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Collectors are bugged - confirmed by bioware


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#251
greghorvath

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Why is it that I don't get these 'this isnt working', 'that is op', 'I can't handle this' problems? I am NOT a very good player. I am mediocre, but I do NOT have problems with ANY of the factions. I must be playing some other game if my asari adept is not having problems against the collectors.

star fury: I love you, man. And I am sure that in a sick, twisted way you feel the same.

Modifié par greghorvath, 23 octobre 2012 - 06:59 .


#252
DarthSliver

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If the damage is messed up than fix it but dont nerf the Collectors either, they are first faction I play against and expect to use medigel on. I pray they are left that way.

#253
greghorvath

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nanotm wrote...

Zero132132 wrote...

greghorvath wrote...

Read the op.

Scientific whining is still whining.

Same as the whining regarding the vanguard glitch or missile glitching. Complaining can be productive.


without custoemr feedback improvements wont ever be made and things will just slip down the slope into the pit of oblivion

"whining " as the clever kid who hides his gaming profile (so as not to get seen as a cheat instantly) put is is a required factor in any successfull venture, do yourself a favour and block him safe in the knowledge that one day soon he will get banned from the forum as well as the mp game

oooh. I wish I was as smart as you and could draw conclusions from no information.

Hell will freeze over before I do any cheating.

And if the mods don't ban for the constant entitled whining, why would they ban someone speaking up against it?

But you know what? Check my profile again, if that is your wish. I don't even block those poor way- and backward souls that block me.

Modifié par greghorvath, 23 octobre 2012 - 07:04 .


#254
Brenon Holmes

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corlist wrote...

Brenon Holmes wrote...

There are some damage profiling screens that we used in development... however those don't (reliably) work in MP. The only reason I'm curious about the methodology is so that I can compare it to our internal tests for validation. :happy:


I can most definitely detail the methodology used in these tests... provided it doesn't come with a banhammer - hopefully.


I think it was described to me in PMs, using memory watches with external tools? I wouldn't really be concerned about bans and whatnot for stuff like that.

Edit: I should read the rest of the thread, yes - extracting information on damage done that way would be pretty accurate. :happy: Nice.

I was more just curious if you guys were somehow turning on the in-game debuggers for damage, since those are known to have a few issues depending on how you use them. :happy:

If you're tracking the health value in memory, that should be pretty accurate.

Modifié par Brenon Holmes, 23 octobre 2012 - 07:25 .


#255
Runegrace

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The Scion's cannon is based off of the Ravager's...is that referring to base damage? I'd swear that when you blow off the shoulder on a Scion the damage from the cannon is reduced. I remember playing a durable class and shooting up a Scion. He'd drop my shields instantly, but once that sac on his back burst I'd be left with a small amount of shield, which then would be consistent with Ravager damage. If that's the case, I'd wonder if something going wrong with that mechanic is why the Scion's damage is so insane.

I'd also be pretty entertained if the Collector issue was that somehow all the units were getting the "possessed" damage buffs always, then got them applied again when they actually became possessed.

#256
DarthVarner

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Nice to see you here, Brenon.

To everyone else: Let's keep the thread civil and leave all talk of nerfs or buffs at the door - the goal here is to establish if the observed behavior (most significantly, Scion shots dealing damage twice and combo explosions doing roughly 1/3 less damage than expected for a given difficulty level) is intended behavior.

Modifié par DarthVarner, 23 octobre 2012 - 07:53 .


#257
TonySum41

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The Collectors are fine. Only thing I have a problem with is the Scion doing so much damage on Bronze but that's it.

#258
OmegaRex

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i've taken scion shots with a geth infiltrator and lived

i don't understand how some people are saying they were using krogans with damage reduction and going down in one shot.

#259
Julian Skies

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Runegrace wrote...

The Scion's cannon is based off of the Ravager's...is that referring to base damage? I'd swear that when you blow off the shoulder on a Scion the damage from the cannon is reduced. I remember playing a durable class and shooting up a Scion. He'd drop my shields instantly, but once that sac on his back burst I'd be left with a small amount of shield, which then would be consistent with Ravager damage. If that's the case, I'd wonder if something going wrong with that mechanic is why the Scion's damage is so insane..


I think that what he means based off the Ravager's cannons is that it's likely that the code for the Scion's cannon is an adjusted copy/paste of the Ravager's cannon code, meaning they have like 90% of the same behaviour, save the on-hit damage effect and skin effect of the bullet.

#260
corlist

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Julian Skies wrote...

I think that what he means based off the Ravager's cannons is that it's likely that the code for the Scion's cannon is an adjusted copy/paste of the Ravager's cannon code, meaning they have like 90% of the same behaviour, save the on-hit damage effect and skin effect of the bullet.


The ravager's cannons are functionally identical to the scion's with the exception that the scion's cannons also apply an effect which prevents regeneration. This effect may be the culprit behind the doubled damage.

#261
Exicuren

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I have a question, the collectors' grenades are bugged as well?

I've been playing with a volus (lv 3 fitness) and a phoenix vanguard (full fitness shield/health), and everytime collector troops throw a grenade at me and it explodes (doesn't matter if i'm right next to te nade or almost on range of detonation) it kills me, something weird because i don't have that issue with cerberus or reapers.

#262
synapsefire

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I remember taking my Human Adept out back when Collectors were fresh (last week).. and your tests really affirms my feeling that something was "off" when I realised that my decked out Warp + Shockwave would do two bars of damage or less on a Scion..

#263
nanotm

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yeah everythign about the collectors normal attacks is like there on double damage once they get possessed they seem to loose 50% of there attack

#264
Shampoohorn

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Bump. Would still like to read more dev input on this.

#265
Julian Skies

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corlist wrote...

Julian Skies wrote...

I think that what he means based off the Ravager's cannons is that it's likely that the code for the Scion's cannon is an adjusted copy/paste of the Ravager's cannon code, meaning they have like 90% of the same behaviour, save the on-hit damage effect and skin effect of the bullet.


The ravager's cannons are functionally identical to the scion's with the exception that the scion's cannons also apply an effect which prevents regeneration. This effect may be the culprit behind the doubled damage.


Hrm... This gives me an idea.
Off the top of my head, it could be that the Scion's cannon is supposed to give you a zero-damage DoT so that you are continually taking damage (albeit zero) which resets the shield regen timer every time.
Something there must be messed up causing it to re-apply the base damage a second time.

#266
Brenon Holmes

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corlist wrote...

The ravager's cannons are functionally identical to the scion's with the exception that the scion's cannons also apply an effect which prevents regeneration. This effect may be the culprit behind the doubled damage.


Yeah, they have the same base code... Chris Schanche took a peek and there's definitely something wonky going on (not that I didn't believe you fine folks :happy:, just with a repro case we can probably look at how we can fix whatever's busted).

I'm in the middle of some other stuff for another thing - but hopefully we can get a bit of time today to figure out exactly why things are not working the way they're supposed to be.

Modifié par Brenon Holmes, 24 octobre 2012 - 11:27 .


#267
Shampoohorn

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Brenon Holmes wrote...

corlist wrote...

The ravager's cannons are functionally identical to the scion's with the exception that the scion's cannons also apply an effect which prevents regeneration. This effect may be the culprit behind the doubled damage.


Yeah, they have the same base code... Chris Schanche took a peek and there's definitely something wonky going on (not that I didn't believe you fine folks :happy:, just with a repro case we can probably look at how we can fix whatever's busted).

I'm in the middle of some other stuff for another thing - but hopefully we can get a bit of time today to figure out exactly why things are not working the way they're supposed to be.


Brenon, thanks for checking on this and giving us an update.

Any info on the Biotic Explosion damage reduction Collectors seem to have?

#268
Brenon Holmes

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Shampoohorn wrote...

Brenon, thanks for checking on this and giving us an update.

Any info on the Biotic Explosion damage reduction Collectors seem to have?


Yeah, just finished looking into the other issues with Chris - there are some data bugs with the way the normalized damage computations work for the Collectors (and probably some other enemies as well). This would cause them to receive damage that had been scaled incorrectly from certain sources (combos being one of them).

With Scion damage, it looks like there was a bug introduced with an optimisation that is resulting in a double call to the radius damage... we'll look into possible fixes for both issues. 

Thanks for bringing this up guys. :happy:

#269
Zero132132

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Brenon Holmes wrote...

Shampoohorn wrote...

Brenon, thanks for checking on this and giving us an update.

Any info on the Biotic Explosion damage reduction Collectors seem to have?


Yeah, just finished looking into the other issues with Chris - there are some data bugs with the way the normalized damage computations work for the Collectors (and probably some other enemies as well). This would cause them to receive damage that had been scaled incorrectly from certain sources (combos being one of them).

With Scion damage, it looks like there was a bug introduced with an optimisation that is resulting in a double call to the radius damage... we'll look into possible fixes for both issues. 

Thanks for bringing this up guys. :happy:

Wait, so... this thread may be victorious!? A thread on BSN did some good rather than devolving into one group attacking another with no discernible purpose in mind? What... what happened here?

*confused*

#270
Eric1975

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Well check that out--the Collectors ARE hard! LOL

#271
khannoir

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Brenon Holmes wrote...

Shampoohorn wrote...

Brenon, thanks for checking on this and giving us an update.

Any info on the Biotic Explosion damage reduction Collectors seem to have?


Yeah, just finished looking into the other issues with Chris - there are some data bugs with the way the normalized damage computations work for the Collectors (and probably some other enemies as well). This would cause them to receive damage that had been scaled incorrectly from certain sources (combos being one of them).

With Scion damage, it looks like there was a bug introduced with an optimisation that is resulting in a double call to the radius damage... we'll look into possible fixes for both issues. 

Thanks for bringing this up guys. :happy:


And this is why MEMP>>>COD... Devs actually responding on a thread and following up on a Bug (which obviously exists but I've compensated for). This is awesomesauce over a full loaf of Epicchips. :wub:

#272
PureGeth

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If they're ALL like this then it's not a bug.

#273
Ziegrif

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Brenon Holmes wrote...

Shampoohorn wrote...

Brenon, thanks for checking on this and giving us an update.

Any info on the Biotic Explosion damage reduction Collectors seem to have?


Yeah, just finished looking into the other issues with Chris - there are some data bugs with the way the normalized damage computations work for the Collectors (and probably some other enemies as well). This would cause them to receive damage that had been scaled incorrectly from certain sources (combos being one of them).

With Scion damage, it looks like there was a bug introduced with an optimisation that is resulting in a double call to the radius damage... we'll look into possible fixes for both issues. 

Thanks for bringing this up guys. :happy:


Could someone with more brains explain what this radius damage means?
I dunnos. ;-;

#274
Yajuu Omoi

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DaftArbiter wrote...

Lord_Sirian wrote...

That's why Scions 3 shot anything in the game. -_-.


It has to be. So many people who use Kroguard with Cyclonic III or IV have said on here that Scions took them down in 3 shots. It didn't make sense with the claimed stats that Collectors have, but if this is true, then it would offer a plausible explanation for their insane damage and HP levels.


3 shot?!? I got 2 shot earlier today!!
Kroguard with no extra mods, Barrier was on, end of the wave, only enemy left. TWO shots and I was down!

#275
Learn To Love Yourself

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Brenon Holmes wrote...

Shampoohorn wrote...

Brenon, thanks for checking on this and giving us an update.

Any info on the Biotic Explosion damage reduction Collectors seem to have?


Yeah, just finished looking into the other issues with Chris - there are some data bugs with the way the normalized damage computations work for the Collectors (and probably some other enemies as well). This would cause them to receive damage that had been scaled incorrectly from certain sources (combos being one of them).

With Scion damage, it looks like there was a bug introduced with an optimisation that is resulting in a double call to the radius damage... we'll look into possible fixes for both issues. 

Thanks for bringing this up guys. :happy:

Hi Brenon,

Thank you for this.  Kindly confirm whether or not this can be fixed without a patch.  I'd hate to think we'd have to wait a few months to get something like this fixed.