Has melee combat been fixed yet?


AmericanSteel

 

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What's the worst that could happen? She might REAR END you.

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That was just ... man that was bad.


 

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What's the worst that could happen? She might REAR END you.

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That was just ... man that was bad.

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Oh c'mon like you wouldn't enjoy it if it happened to you


 

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Oh c'mon like you wouldn't enjoy it if it happened to you

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Of course not, I'm a married man.


 

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I'm not a sissy! I'm just afraid of Iron Vixen!

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What's the worst that could happen? She might REAR END you.

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She'd AssAssinate me for sure. It'd be the end of me.


 

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I'm not a sissy! I'm just afraid of Iron Vixen!

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What's the worst that could happen? She might REAR END you.

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She'd AssAssinate me for sure. It'd be the end of me.

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And thus the tail^H^Hle was told


 

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We haven't had a butt joke thread for ages! Huzzah! All we need now is Ivy popping in and giving us the tongue!


 

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It should be fixed for good, assuming we stop adding code...

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So a week or 2, then?

Seriously, good work. And thanks for explaining the actual issue, that provides a sort-of occasional workaround (target someone else with your AOE) till the patch comes out.


 

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SuperMartin put in some code, ages past, to allow the whole "hitting fleeing targets" thing to take place. That works great, but unfortunately somewhere around the implementation of bases (where I had to make a bunch of changes to targeting), the code to set up that process broke specifically for the primary target of AE attacks. Long story short, it thought the primary target had managed to get out of the effect area. We fixed it, but that fix broke some time later. It should be fixed for good, assuming we stop adding code...

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Legacy bugs are teh debbil.

Was this exactly the same problem that surfaced in issue 3, when tanker attacks were not hitting moving targets? Since all tanker attacks became very narrow cones/AoE attacks?


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I'm pretty glad that I found this thread as I was going to start one of my own...

Yeah, my tank can't hit a damn thing if the target is moving and it aggrevates me to no end. Half the time, I'm able to hit "Follow" from the target tray, wait for them to stop, then hit an attack.

I seriously hope this issue gets addressed soon. I'd hate to break my brand new CyberSnipa gamepad.

Ammon-Ra


 

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You guys don't pay attention Do you!!???

I've posted this already on this particular Bearded out Post already!!! But here it is again:

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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You guys don't pay attention Do you!!???

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Read WeirdBeard's post...

(sorry )


 

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It's fixed internally. Should arrive on the test server "Soon" (aka hopefully the patch after next).

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Thanks a ton, Beard! It was no fun missing fleeing baddies on my tanks. Thanks again!! Can't wait for issue 7!

Cheers!