delsy
Courageous Tester
Posts: 49
|
Post by delsy on Mar 2, 2014 22:42:14 GMT -5
Not really a bug, but... Since either build 86 or 87, I've experienced an additional form of lagout to the usual freeze-rejoin. Essentially, the server is is keeping track of everything but the map for me. The map freezes, animations and all, but the tank and its shield bars can still be rotated in the middle of the screen. The tank can still drive, even if the map doesn't show it; during these lags, I can observe the shields and health bar depleting and hold whatever button to escape. Since my computer no longer keeps track of the map, FPS jumps from the usual 14 to a 30, so I get to enjoy the tank turning smoothly.
Previously, I'd just lag out and rejoin some time later if I was lucky or un-lag under a convoy if I was less so.
Haven't had the presence of mind to check how this interacts with the other control schemes.
|
|
|
Post by tarbomb on Mar 2, 2014 23:45:10 GMT -5
Delsy: I've experienced that bug too. Video here:
|
|
zub
Courageous Tester
Posts: 42
|
Post by zub on Mar 3, 2014 8:47:41 GMT -5
1) HP value client and server inconsistency. Most obvious consequence are deaths in origin after "safe" escape.
2) Prices are stored as floats. They should be stored as integers.
3) New message scrolls the chat down even when you manually scrolled it up.
|
|
Will
Intrepid Tester
(n/2)(n)(100) is the equation for how much exp your tank has when "n" = tank level.
Posts: 129
|
Post by Will on Mar 3, 2014 17:35:57 GMT -5
^ did you augment your tank recently? Or perhaps did you get better damage prisms than you had while doing 142? I have video of me doing 163. I can show if need be. In fact, when the glitch was happening, Retetenaut or whatever his name is came into the game and I asked him about it. He said that this was something known as the "overdamage glitch". When I tried to show him the glitch, I was back to doing 142 per hit, and the reason I know this is because I 3-hit a beta processor which has 300 HP when I was two-hitting them earlier. Also, augs only increase damage by .05%, so a change of 21 is no where near that in %.
|
|
|
Post by Kelsoo on Mar 3, 2014 17:39:52 GMT -5
^ did you augment your tank recently? Or perhaps did you get better damage prisms than you had while doing 142? I have video of me doing 163. I can show if need be. In fact, when the glitch was happening, Retetenaut or whatever his name is came into the game and I asked him about it. He said that this was something known as the "overdamage glitch". When I tried to show him the glitch, I was back to doing 142 per hit, and the reason I know this is because I 3-hit a beta processor which has 300 HP when I was two-hitting them earlier. Also, augs only increase damage by .05%, so a change of 21 is no where near that in %. If it was just you in game and you were doing more damage, abd whenever someone else comes on you start doing less, it isn't a bug or glitch, it is something called the lone wolf bonus, implemented long long before many of us were even here, designed to make solo clearing much more viable in the times when the game was even less populated.
|
|
Will
Intrepid Tester
(n/2)(n)(100) is the equation for how much exp your tank has when "n" = tank level.
Posts: 129
|
Post by Will on Mar 3, 2014 17:49:13 GMT -5
Does it apply to when you're the only one in a region or only when you're the only one in the Grid? ^
|
|
|
Post by Justin on Mar 3, 2014 18:36:35 GMT -5
Does it apply to when you're the only one in a region or only when you're the only one in the Grid? ^ Only one in the grid. But, you may have entered a damage region if that's the direction this conversation is heading.
|
|
Will
Intrepid Tester
(n/2)(n)(100) is the equation for how much exp your tank has when "n" = tank level.
Posts: 129
|
Post by Will on Mar 3, 2014 20:44:17 GMT -5
^Justin, your equation for exp is correct besides one thing: n doesn't equal "tank's level + 2" it's just the tank's level. Here's an example:
Crunch's Vind is at 505943 total exp. Crunch's tank is 9.15k from level up, when, if he or she had just leveled up, he or she would have 10100 xp till level up, so subtract that ~950 and get 50500.
100*101 = 10100/2 = 5050*100 = 505000
|
|
|
Post by Justin on Mar 4, 2014 15:48:32 GMT -5
When doing voys with my Corsair, if I use omnicharge and the enemy is hitting me, I don't take damage (obviously). However, when Omnicharge runs out, I suddenly start taking damage before my shield disappears or shows any sign of damage. www.twitch.tv/sirhurdurr/c/3827306 (Too lazy to actually wait to upload it on YouTube so I'm leaving it there)
(To replay the video from the beginning you have to refresh because twitch decides it doesn't want to start exactly from the beginning again when trying to start at 0:00 again)
(And now I realize they even put advertisements on the 9 second video. Fantastic.)
|
|
|
Post by Crunch on Mar 5, 2014 13:50:47 GMT -5
Cloak persists on tank switch. I can get into a trailblazer, cloak, and switch to another tank while remaining cloaked for the full duration. The most ridiculous use of this trick is to cloak yourself for an unlimited duration by constantly switching between trailblazer and thunderbolt in a town. Real world applications of this are rare, but the one I can think of off the top of my head is to use this to scout to a delta and clear a spot around it without having to perform the dangerous maneuver of switching tanks in the wilderness. Edit: Another exploit is to use a tank with a cloak to get in position for a surf, then switch to a tank that does better DPS in a city. This isn't a particularly useful exploit (since it's trivially easy to get into a surfing position on a flux with any tank, even one without a cloak, so it's only use is against tacos) but it might become more of an issue if a glass cannon tank is introduced in the future. Edit 2: It's also possible to use this with corsair kamikaze runs - switch into a trailblazer, cloak, switch to corsair, move in cloaked, and shear. Right now it isn't really a useful trick since corsair kamikazes normally reach their targets (and cloak isn't a good defense against bombs either), but if a boss enemy that primarily attacks with missiles/lasers is added, you'll probably see this being used. Here's a video of the exploit: I found this a very long while back and told Rob, because of the nature of the bug it seems he doesn't care, this also works with Herc heal and etc, my favorite bug to use when needing to switch to a Herc in the wilderness. I'll add it though. Hornet + Cloak is a nice exploit as well. I've been toying with this invis exploit a bit. It turns out that you can easily cherry-pick a convoy's bosses without ever getting shot, as long as the convoy route goes through a couple towns. Blazer > 1st trig > Tbolt > damage/cooldown > Blazer > 1st trig > etc. Just like David showed. AHK makes this stupidly easy... I really hope this gets fixed before we have a group of perma-cloaked Tbolts mowing down every convoy.
|
|
trapped
Courageous Tester
"kek"
Posts: 44
|
Post by trapped on Mar 7, 2014 15:36:30 GMT -5
Chat command /help doesn't show whisper/private message command: (http://i.imgur.com/Jlmy16t.png) Easy fix (adding an element to an array, assuming you don't save it in the DB), low priority.
|
|
|
Post by Crunch on Mar 11, 2014 1:49:43 GMT -5
Thunderbolt's mines don't always explode, even when fully occluded by enemies. Large towers like Drills or Walls can fit all four mines of the Tbolt in their footprints, yet it's possible that only 2-3 mines will detonate due to proximity. I don't understand the mechanics at work, but this does seem like yet another wonky thing about this class. Left: Only 2/4 mines detonate even though they are all completely under the enemy tower. Right: The innermost mines detonate as the Wall dies, revealing the outermost mines' failure to detect the fortress in spite of being fully covered. Please note that this was two separate mine tosses/screen grabs on the same wall, not me doing 9001 dps.
|
|
zub
Courageous Tester
Posts: 42
|
Post by zub on Mar 11, 2014 6:31:46 GMT -5
Looks like just in the case of loot assignment, only the tower coordinates, which basically is the center of the tower, matters. I guess it can be added as another bug:
Player doesn't get loot from a tower although he was close enough to see it, if the tower is big and its center was out of range.
|
|
|
Post by tarbomb on Mar 15, 2014 13:32:13 GMT -5
Here's an example of using unlimited cloaking to zap a convoy quickly. I'll post more videos soon.
Edit: More permacloak adventures!
|
|
|
Post by Justin on Mar 15, 2014 14:32:20 GMT -5
Bug report (Not specific to this build) I've always been complaining about how loot that I saw disappeared somehow because I teleported to origin or waited too long. Randomly I thought of why it might be occurring and tested it with levesque. Hypothesis: By killing an enemy within visible range, it will drop loot. Test 1: 1. Levesque kills a watchtower and I stay within 'loot-range'. 2. I see the blue loot glowing, wait a few seconds, and go to origin. 3. Levesque stands on top of the loot and I teleport back. Expected Result: I would receive loot immediately upon teleport. Experiment Result: The loot is faded and I receive no exp/splinters/augs/tanks/stor etc. Test 2: Repeat 1 and 2 of previous test. 3. Levesque stands anywhere besides where he stood last time (So I would have to move my tank onto the loot instead of just receiving it instantly). Expected Result: I would still see the glowing loot, and then receive it by walking on it. Experiment Result: Same as expected result. Conclusion: After killing an enemy fortress and clearly seeing it dropping loot, by teleporting to Origin and back to a person sitting directly on the loot, it will become 'void' as if I had already received it. Forgot I posted this. Tested it a few minutes ago, it still exists.
|
|