobra Rockets worked too. I was forced to quit during the wave 3 because my magazine would remain empty.

Modifié par Heldarion, 20 septembre 2012 - 12:28 .


#211
Alex101Crusader

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I will add what i've seen in my lastest games.
PC Version (don't know about X360 and PS3)
Noticed while hosting, so no "lag/high ping/being a client" are involved.

-Female Quarian Infiltrator: Hacked Get units don't suffer from backfire damage, and the animation is missing (it works even on Banshees and Mutants -units without a proper weapon-, so i don't really understand why Gets seem to be immune)

-FQI: Hacking powerful mechanical units (Primes/Atlases) results in just 3-4 seconds of duration, and the 50% Tech Damage debuff fades with the hacking instead of persisting for 10 seconds as stated in the description (organic units instead, althought they won't start attacking their teammates -of course-, get tech-debuffed for all the 10 seconds). The shorter hacking duration wouldn''t be an issue, if just the debuff wouldn't fade with it.

-Firebase London: The pile of rubble across the road on the right side of the central square (facing the bridge) doesn't provide cover. What i mean is that enemies can just shoot right through it, as if there was nothing but air in that place (even players seem to be able to shoot through it, but needs more testing)

-Cloak power: Cloaking before leaving a safe cover and turn a corner (pratically: cloaking before the enemy is aware of you being there) will almost always result in enemies shooting at you from the other side of the map just as if you were clearly visible (and by saying this i mean that slow moving projectiles and powers such as Banshees' warp core or Get Primes' plasma bullets will track you and turrets will follow your movements while shooting). NOTE: I was not the last player alive (i'm aware of enemies chea- ... i mean, "peeking"), and enemy troops were not even looking at me, they just turned 180° and started shooting from long distance (> 30 meters).

-Cerberus Phantom: when you're the last player (or everyone else is down) and you get downed, Phantoms will camp on your body, so if you use a medigel the Phantom will immediately melee you, triggering the sync-kill condition. So as soon as the "getting up" animation is over (and with that, the 2.5 seconds of invincibility), you'll be istantly sync-killed.

-Cover issue: when you reach the corner of a cover and use the button to turn it while remaining covered (to avoid being flanked when under heavy fire), you'll be considered uncovered (from the side you're leaving) until the "turning cover" animation is over, resulting in this as a completely useless feature. (It seems that your actual hit boxes stay in the place you started the turning cover animation until it ends instead of moving with you - in fact you can clearly see the animation ending and your character "returning" to cover to the new side of it)

-Cover/Melee issue: while at the end side of a low cover, you won't be able to sync-kill enemy troops unless your character is not facing that end side. Pressing the melee button while at the end side of a low cover, facing the end side, will result in your character leaving cover and performing a heavy blow with the elbow, getting yourself killed almost always.

Modifié par Alex101Crusader, 20 septembre 2012 - 05:20 .


#212
ctr2yellowbird

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Can Pedactor categorize the bugs in the OP into groups like bugged or misrepresented powers, lag-related glitches, in-game lag-unrelated glitches, and seemingly unintended exploits? I just don't view everything listed in the OP in the same vein when their causes have separate and distinct origins and they present themselves as effecting separate and distinct elements of gameplay.

Modifié par ctr2yellowbird, 20 septembre 2012 - 06:15 .


#213
4ut0b4hn5child27

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what is UDP sync loss means????

Modifié par 4ut0b4hn5child27, 21 septembre 2012 - 12:37 .


#214
JonasPeti

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4ut0b4hn5child27 wrote...

what is UDP sync loss means????


When your computer is sending a message (packet) with UDP protocol to the server, the message can be lost while it is travelling over the internet, without a chance to detect the loss. Of course it can happen in the reverse direction too.

UDP protocol is "fast" and needs lower performance but not trustable. Games usually uses it because 1-2 message lost is not a big deal but the central servers can serve out more clients in one time. We got problem when the game is not prepared to handle the losses or we have got too many lost packets. Then the clients and the servers have different "thoughts" about the state of game, for example your game "thinks" you used a survival ops pack but the server sends a message to it like "your health is zero so you are down".

High network latency or packet loss are happening usually when you are using a wireless/microwave connection or you have a router/switch/firewall which is malfunctioning or has a bad configuration.

For more info:
en.wikipedia.org/wiki/User_Datagram_Protocol

Sorry for my english.

Modifié par JonasPeti, 21 septembre 2012 - 08:14 .


#215
Pedactor

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Alex101Crusader wrote...

I will add what i've seen in my lastest games.
PC Version (don't know about X360 and PS3)
Noticed while hosting, so no "lag/high ping/being a client" are involved.

-Female Quarian Infiltrator: Hacked Get units don't suffer from backfire damage, and the animation is missing (it works even on Banshees and Mutants -units without a proper weapon-, so i don't really understand why Gets seem to be immune)

-FQI: Hacking powerful mechanical units (Primes/Atlases) results in just 3-4 seconds of duration, and the 50% Tech Damage debuff fades with the hacking instead of persisting for 10 seconds as stated in the description (organic units instead, althought they won't start attacking their teammates -of course-, get tech-debuffed for all the 10 seconds). The shorter hacking duration wouldn''t be an issue, if just the debuff wouldn't fade with it.

-Firebase London: The pile of rubble across the road on the right side of the central square (facing the bridge) doesn't provide cover. What i mean is that enemies can just shoot right through it, as if there was nothing but air in that place (even players seem to be able to shoot through it, but needs more testing)

-Cloak power: Cloaking before leaving a safe cover and turn a corner (pratically: cloaking before the enemy is aware of you being there) will almost always result in enemies shooting at you from the other side of the map just as if you were clearly visible (and by saying this i mean that slow moving projectiles and powers such as Banshees' warp core or Get Primes' plasma bullets will track you and turrets will follow your movements while shooting). NOTE: I was not the last player alive (i'm aware of enemies chea- ... i mean, "peeking"), and enemy troops were not even looking at me, they just turned 180° and started shooting from long distance (> 30 meters).

-Cerberus Phantom: when you're the last player (or everyone else is down) and you get downed, Phantoms will camp on your body, so if you use a medigel the Phantom will immediately melee you, triggering the sync-kill condition. So as soon as the "getting up" animation is over (and with that, the 2.5 seconds of invincibility), you'll be istantly sync-killed.

-Cover issue: when you reach the corner of a cover and use the button to turn it while remaining covered (to avoid being flanked when under heavy fire), you'll be considered uncovered (from the side you're leaving) until the "turning cover" animation is over, resulting in this as a completely useless feature. (It seems that your actual hit boxes stay in the place you started the turning cover animation until it ends instead of moving with you - in fact you can clearly see the animation ending and your character "returning" to cover to the new side of it)

-Cover/Melee issue: while at the end side of a low cover, you won't be able to sync-kill enemy troops unless your character is not facing that end side. Pressing the melee button while at the end side of a low cover, facing the end side, will result in your character leaving cover and performing a heavy blow with the elbow, getting yourself killed almost always.


Alex, these are all excellent and have been added.  Bumping thread for cracking the 100 threshold.

I will not categorize anything.  I am listing and it takes about 10 minutes to read the list.

And thanks to JonasPeti for coming in regarding UDP sync loss and providing that link.

Bump for 100.

Modifié par Pedactor, 24 septembre 2012 - 09:00 .


#216
WolfWyrm

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I read through the initial page with the bug list, but not the entire thread, and didn't see the following bugs covered:

-N7 Shadow's Shadow Strike: Right when you hit the button to activate, enemy troops are able to track your movement through the air and land a melee, doing damage, before the N7 Shadow can complete the attack. With Banshees, this ability will automatically trigger her point-blank area of effect ability majority of the time; even if you are positioned behind her at any distance.
It would be nice to see some type of damage immunity or damage resistance similare to the Vanguard's Charge ability added to the Shadow Strike ability, or at the very least a delay in the enemies reaction timing.

Vorcha Flamer: Cerberus troopers who are close by as the flamer is triggered are sometimes immune to any damage taken. The only solution I've found so far is to turn the flamer of and then back on again. I can't remember if this happens with other enemy factions or not.

-Engineer's Combat Drone: When used to summon a drone next to an enemy who are against walls or cover, the drone will not respond at all to the enemy most of the time.
Another problem, which includes the geth and the female quarian engineer's drones as well, are bugged areas on certain maps where the drone will just disappear or drop through the floor.
Maps that can constantly repeat this buge are FB White on the inner doorway at the bottom of the lower set of stairs, FB Hydra has a few spots on the upper deck area (one next to the doorway by the landing zone/bunker, another at the upper part of the middle ramp, and one more as you walk towards the rear ammo box from the middle ramp.),and FB Reactor just to the right and outside of the Reactor doorway facing the Landing Zone. I believe there may be other spots on other maps as well, but the spots I've mentioned are the ones I constantly see happening.

Here's a couple things I've been noticing and I'm not sure if the below enemy abilities are working as intended or are actual bugs:

-Enemy Geth Hunter's invisibility seems to ignore weapons fire and abilities, especially at close range at random times. This could be a lag issue with the host, not realy sure.

-Cerberus Centurion's Smoke Grenade tends to make the Centurion who tossed the grenade immune to abilities which should be causing damage, such as area effect abilities like the Vorcha's flamer and also arc grenades from the N7 Demolisher and Male Quarian Engineer.

This is a great thread! Thanks for creating it OP!

__________
Edit

Just remembered another bug as I was playing today:

- D-Pad bug on the Xbox 360. When the D-Pad option for Ops Survival Pack (the right arrow direction) is pressed too long, character automatically goes into the long animation of pulling out the rocket launcher. I've noticed this usually works correctly when the D-Pad is tapped instead of held down.

Modifié par WolfWyrm, 25 septembre 2012 - 10:56 .


#217
JonasPeti

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Alex101Crusader wrote...
-Cerberus Phantom: when you're the last player (or everyone else is down) and you get downed, Phantoms will camp on your body, so if you use a medigel the Phantom will immediately melee you, triggering the sync-kill condition. So as soon as the "getting up" animation is over (and with that, the 2.5 seconds of invincibility), you'll be istantly sync-killed.


Just a comment, maybe it is useful for some people:

We got a trick to avoid it. It isn't working every time but you've got a chance: if your character has combat roll or something similar then you can roll several times immediately AFTER you used the medigel but BEFORE your character stood up.
This results your character is rolling while he/she is lying on the ground, away from the phantom or banshee. After the rolling he/she tries to stand up (which takes A LOT of time), but maybe you'll be far enough from the phantom/banshee to avoid sync-kill.

Is it an other bug? :D

#218
corlist

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87) Human Adept melee appears to be bugged. It is doing roughly 5,000 damage to certain targets with Martial Artist procced.

It's not bugged, the Human Adept's HM like many other AoE HMs do 150% vs all protections. It's probably an intended mechanic.

---

#98 is a repeat of #97. Whether this is a bug or an intended mechanic is arguable unless confirmed by Bioware.

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101) Phantoms camp your body after you die if you are last squad member up, instantly meleeing and then sync killing you upon revival.

This has nothing to do with bugs. It's simply an unfair game mechanic.

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Also, I'd like to add that Electric Slash Evo 3 "Detonate" does not increase TB/CE or FE damage. Snap Freeze Evo 6 "Tech Combo" reduces tech burst damage by 33.3% and does nothing for FEs.

#219
Grotaiche

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Here's an interesting bug about the Crusader you might want to add to the list.

#220
Mendelevosa

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Mother of God...