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1. MCC Destoryed-Null Cannon-Lots of Clones - in Technical Support/Bugs [original thread]
MCCs fire at each other too, even if the null canons are only firing at one of them. There comes a point that you can not save your MCC from destruction but you can still try to out-clone the enemy to win.
- by Django Quik - at 2014.04.30 21:47:00
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2. [BUG] Chat message arrives to team chat regardless of target channel - in Technical Support/Bugs [original thread]
This is seriously annoying and has existed forever! Please stop the auto-change to teamchat CCP.
- by Django Quik - at 2014.04.24 15:31:00
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3. Extand passive so that tanks,lav and dropships can be seen - in Technical Support/Bugs [original thread]
Range of detection should just be proportionate to profile. That would be awesome, however horrendously complicated and would require an entire rework of the passive scanning system. Until such a time that a full rework could be done on ewar, a ...
- by Django Quik - at 2014.04.23 11:11:00
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4. Hotfix today fixing all skills bug? - in Technical Support/Bugs [original thread]
CCP Frame wrote: * Fixed issue where Forge Gun shots were not registered. * Fixed issue where players would spawn with 80% armor and shield instead of 100%. Are these fixes also fixing the bug where all passive skill bonuses are not applying ...
- by Django Quik - at 2014.04.22 09:22:00
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5. [Bug?] Damage Mods - in Technical Support/Bugs [original thread]
Heavenly Daughter wrote: Django Quik wrote: The stacking penalty always applied to damage mods, even of different tiers. So, no, this rumour is not true. Way back in Chromosome when we actually had the damage modifier stat display on our fi...
- by Django Quik - at 2014.04.18 14:20:00
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6. [Bug?] Damage Mods - in Technical Support/Bugs [original thread]
The stacking penalty always applied to damage mods, even of different tiers. So, no, this rumour is not true. Way back in Chromosome when we actually had the damage modifier stat display on our fittings, that didn't apply the stacking penalty to ...
- by Django Quik - at 2014.04.18 08:51:00
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7. Scout movement speed WAY too fast - in Technical Support/Bugs [original thread]
Max legit speed reachable with any scout is 11.12m/s (proto minmatar with 3 complex kinkats). Anyone going actually faster than that is glitched/bugged/lagging.
- by Django Quik - at 2014.04.18 08:47:00
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8. [BUG] Shared passive scanner - in Technical Support/Bugs [original thread]
Magnus Amadeuss wrote: So passive scanning is being shared among the squad in some special cases. I have to assume this is a bug because of this CCP Logibro wrote: * Shared passive scanner vision for squads disabled (results of active s...
- by Django Quik - at 2014.04.16 08:13:00
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9. BUG: skill books broken, repeating threads! 7 - in Technical Support/Bugs [original thread]
Spamming will get you banned
- by Django Quik - at 2014.04.11 08:30:00
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10. RE bug - in Technical Support/Bugs [original thread]
VALCORE72 wrote: hey can you guys look in to remotes ? i run a heavy with max skills and am taken 1700 damage . dont heavys get 25% resist . even so it says they do 1500 . sounds like the old bug when nads were doing few months back befor you f...
- by Django Quik - at 2014.04.10 08:07:00
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11. Any Movement Breaks Active Scanners - in Technical Support/Bugs [original thread]
Because the 'fix' to scannerinas was to make the scanning period really really short (not quite instantaneous!), the result has been that any movement whilst scanning breaks the scan and you miss some (if not all) of the red dots that should have ...
- by Django Quik - at 2014.04.09 11:33:00
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12. How about these? - in Technical Support/Bugs [original thread]
It's because of the skills not loading - a known bug in 1.8 and they're working on it. No ETA on a fix yet though.
- by Django Quik - at 2014.04.09 07:57:00
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13. Mobile CRU no WP? - in Technical Support/Bugs [original thread]
No WP for mCRUs. It's been talked about for a long long time but still yet to be confirmed as something CCP wants to do - think they're worried about the permanency of mCRUs meaning all 150 clones could spawn from just one mCRU and you'd get ridic...
- by Django Quik - at 2014.04.09 07:54:00
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14. scouts with 600+ armor stil jump like bunnies and run fast - in Technical Support/Bugs [original thread]
And btw you can make an assault gk0 with 2 kin kats and 2 armor plates that has almost the same ehp but is 0.5m/s faster than a scout gk0 with 3 armor plates and 1 kin kat (that's your 600 armor scout there).
- by Django Quik - at 2014.04.08 12:51:00
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15. scouts with 600+ armor stil jump like bunnies and run fast - in Technical Support/Bugs [original thread]
Nekrokult wrote: The issue here is that armor plates give a fixed amount of HP but a variable amount of speed penalty. Since scouts start with an initial high value of speed, the percentage of speed loss is somewhat "negligible". Actually, be...
- by Django Quik - at 2014.04.08 12:45:00
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16. Impervious Equipment - in Technical Support/Bugs [original thread]
Flux grenades are your friend.
- by Django Quik - at 2014.04.05 11:33:00
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17. [Bug] Aim goes crazy with breach scrambler pistol (video included) - in Technical Support/Bugs [original thread]
Kn1qht wrote: my advice .. don't use anything breach EVER . The breach scrambler pistol is actually one of the few breach weapons that is actually really great and well worth using, especially since the other scrambler pistols got ROF nerfed...
- by Django Quik - at 2014.04.04 22:14:00
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18. Spawning with about 90% health - in Technical Support/Bugs [original thread]
Known issue.
- by Django Quik - at 2014.04.03 08:02:00
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19. (Bug / Mechanics Improvement Required) Weapon Swapping - in Technical Support/Bugs [original thread]
I'm sure way back in Codex maybe there was a weapon swap speed skill, think it was called quick draw or something like that. Would love it back but would certainly become one of those skills that becomes mandatory to spec into for everyone (except...
- by Django Quik - at 2014.04.03 08:01:00
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20. Defective Remote explossives not exploding - in Technical Support/Bugs [original thread]
They still don't detonate if they stick sideways onto a wall or something (only works on vehicles). On environmental objects the RE needs to lie flat on the surface horizontally, not vertically or it won't ever detonate.
- by Django Quik - at 2014.04.02 13:45:00
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