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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Bones McGavins
TacoCat Industries
623
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Posted - 2014.03.29 04:05:00 -
[1] - Quote
All these small bug fixes and balance tweaks are great but forge is literally unplayable right now. Out if like 10 attempts at using it ive successfully fired like 3 shots everything else is a dud. So very broken please fix |
Disturbingly Bored
Forum Warfare
2106
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Posted - 2014.03.29 04:11:00 -
[2] - Quote
You use Assault Forge Gun? It's more broken than the rest.
Use the normal variant and charge a second longer than usual and it fires every time.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Bones McGavins
TacoCat Industries
623
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Posted - 2014.03.29 04:24:00 -
[3] - Quote
Ah thanks for the tip, because yeah I use assault and it almost never fires. |
DUST Fiend
OSG Planetary Operations Covert Intervention
12717
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Posted - 2014.03.29 04:27:00 -
[4] - Quote
You'd think CCP would have commented on this bug by now
My DUST 514 Music Videos
Solo Incubus pilot, superb expert of wallet depletion
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Rusty Shallows
1307
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Posted - 2014.03.29 04:36:00 -
[5] - Quote
DUST Fiend wrote:You'd think CCP would have commented on this bug by now Forge Guns have had varying degrees of buggyness since forever. We're just at a major low point not seen since Chromosome with the random dirrect-hit-zero-damage glitch. At least this isn't like that stretch of closed beta when shots could magically pass through HAVs... I miss the aim option for Forge Guns, not that it did anything back then.
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
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Poncho Polous
The Phoenix Federation
75
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Posted - 2014.03.29 04:38:00 -
[6] - Quote
Bones McGavins wrote:Ah thanks for the tip, because yeah I use assault and it almost never fires.
Unfortunately most smart tankers are able to get out of sight/range before that gun can charge up enough times to pop it. However for infantry I've always been after tanks initially and moved to them after the tanks are gone, and thus have always sniped using the assault FG, I never realized how easy it is to pick off infantry down below when the gun doesn't auto-fire upon charge and you can actually line up the shot - At least I got my 300 FG's from the mauler event, if it wasn't for this bug I would have never started using em :P
But yes I was taken a little off guard when nothing about FG's was mentioned in the hot fixes, even more so when I saw they hadn't even responded to the issue.
CEO
> The Phoenix Federation
> We da BUSSS!! We takin over!
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CCP Saberwing
C C P C C P Alliance
3002
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Posted - 2014.03.29 04:41:00 -
[7] - Quote
We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. (Link)
I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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KenKaniff69
Fatal Absolution
2263
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Posted - 2014.03.29 04:43:00 -
[8] - Quote
CCP Saberwing wrote:We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. (https://forums.dust514.com/default.aspx?g=posts&t=150303)
I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes. What about adjusting other vehicle modules besides hardeners?
Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there.
The problem with tanks
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Kara Anschel
Tech Guard RISE of LEGION
87
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Posted - 2014.03.29 04:53:00 -
[9] - Quote
I think I figured out the bug. Since passive skills don't seem to by applying all the way, the charge time reduction isn't going, but it is. The shot fires at the reduced charge, but it doesn't actually fire until the full base charge. Holding the basic or breach for a little bit longer lets me fire every shot, but the assault....not so much.
Now this could be entirely wrong, but it is what I observed. |
Altina McAlterson
Pure Innocence. EoN.
966
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Posted - 2014.03.29 05:11:00 -
[10] - Quote
KenKaniff69 wrote:CCP Saberwing wrote:We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. (https://forums.dust514.com/default.aspx?g=posts&t=150303)
I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes. What about adjusting other vehicle modules besides hardeners? Makes no sense to cut defenses while leaving offenses alone. Just the 2 cents from the competitive vehicle operators out there. Makes even less sense to nerf vehicles and forge guns at the same time. But whatever.
Kara Anschel wrote:I think I figured out the bug. Since passive skills don't seem to by applying all the way, the charge time reduction isn't going, but it is. The shot fires at the reduced charge, but it doesn't actually fire until the full base charge. Holding the basic or breach for a little bit longer lets me fire every shot, but the assault....not so much.
Now this could be entirely wrong, but it is what I observed. It's just a guess but I'd say that's pretty much what is going on. Animations are handled locally while the actual projectile is generated server side. It appears that the operation skill is not being applied server side.
Running a blaster tank in ambush is like bringing Anthrax to a pillow fight.
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Regis Blackbird
DUST University Ivy League
132
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Posted - 2014.03.29 05:53:00 -
[11] - Quote
Altina McAlterson wrote: It's just a guess but I'd say that's pretty much what is going on. Animations are handled locally while the actual projectile is generated server side. It appears that the operation skill is not being applied server side.
Interesting. There seem to be several bugs that are related to skills not applying in-game, such as the spawn with damage bug. I also noticed (once) that my Cadari reload speed did not apply correctly after spawn, but it corrected itself after a while.
Hopefully they are all related and will be fixed at the next hot fix. |
Darken-Soul
BIG BAD W0LVES Canis Eliminatus Operatives
1704
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Posted - 2014.03.29 06:02:00 -
[12] - Quote
CCP Saberwing wrote:We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. ( Link) I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes.
are you fucken kidding? Really your fucken trollin right?
Who wants some?
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Altina McAlterson
Pure Innocence. EoN.
966
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Posted - 2014.03.29 06:25:00 -
[13] - Quote
Regis Blackbird wrote:Altina McAlterson wrote: It's just a guess but I'd say that's pretty much what is going on. Animations are handled locally while the actual projectile is generated server side. It appears that the operation skill is not being applied server side.
Interesting. There seem to be several bugs that are related to skills not applying in-game, such as the spawn with damage bug. I also noticed (once) that my Cadari reload speed did not apply correctly after spawn, but it corrected itself after a while. Hopefully they are all related and will be fixed at the next hot fix. I'm 99% certain that your max armor and shield values would be local since your fittings are. Your current HP is server side so it could be the same issue.
Since projectiles are server side so is the current number of rounds in the clip it could also be this same thing. But reloading has always been screwed up so I'm not sure about that one.
All jut guesswork but it passes the time until they fix it. I actually logged in today but I couldn't stand the thought of not being able to properly shoot people in the face with my forge so I logged right back out.
Running a blaster tank in ambush is like bringing Anthrax to a pillow fight.
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CCP Saberwing
C C P C C P Alliance
3006
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Posted - 2014.03.29 06:31:00 -
[14] - Quote
KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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KalOfTheRathi
Nec Tributis
1066
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Posted - 2014.03.29 06:34:00 -
[15] - Quote
CCP Saberwing wrote:We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. ( Link) I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes. Why haven't we had a similar response to the, going on for months now, Rail Gun Turret problem that is nearly identical?
Oh right! We're tankers and tankers can get HTFU down here in the Dust.
And so it goes.
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1375
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Posted - 2014.03.29 07:14:00 -
[16] - Quote
CCP Saberwing wrote:KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :) I think he may be referring to vehicle V vehicle damage, which would need to be adjusted since vehicle V vehicle damage was at a decent place BEFORE the hardner nerf. Now they do the same damage to eachother but with less defense.
MAG ~ Raven
I GÖú puppies.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5383
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Posted - 2014.03.29 13:31:00 -
[17] - Quote
CCP Saberwing wrote:KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :)
IMO, we haven't explored any other options than server side stat changes and I have a feeling it's going to negatively affect the game experience as a result. This is something I feel very strongly about: We need to proceed with a level of caution before making knee-jerk reactions that seem vindictive in their approach.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Mortedeamor
Imperfects Negative-Feedback
1468
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Posted - 2014.03.29 13:34:00 -
[18] - Quote
CCP Saberwing wrote:We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. ( Link) I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes. you just blew my mind with this " next round of hotfixes"
A laser rifle master for life not just for when it becomes popular
Long Live the Empress
Burn the Heretics
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Davy Headhunter
Pradox One Proficiency V.
32
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Posted - 2014.03.29 13:34:00 -
[19] - Quote
Not sure if u guys already figured it out.. but i think i found the forge gun issue..
The bug only happens while the skills are not correctly applyed.. it is probably messing up with the rate of fire of the gun preventing it to fire properly... however once the skills kicks in.. BOOM! problem solved.. so i suggest for forge users to avoid combat until your HP is full... this is how u know the skills kicked in! |
Senator Snipe
Fatal Absolution Negative-Feedback
143
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Posted - 2014.03.29 18:01:00 -
[20] - Quote
ya but it breaks my heart seeing some dude with a forge gun blow up my tank kill. I'm like that could have been me with the 150 WP". What CCP needs to do is start testing before they bring in patches. Its upsetting how i am a dedicated forge gunner and have to wait till the week when i am most busy for them to fix such a simple issue.
I am a heavy professional. When it comes to Forging, i am unmatchable.
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Bones McGavins
TacoCat Industries
626
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Posted - 2014.03.29 18:39:00 -
[21] - Quote
KalOfTheRathi wrote:CCP Saberwing wrote:We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. ( Link) I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes. Why haven't we had a similar response to the, going on for months now, Rail Gun Turret problem that is nearly identical? Oh right! We're tankers and tankers can get HTFU down here in the Dust. I do t think you know the forge bug. I've used rails they may have hot detection issue but so do forges normally too. This new bug makes it so I can fire like 8 assault forge shots without one shot actually firing from my gun. It's not a "oh that shot seemed to hit and no damage applied" it's literally 90% of my shots don't even fire |
NextDark Knight
Hellstorm Inc League of Infamy
332
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Posted - 2014.03.29 18:49:00 -
[22] - Quote
CCP Saberwing wrote:KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :)
I rather have the Rof increase then the hardener reduction. The triple rep maddies can regain health faster then the proto assault can dish out damage.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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KenKaniff69
Fatal Absolution
2265
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Posted - 2014.03.29 20:06:00 -
[23] - Quote
CCP Saberwing wrote:KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :) Facepalm
Rail gun and missile damage mods need to be adjusted for the new lower ehp
The problem with tanks
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Patrick57
Holdfast Syndicate Amarr Empire
6358
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Posted - 2014.03.29 20:08:00 -
[24] - Quote
Disturbingly Bored wrote:You use Assault Forge Gun? It's more broken than the rest.
Use the normal variant and charge a second longer than usual and it fires every time. But... the Assault is the most funnest! |
Harpyja
Molon Labe. General Tso's Alliance
1432
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Posted - 2014.03.29 20:09:00 -
[25] - Quote
CCP Saberwing wrote:We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. ( Link) I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes. Can the next round of hot fixes include ACTUAL nerfs to the large railgun?
The last hotfix was actually a BUFF for railguns.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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fragmentedhackslash
Arrogance.
233
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Posted - 2014.03.29 20:45:00 -
[26] - Quote
CCP Saberwing wrote:KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :)
ADS Pilots are stupid OP because there is no viable AV. Let alone effective imo.
Pain is just weakness leaving your body.
Every day is a holiday.
Every meal is a feast.
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Poncho Polous
The Phoenix Federation
78
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Posted - 2014.03.29 21:38:00 -
[27] - Quote
fragmentedhackslash wrote:CCP Saberwing wrote:KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :) ADS Pilots are stupid OP because there is no viable AV. Let alone effective imo.
The answer to everything is ForgeGun - for the ammount that these ADS pilots are paying for their gear, I don't mind having to put a little extra effort into getting uplinks high and pulling out the FG but once I'm there the ADS is rendered defenseless, it will either try to take me out and die in the process or be forced to make quick fly by runs in between hardener charges minimizing the effectiveness drastically. For a light/medium suit I imagine they can get pretty frustrating but I think pilots are a bit niche, so requiring a niche role to counter it on the field only seems suitable in my eyes.
EDIT: If you make ADS any weaker I'l be 1 shotting them every time.
CEO
> The Phoenix Federation
> We da BUSSS!! We takin over!
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Darken-Soul
BIG BAD W0LVES Canis Eliminatus Operatives
1721
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Posted - 2014.03.29 21:41:00 -
[28] - Quote
NextDark Knight wrote:CCP Saberwing wrote:KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :) I rather have the Rof increase then the hardener reduction. The triple rep maddies can regain health faster then the proto assault can dish out damage.
bullshit. I have both.
Who wants some?
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bamboo x
Eternal Beings Proficiency V.
536
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Posted - 2014.03.29 21:43:00 -
[29] - Quote
CCP Saberwing wrote:We have commented on this bug! Only, it's in the appropriate forum section and is a known issue. ( Link) I'll push for a status update on this issue on Monday and see if we can get it sorted in the next round of hotfixes.
Yeah Saberwing because holding the charge on the second shot doesn't work especially on Assault Forge.
But to the OP, lately on the Assault I've been getting a delayed shot by about a second that has been going away quickly.
B.D. Wong AKA Dr. Wu returns to Jurassic Park sequel
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Gabriella Grey
Axis of Chaos
109
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Posted - 2014.03.29 23:35:00 -
[30] - Quote
CCP Saberwing wrote:KenKaniff69 wrote:Makes no sense to cut defenses while leaving offenses alone.
Just the 2 cents from the competitive vehicle operators out there. I haven't heard anything regarding reducing Forge Gun damage to be honest - also, wouldn't that somewhat reduce the effectiveness of the recent adjustment to hardeners? :)
No quarrells with most of them besides the assault forge gun against dropships. Other then that I doubt any vehicle users really have much really to say about it. I think the relock on time for swarms may be an issue but I won't say its true until I have played several more matches.
Always Grey Skies
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