I've been noticing a lot more miss miss animations going through. By that I mean, say I throw on Punch Catch Reversal slam and it's blocked, the animation still plays. Before it did some weak dancing about before the next round.
Which brings me to my next point: I'm missing a lot more since the patch. I doubt EVERYONE in the server got 20x better in 48 hours.
It's not only on corrupterd and I noticed it with my 2 main classes MA and gunman aswell. It's really annoying. 9mmfu if u tried to sneak in a fix for the normal tactics for which I made thread about it kinda fails... if not then I can't even imagine what bug the next patch might bring...
Ok I've pretty much identified the problem, When you do a special attack, it shows as if you missed or it was blocked with the red light, the animation that you hit on the other hand goes through but you do no damage, and there isn't a chat log record of the attack ever happening. I think there's about 20% chance of this bug happening with a special attack, this bug doesn't affect any out of interlock specials and it doesn't affect normal attacks.
Ok I've pretty much identified the problem, When you do a special attack, it shows as if you missed or it was blocked with the red light, the animation that you hit on the other hand goes through but you do no damage, and there isn't a chat log record of the attack ever happening. I think there's about 20% chance of this bug happening with a special attack, this bug doesn't affect any out of interlock specials and it doesn't affect normal attacks.
I know WHAT causes it, I'm saying it's happening MORE OFTEN.
Sorry if I wasn't clear.
Rarebit wrote:
Roukan wrote:
Did something change in this patch that involved interlock? I'm missing A LOT more specials on just about everything, and the animation plays anyway.
Yeah, there's a batch of additional engineering changes/fixes that didn't get build notes. Raijinn is gonna be getting those posted today, I think.
Yes we did put in a fix related to the Tactics problem.
Special moves no longer automatically hit when both attacker and defender miss in interlock. The animation may still play, but the ability will not do damage or trigger any other effects.
What this means is before this you were hitting when you shouldn't have been. And the fix for the animation issue is still pending.
Your sense of how often you should hit will now be off obviously.
Yes we did put in a fix related to the Tactics problem.
Special moves no longer automatically hit when both attacker and defender miss in interlock. The animation may still play, but the ability will not do damage or trigger any other effects.
What this means is before this you were hitting when you shouldn't have been. And the fix for the animation issue is still pending.
Your sense of what often you should hit will now see off obviously.
Yes we did put in a fix related to the Tactics problem.
Special moves no longer automatically hit when both attacker and defender miss in interlock. The animation may still play, but the ability will not do damage or trigger any other effects.
What this means is before this you were hitting when you shouldn't have been. And the fix for the animation issue is still pending.
Your sense of what often you should hit will now see off obviously.
ahh I see, so does this mean that it goes off defense now aswell then?
Yay tht means block works right RIGHt? RRRIIIIGHT???? well I can wait patiently for the animations fix... *rolls thumbs* *gets frustrated and kicks computer*
Yay tht means block works right RIGHt? RRRIIIIGHT???? well I can wait patiently for the animations fix... *rolls thumbs* *gets frustrated and kicks computer*
DON'T BOOT COMPS!! I broke my off switch so now my computer is turned on 24/7.
9mmfu, did you change the damage boost you got from using the power tactic?
Like, before the patch if I used green hand and the green circle went off and I switched to power, I got a damage boost, but not anymore.
Originally that wasn't intended anyway so I guess they "fixed it". In my case it works 90% of the time still escept for latency probs lately around barthary row *looks around*
Obviously im a noob so I wouldn't know if there was a change but, when im doing critical missions its *CENSORED* right hard. It took me about 45 mins to do 1 stage because I had to use the lift to take out a group of guards. Doing about 1/3 of their health before going into lift again and coming out, until the last 1 whom I took out ALL of my anger on. I pitty him, I really do
beach boy <---- is back from spain+france tomorow!
While I was a skeptic at first I think this bug fix has greatly improved the combat system.
For MAs and Duelist. Players who can't use regular tactics to do damage in interlock and are solely based on specials got the short stick. But who cares about those people, right? Why the hell do we even have hackers and MKTs in the first place anyway? They're not Matrixy enough.
While I was a skeptic at first I think this bug fix has greatly improved the combat system.
For MAs and Duelist. Players who can't use regular tactics to do damage in interlock and are solely based on specials got the short stick. But who cares about those people, right? Why the hell do we even have hackers and MKTs in the first place anyway? They're not Matrixy enough.
Before this a spy or a hacker could do many abilities in IL in a row braking the opponents timer because the animations for most spy attacks are still 2-3 seconds and not 4. Also considering a spy can deal 500 damage in IL with a 12 IS ability if I were you I would keep quiet before someone like me comes and points out all the flaws of spy.
The 4 seconds animation bug has nothing to do with this patch. It was fixed a while ago. Although some interlock abilities, specially in the gunman and MA trees, still bypass the 4 seconds animations. For a spy ability to do 500 dmg (I assume you're talking about Leg Sweep here since it's the most damaging interlock move for spies) your opponent has to have poor TDR. Using that logic, some MA abilities can do over 2K damage to someone with poor MDR or over 1K without requiring states.
I was simply pointing out that the patch affected trees that rely solely one specials to do damage in interlock, spy happens to be one of them. Obviously some of you can't miss the chance to point out how flawed MKT is in. every. single. discussion. Heck, you'd probably have a different opinion about spy if you spend half the time you spend complaining in the forums actually PvPing against them.
This is a reasonable thread and I'd hate to see it turn into another MKT debate. I know this is asking a lot from you and "someone like you", but please refrain dragging your MKT campaign into this discussion. Forum PvPers FTL
It's interesting to see you say that. I've seen no difference in deathtrapiness since the patch. I interlock people, we deal each other damage, people fire from out of IL, one of us gets stated and state moves still take off huge chunks of health. In PvP, focusing on one enemy is always risky, but it hasn't been made much riskier simply because defense actually works now.
Haven't you noticed the time wasted waiting for an ability that won't do damage to animate? I'm convinced it'll be fixed but as it stands right now it makes interlock fights much longer.
As opposed to wasting time waiting for a miss-miss animation? No difference, and sometimes the ability animations are quicker.
Intended or not, before the patch specials always hit in miss-miss situations, causing damage. Now specials don't cause any damage but the animations still go through. Making the fights last longer because there is less damage being dished out and more abilities getting blocked. I'm glad that defense actually works against specials now, and it's probably really fun in duels. However, you can't deny that the longer a fight lasts in a PvP battle the higher your chances of dying. I don't think it's that hard to get.