Has melee combat been fixed yet?
I'm not going to go around looking for castle's quotes, but basically the Tanker forum and other forums brought this to his attention about a month ago. He has tested and confirmed this bug.
another quote basically said it will get fixed in a future patch but there are higher priorities that have to be fixed first.
I guess tankers are at the end of the line in the Dev DMV
/*** Disclaimer ***************************
I'm in a very bad mood and the Dev's aren't helping. Please take my posts with a grain of salt. Dev's? I'm not sorry for what I said.
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In my opinion, tanks have become less than "low priority" for the Dev's. I think THEY think they've spent enough time on the AT and are more than willing to ignore blatant and game killing issues and bugs. In essence, take your average meal-worm. Where is he on the food chain? Ok, now go lower. Lower. Lower, still. Perhaps a tad lower. Wait! Now, lower. Lower yet again. Run out of stuff to go lower than? Well, Tanks are actually lower than that. Welcome to your place, bish. Enjoy your stay.
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I'm not going to go around looking for castle's quotes, but basically the Tanker forum and other forums brought this to his attention about a month ago. He has tested and confirmed this bug.
another quote basically said it will get fixed in a future patch but there are higher priorities that have to be fixed first.
I guess tankers are at the end of the line in the Dev DMV
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Really. I looked and all I saw was him talk about a similar problem with Stalker cones not hitting. That was apparently fixed around Thanksgiving.
Really Stalker cones got fixed but they could just copy the code over to tanks??? that's just crap. i can't believe that... they made one of the best PvP killing machines even better and they can even just fix one of the worst PvP (and in some cases PvE) ATs??
Well, I say apparently. Castle was rather cryptic about the whole thing in his posts. He states that the problem has been fixed on their side and should go live after Thanksgiving.
But yeah, that's exactly what I was thinking. Stalkers complain about Hurricaine, a Stalker defensive set gets immunity to repel. Stalkers complain about IR Gogles, IR Gogles are nerfed. Cones don't work, Castle gets them fixed. Tankers can't hit a moving target, the sound of crickets chirping in the distance.
I feel like I can discern a pattern.
Now that holidays are over maybe I can hear a response?
Good luck, but I think the crickets are getting louder.
Still broken on my level 10 Inv/SS.
Just ran after a Hellion through an entire mission, never getting the attack message in the combat log the whole way.
Ok i did some testing today and i found that Total Focus was indeed fixed. i can only test EM since he's my only tank.
I went to brix to hunt creys for the icon mission in IP. Since im lvl 50, the creys would sometimes run. About half the time, this bug would effect all my Tank melee powers except Total Focus. Total Focus hit everytime, but all my other attack powers suffered from this bug. The text wouldn't say i hit or miss, but the power goes off, my end goes, and the power is left recharging. Moreover, if you think im missing, Brickstown is a lvl 32-38 zone and im lvl 50; i simply can't miss as much as i did.
I can still recall many people explaining the "Total Focus" bug to the devs months and months ago. Since Total focus has such a long animation time, it became the center of attention for this bug because it was the most noticable. When you activate it, sometimes an enemy would be on the other side of the room before TF finishes, and if nothing happened, people will get mad.
Recently, many more tankers have started to notice more trouble with Tanker Melee missing bug. I deduce that since many of us have decided not to tank anymore and start skranking due to the adverse nerfs, we have started to notice this trend. In I4, when almost all tankers held agro well, enemies never ran away from tanks and our attacks would land as expected. Skrankers that would only hold a very limited amount agro untill a blaster AoEed the group would easily start seeing this bugg in action as the enemies move away from him and chase the blaster.
I urge the devs to please look into this and do more testing if they have done so already.
Thank You Devs
Tankers are not supposed to hit moving targets someone said, how very VERY true. now if we were to be as accurate as a tanker in paying our monthly fees who wants to guess how fast the bug gets fixed?.
Probably not ;/. be cheaper to just roll out more damn stalkers and buff them silly. Ah well I hear that defenders are hireing if you can pass the *are you healer* survival test.
What sucks though is that for the lower lvls, its EXTREMELY hard to get going, especially a EM user. Sure its great in the upper lvls but 9 and below, you dont do much. For me, I gotta get them to stop running from me by trying to attack while running which for some reason is a 100% miss (And ive got accuracy enhancments on my 2 fighting powers, Energy punch and Barrage, only lvl5 with this tank) When they finally stop, I have to be extremely close to him till like hes a wall you cant go by then hope you wont miss. And when i actually hit him, I do very little damage because my two punch powers arent very powerful at all......its just annoying but I love the power i will get at the end so i try to live through it.........
this just in:
Quote from CuppaJoe
" * Added target damaged message to Bone Smasher for Blasters, Brutes, Stalkers and Tankers.
* Added target damaged message to Total Focus for Blasters, Brutes, Stalkers and Tankers.
* Added target damaged message to Energy Transfer for Brutes, Stalkers and Tankers. "
does this mean our bugg is fixed!!!
ima have to test.
ummm.. after all.... NOPE it hasn't
i ran the same test with same results (although this test is shorter if i get no messege, it mean no fix).
If supposively it is fixed internally why has it not gone live yet? Makes you wonder.... <_<
There is a way to bypass this bug, although it only works for attacks with fast animations. You just have to do it like we had to in the old days, before the devs gave melee sets some love and let us hit moving targets from behind: Jump in front of the mob you're chasing; if your animation time is short enough the attack will fire wile the mob is running past you, and thus still is in melee range.
Doesn't work as well as you'd think. I have super jump and actually use this tactic often. That was one of the huge warning flags for me when the mob would run past me, my animation would go off and there was no resulting miss or hit.
Mafalin: It may work sometimes, but really in PvP it don't work. That is not a solution at all for PvP in fact. Especially for people who just jump around with superjump or combat jumping. Why isn't the bug just fixed?
Yes Concerning PvP, I've done some testing on Test server last night with a Fire/Stone Melee Tank in Warburg and the results were the same. For the sake of the devs i'll point out excactly how i tested with him.
We both had combat jumping and CJ doesn't have a suppression, so we opted to use that travel power to Jump around and test. What i did was I just into his melee range, and without stoping, I would jump away while he had queued up an attack from the stone melee line of attacks. By the Time his End was at half bar, I wasn't even hit once! When i asked him how many "Miss" messeges he had recieved he said 2. And thats 2 misses out of like 20 or so attacks. That means 18 attacks came in bugged.
Next I allowed him to beat on me while I stood still. He hit me like 16 times out of like 20 attacks. None of the attacks were bugged; everything either hit or missed.
Then we switched roles. Once again all my Energy Melee attacks were bugged consecutively as he ran around, but Total focus hit everytime. So we tested Totall Focus, and the results were just as i suspected. Total Focus is not bugged! This may be the reason why so many people think TF is so good compared to all the other Tank melee powers. It's because it's working right!
The last test was boring. He stood there and I smacked him and i only missed once; no buggs were found if the target stood still. However, now that i know the Devs have the code to solve this issue since TF is fixed, why haven't they used the coding in TF to fixed the rest of the Tank Melee powers yet?
Ugh...this might mean that tf doesn't have punchvoke.
@JackBaldy: Ya, you're right, no good for pvp...and I wasn't really trying to sell it as a solution, more like a way for tankers to cope until the issue is fixed.
Neeto: Well it isn't exactly that total focus is not bugged, it may be that it has more range than most other attacks. If TF is anything like KO blow, it might be the case. I still wonder why the power pools don't have this problem... <_< Maybe you or I should do the following test. Activate KO blow or TF and have the targeted player fly or jump extremely high into the air quickly and see what happens, to see if it is really bugged or it just has good range.
well i don't know about Extreme distances, but he was using 3 slotted CJ that made him go pretty far. If it's that Extreme distance, i wouldn't care if it hit or not since i wouldn't know where my target went.
But i'll test anytime. my global is Neeto on Freedom server.
also im quite perplex as to how to test TF's gauntlet ability??
ok taking in consideration of what you guys have said, i tested if TF did indeed have a gauntlet bugg. Meaning TF, if bugged, never had Gauntlet in it. The result was TF is the only Tanker Melee Power that is not Bugged that i know of. How did i test this?? yeah it took me a few hours to figure this one out.
I went to perez park because i know the streets are full of big mobs and i can't walk up and agro anything since im lvl 50. i have to punch them to agro them. Everyone knows that if you punch a mob in a mob group, that mob will agro the rest of them on you; however, a mob from another mob will not agro another mob on to you. In other words, if i pulled a single mob into a different mob group, i can start testing Gauntlet.
So that's what i did. I took a clockwork into the middle of a skulls group and hit it with brawl, and not one single skull took action. Next i hit it with Air Superiority, and still nothing. By now that Clockwork was dead, so went to get another. This time i hit it with Bonesmasher, and all the skulls started to attack then they ran off. Ok then I went to get another clockwork, and i finally tested TF. TF worked and all the skulls attacked. TF is NOT bugged and it has been fixed, which means the devs have to code to fix the rest of out melee powers. I just hope they do this before or when I7 comes out.
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Yes Concerning PvP, I've done some testing on Test server last night with a Fire/Stone Melee Tank in Warburg and the results were the same. For the sake of the devs i'll point out excactly how i tested with him.
We both had combat jumping and CJ doesn't have a suppression, so we opted to use that travel power to Jump around and test. What i did was I just into his melee range, and without stoping, I would jump away while he had queued up an attack from the stone melee line of attacks. By the Time his End was at half bar, I wasn't even hit once! When i asked him how many "Miss" messeges he had recieved he said 2. And thats 2 misses out of like 20 or so attacks. That means 18 attacks came in bugged.
Next I allowed him to beat on me while I stood still. He hit me like 16 times out of like 20 attacks. None of the attacks were bugged; everything either hit or missed.
Then we switched roles. Once again all my Energy Melee attacks were bugged consecutively as he ran around, but Total focus hit everytime. So we tested Totall Focus, and the results were just as i suspected. Total Focus is not bugged! This may be the reason why so many people think TF is so good compared to all the other Tank melee powers. It's because it's working right!
The last test was boring. He stood there and I smacked him and i only missed once; no buggs were found if the target stood still. However, now that i know the Devs have the code to solve this issue since TF is fixed, why haven't they used the coding in TF to fixed the rest of the Tank Melee powers yet?
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I actually tested things out with my level 50 Inv/EM against NPCs in Galaxy City.
TF is *not* working properly. I think it works more often due to the length of the animation or something, but it's definitely bugged, as I missed level 1-4 enemies with it and received no MISS! message.
I have a demorecord of it. Interesting, it's bugged and showing me to be in a different location than I was when I was doing it live. In the demorecord, I'm approximately 10' away from where I actually was. Could this be indicative of how the server's actually reading my Tank's location? Is that why I can't hit things when they're moving: the server thinks I'm out of melee range?
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Neeto: Well it isn't exactly that total focus is not bugged, it may be that it has more range than most other attacks. If TF is anything like KO blow, it might be the case. I still wonder why the power pools don't have this problem... <_< Maybe you or I should do the following test. Activate KO blow or TF and have the targeted player fly or jump extremely high into the air quickly and see what happens, to see if it is really bugged or it just has good range.
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I think Stun and KO Blow have that bonus range. They both used to be low-damage and high secondary effect, but when they bumped up the damage on KO, they didn't touch the range. I assumed that was on purpose, as I have reported it in the past.
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...and in case didn't hear...
Tank were never intended to hit moving targets.
This was done to bring them in line with minions.
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*boo, hiss*