Carbineer Archive

Thread: Fullautoarea doesn't seem to work right post-patch

Daggon
Thu Sep 04, 2003 6:32 am
#1

I posted this in general too in hopes the devs might see it there. But I think the fullautoarea specials aren't working right. What happens is the target creture is hit properly and creatures in the AOE attack as they should, damage for creatures in the AOE appears in the combat spam, but no damge registers on the HAM bars. All carbineers please start testing this one, it would help to know if its just me.



Wake Up! Time to die.
Daggon Sallaran
Investigator\Mercenary Kettemoor
DrRamoldar
Thu Sep 04, 2003 8:00 am
#2

Ok, did some testing on this is its not working right, but is still in a way at least. Will try and explain it best as I can what it is doing. If you fire into a crowd of 2,3, ect mobs that are NOT agro on you it will only do dmg on the one you targetted to start with. If you fire a second time after the others been hit and are agroed on you then they will take dmg.


I also test this with some lower level mobs that dont agro with my good ole CDEF. Shot one and peaced so as not to kill it, targeted another and shot it and peaced so as not to kil it. I then targeted a 3rd and shot it to agro it on me then ran to get them all in the firing arc, changed to myDXR6 and let loose a fullauto area and it killed them all.


So it appears if a mob is not agro'd on you then it will not take dmg from the area blast, but it will still hit them and agro, and when you area blast any mob which is already agro'd on you will take dmg. These tests were all done useing FullAutoArea2, so if someone wants to try and reconfirm the same for FullAutoArea1.


Ramoldar

Daggon
Thu Sep 04, 2003 8:08 am
#3

Okay tried this again with a lower damge carb and you're right. Only seems to AOE damage creatures that are aggro'd to you, next question is, do they need to be attacking you for it to work? Gonna have to find a group and see if it damges creaturtes aggro'd to a group member.




Wake Up! Time to die.
Daggon Sallaran
Investigator\Mercenary Kettemoor
Daggon
Thu Sep 04, 2003 8:19 am
#4

Okay more info: wildshot2 is also having the same problem. There may be problem with AOE attacks in general, have to check with other prosfessions.




Wake Up! Time to die.
Daggon Sallaran
Investigator\Mercenary Kettemoor
Saboom
Thu Sep 04, 2003 9:44 am
#5

This is not new guys, I'm not sure if anyone pays attention but it has been like this for awhile. I've been a master carbineer for almost a month now and these shots have always only hurt the first critter the first shot even though the damage numbers come off of everyones head.


Its annoying using full auto area 2 on a group of npc's your should one shot only to have just the first one killed and the rest attack even though the damage shows enough for all of them to be dead.


Carbine is soo broken now it is sad. And the devs have the nerve to put a post asking why everyone is going pistoleer. I really wonder who they have on their side that plays the game enough to know **edit** is up.


ALL of our aoe attack behave in that manner, well those that work *charge shot 2* not AOE no Knockdown yet they have the time to fix disarming shot 2, couldn't they have just moved the effect to where it should have been in the carbine line.


Our correspondent responces were pitiful as if they had first heard of these issues and it didn't seem importan so they say we will look into it we dont hear anything else about it.


Only6 of our specials are working correctly out of 14. Even some of those 6 are only partially working.

DrRamoldar
Thu Sep 04, 2003 10:37 am
#6

Hehe, never noticed it till I tried it today personally. Dont ussualy use area attacks and the few times I did recently was when everything was already all agro'd.


Ramoldar

Noules000
Thu Sep 04, 2003 11:15 am
#7

All AE seem to work this way (I'm a master rifleman, and all my AE attacks operate in this manner). Note however that any status effects are still applied to the 'hit' mobs that don't take damage.
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