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This topic is now closed. Please report bugs in the following topic

 

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5 hours ago, fire199 said:

oh yea i know about the spawn protection thingy but this is different it happens not every battle, but randomly near the middle or end of the battle making me loose first place thus very annoying, i wonder if its just me but its not lag or a ping issue, hopefully the devs can look into it as it dosnt seem to happen in every battle but maybe 1 in every 4-5. I installed a recording software to capture it, as the problem dosnt go away unless i refresh. 

 

edit: like i said it does bursts of fire and uses up the whole bar if i let it refill, giving 1 burst. it has nothing to do with the spawn protection i know all about that 

Any chance you could record a video showing the issue so we can include it in a bug report? 

 

Sounds like it could be something new. 

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This is very minor thing compared to some other things, but something is wrong with the tiling on the Tentacles paint. There is very small gap (maybe only a pixel wide) between the tiles.

 

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Hi there: 

Maybe it was already reported, but randomly indicates a damage of ' 0 ' after a shot (shaft). It happens 4 or 5 times per game without an apparent pattern. Is new for me

I have screenshots/video if necessary.

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28 minutes ago, Paff said:

Hi there: 

Maybe it was already reported, but randomly indicates a damage of ' 0 ' after a shot (shaft). It happens 4 or 5 times per game without an apparent pattern. Is new for me

I have screenshots/video if necessary.

On the 26th, there was a balance update that included spawn protection for all players. All players gain 2 seconds of invulnerability after their tank materialises. Attacking those the tanks during those 2 seconds results in you dealing 0 damage to them, as indicated by the white 0 damage number. This is to help mitigate spawnkilling.

 

As you're playing Shaft, you would be accustomed to spawnkilling enemies. You must now count two seconds before shooting at the target that just materialised, or you will deal 0 damage to them. Don't worry, you'll get the hang of it. ?

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On 12/27/2019 at 6:06 AM, JoyRide said:

Ninja, TheCongoSpider

 

None of you seem to realize that my point was  that while cancelling a disadvantage an  other group of  disadvantages was created with at least of the same caliber.  You keep speaking about the cancellation  part but you  do not address this  thoroughly . 

 

The math behind different games is not the same even if they seem similar.  The math can be different even  for different game modes within this game. 

 

In game modes where there is something to be protected (eg flag games, rugby,  siege  )  the defense can be very strong and needs to be broken down in order to get in.  This is made much more difficult by this change.  In some cases it is not even a bad thing that  a base is over run but a necessity for the attackers  because  the only way to deliver enough flags during the game is to take in more then one once the defense  was broken.  Using a football  analogy  the result is less goal average  with the current implementation. 

 

There are also cases where a tankers are at the near proximity of a spawner without the actual purpose of doing so, yet they have a baked  in  disadvantage. Especially on smaller maps.

 

In essence the focus was on only a single aspect of  the game while it is more complicated and there are plenty of unintended consequences.

 

I suggested  SOLUTIONS  for the problems  which avoid  being overly zealous and opening a new can of worms.   They are very worthy of consideration. Why cut a much longer an deeper wound likely hurting other organs  when it is possible to  make a well directed small cut?

 

I see what you mean. But about that "baked-in disadvantage" example. Before the update, wouldn't the spawning player have a baked-in disadvantage? And that is it will inevitably die before it could do anything because the Railgun, or Magnum, or Shaft can kill them right as they materialise. Therefore spawnkilled -  the entire problem. The update seemed to shift that power over to the respawning player, to stop the spawnkill from happening. 

Unfortunately, that put problems, as you've said, in scenarios outside of spawnkilling on a larger scale, where one team is in the other's base. 

 

Oftentimes, when a base is overrun, they cannot recover even after 1 of their flags were captured. They may recover after their 3rd flag is captured because they now have their Overdrives ready to defend themselves, but it's not enough to draw the game as they will inevitably lost ot a very bad start. Battles these days seem too...unstable...to have comebacks or good starts for each team. One little factor can destroy your team's chance of winning or even drawing the game. Sometimes, one team is immediately on the defensive and the offensive team is so strong/organised that it's a constant barrage by them. The defending team cannot even leave their base. With this instability, I don't see how we can mitigate spawnkilling perfectly. 

 

On 12/27/2019 at 4:12 AM, JoyRide said:

The original goals could  be much better served without unwanted side effects by

 -  allowing the activation of  supplies and overdrives while  the spawning tank is  half visible and unable to shoot.

 - allowing the user to make this period longer by pressing a button to take cover if it is the users choice  .

I guess the first one can work theoretically. The second sounds like too much privilege. 

 

We'll see what the devs have in store for us. The least they could have given us was a little background for each of the changes. 

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10 hours ago, TheCongoSpider said:

On the 26th, there was a balance update that included spawn protection for all players. All players gain 2 seconds of invulnerability after their tank materialises. Attacking those the tanks during those 2 seconds results in you dealing 0 damage to them, as indicated by the white 0 damage number. This is to help mitigate spawnkilling.

 

As you're playing Shaft, you would be accustomed to spawnkilling enemies. You must now count two seconds before shooting at the target that just materialised, or you will deal 0 damage to them. Don't worry, you'll get the hang of it. ?

Good ! That makes sense ! Spawnkilling is not my normal strategy, and happy if for two seconds I will not have a flame in the neck. Thanks !

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On 12/25/2019 at 9:36 AM, Joeguy said:

 

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Still happening.   It's got to be a fairly easy fix since there is already a mechanic in place that precludes low ranks from getting RGB, ASL, or TJG missions.  Why not just add Siege to the list of omissions?  Or better yet, just unlock Siege to all ranks...easy.

Wow...does no one pay any attention?  This is the 4th time I've posted this.  It's the 3rd time I've asked for some sort of moderator acknowledgement.  The problem still exists.  It's been almost three weeks.  It's easy to fix.  Could you PLEASE pass this on to the devs to address and maybe respond this post with and OK, or done, or you're annoying, anything to let me know that you are aware of the problem and are passing it on to the people that need to be apprised of the situation??????????????

Edited by Joeguy

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Nice update for dictator ... too many points for this hull in only 7 minutes. 1 overdrive = 25 points at least or can be 175 points and no need to have a lot of kills ... And ofcourse with driver drones is incredible ...

 

Screenshot-1.png

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5 hours ago, ALEX22THEBEST said:

Nice update for dictator ... too many points for this hull in only 7 minutes. 1 overdrive = 25 points at least or can be 175 points and no need to have a lot of kills ... And ofcourse with driver drones is incredible ...

This is neither a bug nor a glitch. 

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On 12/10/2019 at 7:35 PM, Maf said:

This is a bug that happened to quite a few users. We're working on a solution now, but I'm not sure how long it will take to fix. There's a way to merge forum profiles, but I want to make sure it's done without losing any data. Please be patient ?

Any update on this?

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1 minute ago, Ambitious said:

Any update on this?

Yes, forum accounts can be merged with no issues (as far as I know), but it's a manual process and there's a few hundred accounts that need merging. If you want yours done ASAP, please send me a PM.

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On 12/30/2019 at 3:44 PM, ALEX22THEBEST said:

Nice update for dictator ... too many points for this hull in only 7 minutes. 1 overdrive = 25 points at least or can be 175 points and no need to have a lot of kills ... And ofcourse with driver drones is incredible ...

 

Screenshot-1.png

it's not a glitch as not every players will get 2 other friends and then spam dictator overdrive. only few will do it 

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Hi there, Happy new year 1st of all
2nd, I got a bug where my friends' notification can't disappear also if I haven't got any friend request (sad) xd
How can I fix it? I would really appreciate an answer that is not "IGNORE IT" as a moderator already told me, but a way to fix it or smth like that. Thanks a lot

Edited by Glide

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On 12/28/2019 at 3:28 PM, SporkZilla said:

This is very minor thing compared to some other things, but something is wrong with the tiling on the Tentacles paint. There is very small gap (maybe only a pixel wide) between the tiles.

 

1577983574541.pngI don't have Tentacles, but I noticed something similar with Not A Lantern. You can see the border of the texture on HTML5 and on Mobile, but not Flash. It can be seen on all my animated paints (you have to look really closely on paints like Barbed Wire and Alien Regeneration), except for Holiday Lights, Nanosuit Armor, and Trapped Inside.

Edited by GrayWolf8733

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