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Re: BUGZILLA report all bugs here![message #319098]
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Wed, 08 May 2013 23:40
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weidox |
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Messages:45
Registered:March 2013 |
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I wonder where I should post bug reports so development would actually take care of it..
30. Anyway, now under OCTH and build 6061, marksman/sniper additional aim clicks seems to be buggy. In gun description they show to decrease number of aiming clicks, but actually they increase num aim clicks available. Not clear should be correct - it can be that those are supposed to be "free" aim clicks, in that case description would be correct but behavior incorrect, or another way would be that aiming allowance is extended (which in some cases brings no benefit), then description would be incorrect but behavior correct.
Update: forgot to say than on SMG description also shows to decrease aiming clicks but available aiming clicks are not increased. That is, on SMG only description seems to be buggy.
[Updated on: Wed, 08 May 2013 23:42] by Moderator Report message to a moderator
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Corporal
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Re: BUGZILLA report all bugs here![message #319841]
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Thu, 16 May 2013 14:46
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Hi Dragonlord, welcome to the Pit. I can't help you but some things sound strange to me.
1) This does not sound like a bug, rather like you're using NCTH. In OCTH, your default shots had a certain chance to hit while every further aim click added to that, so more meant better. In NCTH, your gun has a certain aiming accuracy that can be achieved by maxing out the aiming clicks, regardless of how many there are. The more there are, the slower you get to max out your aim. So less aiming clicks coupled with high accuracy is what you're looking for in guns and merc traits. Otherwise, just use OCTH.
2) No idea. Sounds like a bug because this should have been fixed already.
3) No idea.
4) The timeout is a deadlock due to an unresolvable loop. There is a deadlock delay of 30s configurable in your INI that allows you to keep playing after that while. Decrease the time to make deadlocks go away faster but keep in mind that sometimes the game needs to load a bit even if it is not stuck.
As for mercs being stuck, are they maybe suppressed (negative APs maybe)? With HAM's suppression feature, explosives can seriously pin someone down. Otherwise, no idea.
5) Sounds weird as well but try tuning down the cower effectiveness in the INI. I don't know about mercs automatically dying after a fight except when they were bleeding out but if someone cowers in fear, you can hardly hit him from more than 10 tiles away. Try getting closer and shooting him directly or using melee, he's suppressed after all.
6) Any error messages?
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