|
Post by ⓣⓡⓘⓒⓚⓨ48 on Jun 26, 2018 14:04:30 GMT -5
On the same note - target locking on off-level targets ( significantly more noticeable on carrier map) often lock on to further away target on same level as you instead of the lower or higher target that is closer to you and in direct line of sight. So, for a date/patch reference would you say this has been an issue since Carrier was released (patch 3.8)? Well before then... but it's noticeable there and on Moon more due to the vertical positioning of Reds at close range and the target tending to go to the one that is furthest from causing you a threat... but it's been happening for a while... I'll try and find the first mention of it that I remember.
|
|
|
Post by Poopface on Jun 26, 2018 14:06:56 GMT -5
No... go to a robot.
Choose Equip.
If you select the Right side you will see only ECUs that were either purchased or came with the bot on the Right Arm.
Go to the Left side and you will see only the ECUs that were either purchased or came with the bot on the Left Arm.
Not sure if Light and Medium are interchangeable or not, but I know that Right and Left aren't.
If you have 6 ECUs on the left side and 7 on the right, you will have 13 ECU's total (unless Mediums are separate, then you have those to add up, as well)
How strange... So apparently i have 6 Ecu Rs and 2 Ecu Last Stand Must've thrown off my calculations. Why would they organize it like that? This game needs an inventory rework... Does this happen with any other weapon? Regardless, stuff has gone missing (my Zenits, for example) with no explanation.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Jun 26, 2018 14:07:35 GMT -5
There was an update just prior to this post that they made tweaks to it... and it's been jacked since.
|
|
|
Post by Poopface on Jun 26, 2018 14:08:20 GMT -5
Am I wrong or aphid can do 0 damage so the advice is to fire them one at a time? And, really, give me a lock on button far from the fire button. It's like to have a "Detonate" button near the "flush the toilet" one.
Aphids can be easily avoided, they often miss and have to be timed well. Anything medium or below is hard to land shots while moving at any speed. The reason for cycling them is to keep possible income damage steady. and increase your chances of doind steady damage instead of relying on one alpha strike that may miss,,then you have to wait for reload. Aphids used to have a known, acknowledged bug where they wouldn't all register as a hit. One solution was to cyclic fire them. I don't know if that issue was resolved or not since I don't use Aphids much.
|
|
|
Post by hyderier on Jun 26, 2018 14:11:10 GMT -5
Being in solid cover, no where near corners, but getting hammered by Tulu splash damage thought the wall. Right, I guess that is a bug, when you put it like that. Same applies to all splash weapons of course, the splash ignores walls. I've always thought of it more as a feature than a bug, but I guess it's not all that realistic... Well, it could be thought of as concussion/spalling damage. I personally prefer to have it. Removing it would make these weapons worse, and they aren't meta now. Also, removing this effect properly, without blocking splash even when it should hit, wouldn't be all that easy. So I think Pix will not put resources on this, if they have been unable to fix Taran and ST bugs, which are probably much easier cases.
|
|
|
Post by Poopface on Jun 26, 2018 14:11:54 GMT -5
There was an update just prior to this post that they made tweaks to it... and it's been jacked since.
Since that referenced post was from Oct 16, 2016 the associated patch would be Update 2.1 which came out on Android Oct 14, 2016 according to the Wiki.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Jun 26, 2018 14:13:58 GMT -5
There was an update just prior to this post that they made tweaks to it... and it's been jacked since.
Since that referenced post was from Oct 16, 2016 the associated patch would be Update 2.1 which came out on Android Oct 14, 2016 according to the Wiki. Seems about right. I do remember some vids and more threads about it, but it's since been overlooked and....
wait for it....
neglected.
|
|
|
Post by [CK]erazor on Jun 26, 2018 14:26:11 GMT -5
So if the fun with the game is getting less and less, we might aswell have some fun with the list of poop, courtesy of Poopface . Edit. Damn, that's small. But well, you get the idea.
|
|
|
Post by moses on Jun 26, 2018 15:46:08 GMT -5
On the same note - target locking on off-level targets ( significantly more noticeable on carrier map) often lock on to further away target on same level as you instead of the lower or higher target that is closer to you and in direct line of sight. So, for a date/patch reference would you say this has been an issue since Carrier was released (patch 3.8)? Yes, I think it is fair to say it has been a noticeable issue since carrier release, so 3.8. My assumption is though that this was not a new issue then, but rather a pre-existing flaw made more apparent by the new map.
|
|
asie
Destrier
Posts: 69
Karma: 50
|
Post by asie on Jun 26, 2018 16:47:21 GMT -5
I would add the lag which comes and goes since years. While there are months when it disappears, it regularly comes back after updates.
|
|
|
Post by AcuityAxiom on Jun 26, 2018 17:08:11 GMT -5
Made a GIF of the aforementioned missing Taran animations: I stared at a Taran Haechi a couple rounds ago and saw no movement. I know some weapons were changed around, like how Molots used to throw expended clips away, i assume the Punisher was the same, probably because they caused issues? My guess is that having a new clip just appear out of nowhere looked goofy and they didn't want to remake the weapon to make sense because it really didn't have to seeing how ammo is unlimited.
|
|
|
Post by bravex on Jun 26, 2018 17:44:56 GMT -5
A few weeks ago I noticed people nailing me with Tarans beyond the alleged 350 m range. I had been holding my fire but I tried and seem to be able to hit enemies at 380 or so.
So basically I don't some of the official ranges. The listed rocket and missile ranges seem accurate however.
|
|
|
Post by firewoman on Jun 26, 2018 18:34:26 GMT -5
Bugs 2 and 3 aren't neglected bugs, but I'll list them here anyways. 1) I couldn't say when it started, but occasionally you'll drop into a match and be stuck in first person view inside of your bot. It makes it a bit harder to move and aim, although thankfully it's only temporarily. It's happened most often with Kumiho's, but that's probably because Kumiho's are the first mechs I spawn with. It takes anywhere from 20 seconds to 90 seconds for it to disappear. 2) I once started the Random game mode, and got stuck in the sky. No other bots spawned, nor could I spawn. I couldn't change bots either. It occurred on June 06, and I had to leave the game. This has only happened once. Video displaying it here.3) Finally, I have a bug where if I click on Boosters, I'll be stuck and have to restart the game. I can't click on anything else, not even squad invitations when they pop up. I think it works again once the current boosters wear off, as I was able to apply boosters fine this morning, it glitched when I went to look at them, and I recently applied more like 6 hours later (now, where the glitch still occurs). This isn't exactly For reference sake, bugs 2 and 3 have only occurred on Memu emulating Android. The first bug has occurred both on my Android phone and on Memu. This last one isn't really a bug, but I'll sometimes notice that if I'm holding the fire button down while reloading, I'll start damaging my target with 1-2 seconds left on the reload. But that's probably just latency (i.e. server knows it's done reloading and starts firing, but client thinks there is another second or two).
|
|
|
Post by Pulse Hadron on Jun 26, 2018 18:42:26 GMT -5
Gekko and Flux deal 14% less damage than listed. Gekko I learned about when custom battles were introduced, Flux when it first appeared in a Hangar X.
Most (all?) bots move 12-20% faster than listed. Again this was discovered with custom battles.
Looking through hangars in the post battle screen is really cumbersome. There should be a single view of all hangars that can easily be scrolled through instead of tap, tap, tap, tap.... Also, since the introduction of multiple hangars there’s no indication of which hangar the player actually used in battle. Also, the hangar shows their current setup and not what was in battle. So if a player starts changing their hangar right after battle then that’s what you see instead of what was in that battle. Been like this over a year at least if not the beginning.
Already mentioned but repeating because of how egregious it is: inventory organization is horrible. Since always.
Missiles disappearing when the firing bot dies. Since I started 1.5 years ago.
The Taran plasma visual going beyond 350m I don’t consider a bug, it’s just visual effect like how a Trebuchet fire extends out the back. But I can be swayed on this point.
Tulumbas, anything with splash, going through thin walls is a mathematically challenging issue I don’t see them fixing without making all walls thicker than 25m. Zenits can hit you when underneath the floor in Carrier.
And the lower ceiling for Hover is done on purpose I believe since I’ve seen Spectres up on structures a Hover can’t get to. Seems intentional to give different bots different ceilings, however dumb it is.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Jun 26, 2018 18:53:52 GMT -5
Don't know if anybody already mentioned that but big issue for me is "cartoon" physics. Dashing from height makes you go straight, then drop vertically down. Getting stuck on small objects that should be no issue for war robot and etc.
|
|
|
Post by ѻﻭɼﻉ on Jun 26, 2018 19:01:48 GMT -5
Neglected issues with the game, Pt 2
- Pilots not working well as a team despite thousands of matches
- Pilots hovering around home spawn during a beacon mode
- Neglecting to get beacons and protect them
- Neglecting to support teammates in need
- Having been destroyed, not returning to protect beacon/retake beacon/support a teammate
- Firing weapons when targets are beyond range, so failing to hit anything and continuing this process without repositioning
- Staying on a beacon too long in Koth, thereby not giving teammates time to swarm the next beacon
- Bouncing secondary ST charges to teammates over and over and not repositioning to evade it
- Overextending by pushing too far forward without team support in TDM (suiciding your hangar)
- Standing right next to a beacon and failing to cap it
- Neglecting to drop range at a good time
- Neglecting to aim correctly and time shots to hit targets instead of terrain when playing range
- Neglecting to select high priority targets when playing range
- Neglecting to eject from a range bot into a brawler when necessary in beacon modes
- Not paying attention to the beacon bar
- Jumping too much, and doing so without situational awareness
- Neglecting to work as a team
...
|
|
|
Post by AcuityAxiom on Jun 26, 2018 19:02:53 GMT -5
Don't know if anybody already mentioned that but big issue for me is "cartoon" physics. Dashing from height makes you go straight, then drop vertically down. Getting stuck on small objects that should be no issue for war robot and etc. I think that's just because the gravity physics of the game is so low already that when dashing in mid-air it just doesn't know what else to do, it would be a lot better if at the end of a dash instead of falling straight down it'll leave you on your trajectory and only plummet if you fall for enough time.
|
|
|
Post by Domino on Jun 26, 2018 19:26:52 GMT -5
Dashing into walls bypassing wall restrictions and exploiting them to shoot out to Reds but they cant shoot back
|
|
|
Post by hi5 on Jun 26, 2018 19:32:41 GMT -5
Finally adding a reload button to the live server.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Jun 26, 2018 19:38:12 GMT -5
Damage bug, Orkans, Scourge, Punisher, I've not noticed it much on others.
Fire into someone and there's a delay between hitting them and the damage registering. The enemy health bar stays full, then suddenly drops. Highly annoying when you want to wound, but not kill someone.
|
|
|
Post by Poopface on Jun 27, 2018 13:00:54 GMT -5
asie -- added info about lag coming and going
bravex -- added bit about Tarans dealing damage beyond 350m. Any chance you can either dig up video of this happening or others with same complaints? Also, can you dig up a date/patch since this started? This is a new one to me.
firewoman -- I added the 1st person bug. This isn't just Kumiho since I've had it happen with other mechs.
- The Gekko/Flux bugs. How long has this been going on? Is it actually neglected?
- I added the big about vanishing missiles/rockets when the firing mech is destroyed.
- Regarding issues of post-match hangers, this is annoying but has this really been something the community has complained about for a period of time?
ѻﻭɼﻉ -- I agree about all of them. Don't know how much of that is stuff Pixonic is neglecting, though.
Domino -- I added the dashing bug. Have a date/patch of when this was first noticed or acknowledged as being an issue?
hi5 -- I agree about reload as being promised. Have a date of when they said they'd do this? A link to a Pixonic announcement would be best.
runamok -- delay in registering damage. What're the odds this is lag-related?
|
|
|
Post by optimusprime on Jun 27, 2018 13:02:10 GMT -5
Some bugs are standing in known bugs sections since forever! Pixonic said "its really hard to fix then ?" but its easier to release 20 new bots and 20 new weapons and many other stupid stuff.Thats ironic! I just dont know hoe they are not ashamed of this,when everyone serious in the gaming industry will be laughing at them.
|
|
|
Post by hjn on Jun 27, 2018 14:23:06 GMT -5
I can dismount all weapons, I did not check every single bot but I have done it many times to store them away.
|
|
|
Post by Domino on Jun 27, 2018 16:31:30 GMT -5
asie -- added info about lag coming and going
bravex -- added bit about Tarans dealing damage beyond 350m. Any chance you can either dig up video of this happening or others with same complaints? Also, can you dig up a date/patch since this started? This is a new one to me.
firewoman -- I added the 1st person bug. This isn't just Kumiho since I've had it happen with other mechs.
- The Gekko/Flux bugs. How long has this been going on? Is it actually neglected?
- I added the big about vanishing missiles/rockets when the firing mech is destroyed.
- Regarding issues of post-match hangers, this is annoying but has this really been something the community has complained about for a period of time?
ѻﻭɼﻉ -- I agree about all of them. Don't know how much of that is stuff Pixonic is neglecting, though.
Domino -- I added the dashing bug. Have a date/patch of when this was first noticed or acknowledged as being an issue?
hi5 -- I agree about reload as being promised. Have a date of when they said they'd do this? A link to a Pixonic announcement would be best.
runamok -- delay in registering damage. What're the odds this is lag-related? No date/patch but I assume it's been around since the Dash bots were first introduced since it's thier ability that allows for it to break physics throughout all maps.
|
|
|
Post by hi5 on Jun 27, 2018 16:54:17 GMT -5
asie -- added info about lag coming and going
bravex -- added bit about Tarans dealing damage beyond 350m. Any chance you can either dig up video of this happening or others with same complaints? Also, can you dig up a date/patch since this started? This is a new one to me.
firewoman -- I added the 1st person bug. This isn't just Kumiho since I've had it happen with other mechs.
- The Gekko/Flux bugs. How long has this been going on? Is it actually neglected?
- I added the big about vanishing missiles/rockets when the firing mech is destroyed.
- Regarding issues of post-match hangers, this is annoying but has this really been something the community has complained about for a period of time?
ѻﻭɼﻉ -- I agree about all of them. Don't know how much of that is stuff Pixonic is neglecting, though.
Domino -- I added the dashing bug. Have a date/patch of when this was first noticed or acknowledged as being an issue?
hi5 -- I agree about reload as being promised. Have a date of when they said they'd do this? A link to a Pixonic announcement would be best.
runamok -- delay in registering damage. What're the odds this is lag-related? Reload button was on the test server in nov and pixo lapdog Manni lister it in a video as planned for 3.4: But not having a reload button could be viewed as needed from day one, and there are posts about it going back to at least 2016: www.google.com/amp/s/amp.reddit.com/r/walkingwarrobots/comments/525tvu/reload/
|
|
|
Post by gampo on Jun 28, 2018 3:57:24 GMT -5
Is a royal PITA trying to sell components 10 by 10. Clicking the button continuously doesn't work, and the only discrete step is +10. Is awful UX.
|
|
|
Post by TooSchoolForCool on Jun 28, 2018 9:45:16 GMT -5
I swear I get torched by Thermite well beyond 350m, but I always chalked it up to lag/latency and me thinking I was farther away than I actually was. . . but then that begs the question, "Optimization much?" you have to be moving backward pretty fast to outrange Aphid style Weapons. Just like hydra, they can track you past the range they were originally fired at. The longest range I’ve hit a jumping grif at was 430-460m
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Jun 28, 2018 9:47:13 GMT -5
I swear I get torched by Thermite well beyond 350m, but I always chalked it up to lag/latency and me thinking I was farther away than I actually was. . . but then that begs the question, "Optimization much?" you have to be moving backward pretty fast to outrange Aphid style Weapons. Just like hydra, they can track you past the range they were originally fired at. The longest range I’ve hit a jumping grif at was 430-460m That's a good point, they do travel past their range if they were launched at you with a good lock while you were below their max range. Jumping/Dashing out of range only works if it is done before they are fired.
|
|
|
Post by darksun on Jun 28, 2018 15:04:23 GMT -5
I can confidently say that weapons fire does NOT disappear on eject.
I don't know how many times I killed someone after being destroyed.
|
|
|
Post by AcuityAxiom on Jun 28, 2018 15:06:45 GMT -5
I can confidently say that weapons fire does NOT disappear on eject. I don't know how many times I killed someone after being destroyed. I've seen it happen with bullets, but missiles seem to vaporize with you.
|
|