Brenon Holmes wrote...
Jack Crapper wrote...
Brenon Holmes wrote...
I'm not totally clear on the methodology of some of the tests... but one thing to keep in mind, is that possessed collectors get a health boost. This is a direct modification of the actual health value... which means that normalized combo damage will appear to do "less" on possessed targets.
Thank you for responding, but the OP is claiming that this is the case whether possessed or not.
I think we'd have to look into that, there's no code to do anything like that specifically... the same with the double damage on Scion shots, they work exactly the same as Ravagers guns - so I would expect that any issues would be shared between the two (and I don't think we're currently aware of any issues).
I'll follow up with QA and see what we can see. :happy:
when there testing the problem make sure theere using real world variables like migrating from one server ot another every few minutes due to dynamic load sharing (if you cant do it internally then rent a tri pack for a few hours off amazon [they do hourly services as well as long term stuff] just like ea does for the everything pc game)
i suspect that if your testing environment isnt gettign the problems its because its on a standalone single purpose server instead of in a setup that has to deal with what we as players are getting.
furthemore test it wiht induced delay to host values, fix a minimum transit time inside a switch if you have to and use that 0.5second ttl device as host whilst swapping from one internal ip to another all the time hosting the game for the "test players" even divert soem webtraffic to the site to test spike management and see what that throws into the mix.
what were seeing might well be problems that arnt found in test environments but sterile setups dont ever give real world values, and as everyone else complaing can attest there is a huge problem with certain mobs scaling in difficulty with each level (all the new stuff is just as difficult ot kill on bronze as it is on gold, the only differenaces are the numbers of them on screen at a time, and sometimes not even that changes much.
the scion cannon if it misses the first/second round but finds a target wiht the 3rd round is always ohk no matter the class, although to be honest 90% of the time if it misses the first round the second one does this anyway.
i havent noticed them getting any stronger when possessed, just gaining endurance against players. the real problem's in game are before they get possessed, once there possessed they tend to stand around spamming there nades, oh and the mooks love spamming nades aswell which ohk most classes.....
the op will no doubt be able ot provide actual numbers for all of this but there are some starters for your geek squad to get working on

no doubt they forgot about the "contact factor" hidden away in the server room