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IDProjectCategoryView StatusLast Update
0019292Return of ReckoningGeneralpublic2023-12-09 15:16
ReporterReturnOfReckoning Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionopen 
Summary0019292: Engineer Tactic Throwing arm buggy
DescriptionReporter: GrinNfool

So saw this was reported but closed due to lack of feedback, or something similar to this at any rate. I will try to give the info I have and what I have tested, and respond to any questions

**Expected behavior and actual behavior:**
So the tactic for engineer in the grenadier tree, "Throwing Arm" has some really odd behavior. It states that it increases range of grenadier abilities by 25%... and it does, til you zone or die. After which it stops working and reverts all abilities to their original range, until you unslot and reslot the tactic, this happens on res, death into respawn, zoning into scs, etc. I have yet to check flying. I did test to see if this was simply a UI graphical thing and it isn't by after zoning out of an SC seeing my ability ranges back to their non buffed values I checked the ranges of a couple different target-able abilities on by lining them up with a light post. After which I unslotted the tactic, and their ranges were the same. In case of it being again graphical, I reslotted the tactic, and the ranges for the abilities updated to the correct range, and the lightpost I had used to aim max distance was no longer correct, with me being able to aim and fire those abilities well past the post.

In essence the tactic works when you slot it, but stops working for numerous reasons, related to zoning (at least into and out of SCs) and dying, regardless of how you come back to life, rez or respawn. You can quick fix it yourself by unslotting and reslotting the tactic, but thats not always practical, and a bit annoying. I have also tried it at various amounts of mastery points spent on grenadier, and it always seems to occur.

It should be pretty easy to reproduce if this isn't some oddity on my machine, fixing it, I am sure, is another matter entirely. Thats about all the info I have on this, but if you need me to test something else or I wasn't clear enough let me know I will try to remember to check back. Also I do not know if this affects magus and its equivalent or not, I only have an engineer, but its possible it could, might be worth a check at any rate.


TagsAbility

Activities

ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:28

reporter   ~0035930

Commenter: lilimx

Hey,

what ticket do you mean?
0018914
or 0013657
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:28

reporter   ~0035931

Commenter: GrinNfool

I was referring to 18914, but after reading 13657 seems to likely be the same issue, just for some reason he was attributing it to the turret, which has nothing to do with the bug, also he only mentioned napalm, it effects all skills, but can be tested far easier with targetable ones, like napalm or phosphorous shells, since they give you a visual indicator out of combat. I can reproduce its pretty consistently, as stated it seems to be linked to zoning into and out or SCs for sure, and happening when dying in them as well.
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 04:28

reporter   ~0035932

Commenter: GrinNfool

So on more testing and trying different things I believe it is linked to flagging and unflagging for RvR. The dying and respawning or being res'd is rare to reproduce.... but I can confirm it happens I believe its linked with rejecting a res, note thats not ignoring it, just hitting no on the res offer. The most consistent appearance, about 90-95% occurence is zoning into, and out of scenarios. Flew around to different zones about 6 times and it did not occur, so I don't think its the zoning. I also tested walking into an RvR lake and flagging, and it DID occur when I did that. As the RvR flag lasts a while its hard to test that repetitively, so I will try it every time I get the chance and let you know the occurrence rate but its at 100% occurence rate on 2 attempts, of note the ability stops working the second the countdown to being flagged for rvr appears.

Further guess is it has to do with the bolster mechanic, not sure why boslter would affect a static tactic on a set of abilities with an otherwise static range... but possibly level 40s can't reproduce?
MaxHayman

MaxHayman

2023-12-09 15:16

administrator   ~0040895

This issue is being closed as it should be fixed in the new ability system. Please create a new issue if this is not the case.

Issue History

Date Modified Username Field Change
2023-08-13 04:28 ReturnOfReckoning New Issue
2023-08-13 04:28 ReturnOfReckoning Tag Attached: Ability
2023-08-13 04:28 ReturnOfReckoning Note Added: 0035930
2023-08-13 04:28 ReturnOfReckoning Note Added: 0035931
2023-08-13 04:28 ReturnOfReckoning Note Added: 0035932
2023-12-09 15:16 MaxHayman Note Added: 0040895
2023-12-09 15:16 MaxHayman Status new => closed