Teras Kasi Archive

Thread: Teräs Käsi Bugs

Mankind00
Tue May 10, 2005 1:28 am
#66



Oroc wrote:

Its Pretty sad when aProfession Correspondent cant even start off the BUgg list thread with his own list of bugs and or brokin stuff or stuff just not workin as intended . I think this spells doom for tk . Cause our Correspondent probally isnt even a tk .my guess would be a respec Bh .

But Anyways i was wondering why Melee strike does more damage than Advanced Combo Strike . Melee strike is an Unarmed lvl 2 hit and

advanced combo strike is a Master Tk lvl hit .






Acctuly, my reason for not listing the bugs I know about is as alot of people simply see 'oh he's listed some that will do' & don't bother replying with other bugs not listed, so I just start a thread & go though it every couple of days & see if theres anything I need to add to my list. I'd rarther end up seeing the same bug 5 times then I would see one not make it to the list.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Jonril
Tue May 10, 2005 4:34 am
#67






Edope wrote:


I've posted this before when CU went live, but was unable to give a probable cause!


Now the scenario is, combat lvl 80 group, lvl 79+ missions, on any planet, but mostly happens on Naboo.


When a ranged profession targets and hits a mob first, a melee prefession is unable to hit the mob even when the graphics show the mob is within range. The blue "To far" thing floats above the melee professions head.


What i have found out:- when i try to attack a mob andthis "To Far" thing floats above my head even when graphics show mob is within range, i look around to find out which ranged person is firing at the mob, i run exactly to where this ranged person is standing, i am then able to hit the mob with melee attacks, even though the mob we are attacking graphics show that it is maybe 20-50m away.


What the problem seems to be:- when a ranged profession attacks the mob first, the mob graphics freeze at the point where the first shot landed, but the programming or code moves the mobcloseto theranged profession (within 5m), when the mob dies the graphics of it suddenly update to move from the first hit posistion to the actual code posistion of mob, this is seen as a lightning fast movement of a dead mob corpse from first ranged hit posistion to actual code death posistion.


Summary:- the actual first hit on mob by a ranged profession hangs up the graphics engine, but the code is running correctly, the graphics freeze at this first hit posistion and only update to correct posistion when mob dies.


This happens with all melee professions andall other characters on the server, not just me.


Isit Pescribed, Europe-Farstar.


I am available to help the devs or csr's to solve this problem, just send me an ingame tell, email or PM, we can get a group going and you will see the problem first hand, maybe then you will better understand this fault, or maybe what ive written is enough, anyways, whatever you need ill help ya out Guys!




I just presumed andstill presume this a lag issue. Would be great if it was a bug and easily fixed but I really think it is the new lower attack rangesthat melee have now. Never really got noticed pre-cu as melee ranges weren't as tight and you didn't have too compensate for lag as much.




Jonril Ashen -> Rebel <-


I fought the empire and all I got was this lousy shirt!



Jonril
Tue May 10, 2005 5:08 am
#68


Not so much a bug but more of a 'not working as intended' /crosses fingers. It has been stated before but I would just like to emphasis that the new 'fix/balance' to no action costs to unarmed has been over done and the action costs really need to be toned down if only a bit.


My testing with the following should hopefully emphasis this point;



  • Template: TKM/Master Doc/0031 swordsLvl 80 useing (innate armour) no knucklers used all testing done unarmed.

  • PvE: Any (single) grey level MOB on Dath Lvl 50-69

  • All Doc buffs applied including adrenaline and Vasarian Brandy


  • MOB attacks lvl 55 gaping spider if I remember but had same conclusion on other grey mobs also

  • I initate COB

  • MOB hits

  • MOB hits

  • MOB hits

  • (Point when the warm up for COB finishes and it kicks in)

  • MOB misses

  • Advanced armour break hit and it sticks(no dmg dealt thou)

  • MOB hits

  • MOB hits

  • Bleed attack

  • MOB misses

  • Knockdown

  • Headhit

  • Melee Strike

  • Headhit

  • Melee Strike

  • MOB Hits

  • Headhit

  • MOB hits

  • Melee strike

  • MOB hits

  • Headhit

  • MOB hits

  • Melee strike

  • OUT OF ACTION -TOO TIRED- (COB has 18 secs left on it indicating the fight has gone on for 27 secs) TheMOB GREY lvl 50-69is 1 hit away from dieing and I am too tired?

  • MOB hits

  • MOB Misses

  • Headhit

  • 2xp yay

Similar experience with lvl 70-79 rancors/NS execept I run out of action when the MOB is about 2/3-1/2 health then it is a tedious process of using health heals from doc and the odd attack to take out the MOB usually takes 2-5 min instead of 1-2 when there were no action costs these are green and blue cons btw.


I can understand that action costs are needed but I believe the current actioncosts for TK are out of balance compared to other proffesions (from what I have been reading).


I don't know any martial artist master who would get so fatigued in 30 secs so much that he could not pull off another attack (I know the game can't be compared to RL but tired in under 30 secs? (12 actions or there about) atm we are at a big disadvantage because of this.)



Message Edited by Jonril on 05-10-2005 04:15 PM



Jonril Ashen -> Rebel <-


I fought the empire and all I got was this lousy shirt!



KendaMcMorton
Tue May 10, 2005 5:11 am
#69

yep I have had similar experiences as Jonril. As you can see out of 13 attacks the mob only missed twice, hardly "tanking by avoidance" is it??



--------------------------
Morton

Commando
Beccabacca1
Tue May 10, 2005 5:13 am
#70


Hi all, I don't know if what my problem is, is a bug or not, so if some one could let me know...

I am tka lvl 40, on farstar.My specials ie. center, dizzy and armor break only seem to work if I have not moved for at least 10 secs be for an attack, if some one else can pull the critter to me, and I don't have to move, then all works well...as I have said, I don't know if this is how it is supposed to work or not, and don't want to put in a ticket if this is how tka is ment to work.

Thanks in advance Becca
KendaMcMorton
Tue May 10, 2005 12:32 pm
#71

Have to disagree with you there. I, and most others including other correspondents, think mankind is doing a very good job. Remember there are strict guidelines in place as to what correspondents can and cant post on public forums.



--------------------------
Morton

Commando
Warp1001
Tue May 10, 2005 11:20 pm
#72

FOW ... GRRRrrrrr.


Devs take a break from fixing Space bugs and fix FOW.


Post CU is worthless unless you love punishment.
I fail 100 percent of the time... There's no bonus to Master and if increasing your incapt time is my bonus I don't want it.


But the last few times I tried it hoping that a fix had been made I got more then just an increase in my Incapt time.
I got over 100 BF and 100+ wounds.


With the release of the expansion I have been spending a lot of time in Kashyyyk.
I also have been laying on my back a lot more too.


It sure would be great to have a use for FOW now that I really need it.



laser-brain
Wed May 11, 2005 12:19 am
#73

forgot to mention I was Master Brawler too...
Loeb_Rahl
Wed May 11, 2005 4:19 am
#74

Server: Ahazi


- Force of Will does NOT work



When I am at 4 seconds on my countdown timer use the ability and the timer jumps up to 48 seconds (it was only 8 seconds to begin with) then it does NOT recapacitate. And I was supposed to have been recapacitated with only minor grogginess. LOL I suppose being at 50 health when I stand is just minor grogginess. No I have tried Force of Will over and over, the count down timer jumps back up to 48 seconds every time I use it. That is not a speedy recaitation in anyone's book.



It's broke.


Loeb_Rahl
Wed May 11, 2005 4:40 am
#75


Warcry is a Swordsman ability now. Intimidate is a Pikemans ability now. Before you start making a combat macro (which is virtually now useless) you need to know what abilities you have to use.



I say the macros are useless for a reason. Every ability has a cooldown timer. But the timers are different for each ability. SO some will still be cooling down while others are available to use. The supposed purpose for this is to require players to actually play the game. You want to do more damage? Don't just set an auto attack (I have mine set to Melee assault), use the FIRST ability that whites out and is available. "but those abilities don't do any damage" ... yeah yeah yeah ... you stand there and wait for the cooldown to happen each time you are doing no appreciable damage. You can hit more often using the first available ability. So, while the ability doesn't do as much damage, your overall dps has gone up.



I am soloing 2 levels above me on faction missions and have no problem at all killing MOBs 2 levels higher then me. They are ranged? Well duh huh. Learn about ranged weapons.. They have minimum ranges. Get inside that range and gues what? They won't hit you. you can't just stand in one spot and win combat you can't wait for the cooldown timer to work on one certain ability. You have to play the game when you are fighting. Throw your MACROS away.



Tank does NOT equal damage dealer. Tank equals ability to keep the MOBs attention while the nukes deal the damage. You want to nuke respec to rifleman. You want to get in the MOBs face and keep hate be a TKA. We have an ability called TAUNT. Use it. I can let a rifleman reduce a MOB's health to 1/4 use taunt one time and have agro. That is what we do. And if you learn how you can do that very very well as a TKA.



So far the only ability I have found that is broke for the TKA is Force of Will.

Loeb_Rahl
Wed May 11, 2005 4:46 am
#76

Meditate macro:


/sit;


/pause 1;


/meditate



Power boost macro:


/sit;


pause 1;


/meditate;


/pause 8;


/powerBoost;


/pause 10;


/stand;


Dariane_Kamutsovy
Thu May 12, 2005 4:03 am
#77






Loeb_Rahl wrote:

Server: Ahazi


- Force of Will does NOT work



When I am at 4 seconds on my countdown timer use the ability and the timer jumps up to 48 seconds (it was only 8 seconds to begin with) then it does NOT recapacitate. And I was supposed to have been recapacitated with only minor grogginess. LOL I suppose being at 50 health when I stand is just minor grogginess. No I have tried Force of Will over and over, the count down timer jumps back up to 48 seconds every time I use it. That is not a speedy recaitation in anyone's book.



It's broke.








Server: Chimaera




- FoW is broken


I've head several incap tests on bols and dewbacks.

Varying basic from 1-30s downer (45s timer even seen once too), ALL FoW attempts failed in some way:


1. No FoW plain (nothing at all). Even got a HUGE increase in incap time (over 100s!)

2. FoW gives failure message and nothinghappens

3. FoW gives success message (yes: success as in youfeelvery fatigued now message) BUT I keep lying down and timerkeeps counting down.... Not able to do anything else.


It's borked and needsfixing.
Groid
Thu May 12, 2005 4:34 am
#78

respecing from crafter to tka, i had difficulty killing anything under 7 levels than me


then i discovered the following


macro cob


/centerofbeing;


/pause 35;


/tell <your name> restarting cob in 5;


/pause 5;


/ui action toolbarSlot00; (put cob macro in the first slot)


Next.. get rid of your stimpacks.. it seems using a stim disables cob indefinately


thirdly, find a chef, and buy some ...Blob candy, Bofa Treat, Crispix, and Caf.


then go have fun


ingame Mokrisha



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