Official: Animation bug thread
AT: Warshade (may apply to all Khelds)
Animation: Dwarf transformation
Not sure if this is a known one, but it bugs me. We have the option now to hit dwarf as a "breakfree". However, if as I hit the button to transform I get hit with another effect that makes me change my animation (held, stunned, electric dance, immob'd, vomiting etc.) then the transformation doesn't happen. If I keep hitting it I can still change form, usually (after a delay).
This will continue to happen repeatedly if I'm in a group of, say, Malta - such that I die before I can transform despite hitting the button to go Dwarf many times.
Note that holding down the bind button seems to make me do the "preparing to transform" bend over repeatedly and may actually interrupt the change itself.
68 Level 50s, all made the old-fashioned way.
Original: Quasar Lad - Fire/Kin troller. Latest: Asp Kicker - Grav/Poison troller.
Completed the "Full Alty Challenge" - level 50 in every archetype, and "Alty's Ultimate Power Challenge" - level 50 in every available powerset in the game.
Member of the Repeat Offenders
I noticed another one today. If I zoom in close enough to my character, to where I'm in 1st person view, or the character becomes hazy and I can see through him, the balls in other characters juggle emotes disappear. They still make the hand motions, but there are no balls.
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Almost forgot! If you one-shot an enemy, they tend not to stop doing their idle emote (which is bugged in and of itself) and just stand there until they fade out.
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This is not precisely correct.
If you one-shot an enemy before it aggroes (stalker AS, Blaster Snipes, for example) then the defeated enemy continues whatever emote it was doing until it fades out.
If it becomes "aware" of you before the one-shot happens, but dies before taking any action other than the "becoming aware" then it falls as normal.
As I said, I notice this particularly with Stalker AS and Blaster Snipes because they typically are the situations where you can hit before the enemy becomes aware, but the same thing can happen if, for example, you are running a higher level character thru Perez Park to get the "kill" badges for Skulls, etc. An AoE can also leave the random Skull still standing there doing the emote.
I can't judge whether this happens all the time or just a percentage of the time because I can't always tell when the foe clicks as "aware" of you depending on how "far" away from it I am.
I have not seen it happen on a one-shot kill where it was clear to me that the enemy had become "aware" of me.
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I think it's kind of cool, myself. It's like The Sixth Sense: "They don't know they're dead".
i cant get my /e facepalm emote to work
No one goes there anymore, it's too crowded...
"The potato goes in the FRONT."
My Arachnos soldier Rest animation doesn't play if my gun is drawn. The Rest animation plays just fine if I have no weapon drawn. But if I draw my weapon first, I never see the Rest animation through the whole time it is active.
This happens on both live and test.
The animation of being hit by Arachnos Soldier Heavy Burst goes on too long. My own animation is fine. But the animation of my targets being pelted by bullets lasts about twice as long as the animation of me firing, or the orange number over the heads of my targets. This means I can run up and punch my target after the Heavy Burst, and the being pelted by bullets animation is still running. This doesn't hurt any game play, but it looks a bit odd.
P.S. I bugged this and the one above on test, so expect duplicates.
On the female model, if you pop your claws out while running, it puts you into the weapon-drawn running animation (which looks... proper?). If you stop moving the next time you move you'll be in the standard, no weapon out, arms bent at the waist running animation.
Virtue:
Miserya - 50 EM/ELA Brute (Perma-shelved)
Adriana Rayne - 42 Katana/Dark Scrapper
Cyberpulse - 26 Super Strength/Willpower Brute
Steel Heart - 24 Invuln/Super Strength Tanker
When cancelling out of the new 'experiment' emote by hopping forward or backwards, the flasks created by the emote remain embedded in the player's hands, protruding out from the body at a 90 degree angle.
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When cancelling out of the new 'experiment' emote by hopping forward or backwards, the flasks created by the emote remain embedded in the player's hands, protruding out from the body at a 90 degree angle.
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Making new "Flask Man" character now.
Many Archery attacks have arrow or arrows being fired cross THROUGH the bow and come out on the left side, often clipping through the shooter's left arm. This is hard to catch on most Archery attacks as they tend to come out fast, but is very evident when using Rain of Arrows due to the long animation and upward angle.
Take this example. This is a top-down view of Rain of Arrows, and you can clearly see the arrows making contact with the LEFT side of the bow, where in fact they should be making contact with the RIGHT side of it. Unless I'm way off, an archer drawing the bow with the right hand will position the arrow to be fired on the right side of the bow at about the point where the tips of the fingers on the left hand are. On Archery, this is reversed, making for some awkward shots.
Also, when held idle, the string of the bow crosses through the centre of the character's forearm, as can be seen here. I'm not sure what the proper way for holding a bow is (string on the inside or outside of the arm), but in either case it shouldn't be clipping as it is.
IMPORTANT INFORMATION
Character model: Female
Bow used: Mongolian
All bugs mentioned are true both when flying and when standing on the ground.
These bugs are true even when no power are active.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Almost forgot! If you one-shot an enemy, they tend not to stop doing their idle emote (which is bugged in and of itself) and just stand there until they fade out.
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I second this squawk, but with additional info. If the targeted mob is stationary, they remain standing and "active" as described above. Those unaggroed mobs that walk around, if *they* are dispatched in one shot, they fall down or are knocked back properly. Again, this applies only to those mobs that have *not* yet been aggroed.
W4E
With the release of i15:
Rikti Drones play the death animation over and over until they do the fadeout. They explode, re-appear, explode and repeat this until the normal dead body fade out. Each explosion leaves the normal amount of debris, so the floor is covered with metal chunks after this behavior . This was on the Ashley McKnight arc, June 29th, Pinnacle (redside obviously).
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With the release of i15:
Rikti Drones play the death animation over and over until they do the fadeout. They explode, re-appear, explode and repeat this until the normal dead body fade out. Each explosion leaves the normal amount of debris, so the floor is covered with metal chunks after this behavior . This was on the Ashley McKnight arc, June 29th, Pinnacle (redside obviously).
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I can second this not only in the MA but also in the RWZ just in the zone and in missions.
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AT: Mastermind
Primary: Mercs/Ninja's
Secondary: Trick Archery
Problem: Entangling arrow when fired will sometimes remain in the air spinning if the target is defeated while activating the power. This can be easily replicated if you just activate the power while he has a sliver of health as your pets finish him off. I've also seen this happen to the nem staff, dark powers (such as gloom), and energy primary for blasters (power blast). It usually lasts 5 or so seconds before vanishing, but it should be known that this does not have any direct affects on gameplay.
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Blondeshell (1381 badges) - My other badge hunters
VidiotMaps Master Cartographer
MArc #87989 - Enter, The Conglomerate
Invention Salvage Distribution Charts
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With the release of i15:
Rikti Drones play the death animation over and over until they do the fadeout. They explode, re-appear, explode and repeat this until the normal dead body fade out. Each explosion leaves the normal amount of debris, so the floor is covered with metal chunks after this behavior . This was on the Ashley McKnight arc, June 29th, Pinnacle (redside obviously).
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It's also been doing this with Council Zenith Hoverbots.
Blondeshell (1381 badges) - My other badge hunters
VidiotMaps Master Cartographer
MArc #87989 - Enter, The Conglomerate
Invention Salvage Distribution Charts
NPCs still walk through the walls inside buildings, especially in Portal Corp.
Blondeshell (1381 badges) - My other badge hunters
VidiotMaps Master Cartographer
MArc #87989 - Enter, The Conglomerate
Invention Salvage Distribution Charts
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With the release of i15:
Rikti Drones play the death animation over and over until they do the fadeout. They explode, re-appear, explode and repeat this until the normal dead body fade out. Each explosion leaves the normal amount of debris, so the floor is covered with metal chunks after this behavior . This was on the Ashley McKnight arc, June 29th, Pinnacle (redside obviously).
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It's also been doing this with Council Zenith Hoverbots.
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I was doing plenty of Vanguard missions last night and they are still doing this. I also feel this added to the proplem of graphic and net lag for the players doing the Rikti Ship raid...
ArchRex Dojhrom x ?
* Sidus Loricatus: B-NRG2, S-BS/Reg, T-Fire/Ice, MM-Bots/FF, St-NRG2, Dom-Psi/NRG, Cor-Son/Traps, Cor-Ice/Kin, Ctrl-Fire/Kin, PB-LB/LA
* Arachnos Loricatus: Soldier, Widow
* Praetoria Loricatus: B-DP/Dev, Cor-Elec/Elec
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With the release of i15:
Rikti Drones play the death animation over and over until they do the fadeout. They explode, re-appear, explode and repeat this until the normal dead body fade out. Each explosion leaves the normal amount of debris, so the floor is covered with metal chunks after this behavior . This was on the Ashley McKnight arc, June 29th, Pinnacle (redside obviously).
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I can second this not only in the MA but also in the RWZ just in the zone and in missions.
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Confirmed and bugged in-game for the Dark Watcher arc.
68 Level 50s, all made the old-fashioned way.
Original: Quasar Lad - Fire/Kin troller. Latest: Asp Kicker - Grav/Poison troller.
Completed the "Full Alty Challenge" - level 50 in every archetype, and "Alty's Ultimate Power Challenge" - level 50 in every available powerset in the game.
Member of the Repeat Offenders
Not sure if this is part of the BAB domain, but:
Paralytic Poison from the Poison Mastermind Secondary will sometimes display the Tesla Cage Animation. The only Toggle I was running was Shark Skin, and it would happen randomly regardless of other powers. I tried to test it the first time I saw it bu waiting for the Lich to cast his hold, then stacking mine on it. I tried with and without the debuffs and it seems intermittent. The next mob never saw me and my hold was the only power used against it. Tesla Cage played. I have one slot (IO Hold) in the power, so no Procs. It's done it against Cimerorans in the real game, and Malta, Knives, Freaks, Carnies, and Customs in MARCS.
Edit: Sometimes it sucks being stupid. I had my characters mixed up. My Defender has one IO hold. The MM I was seeing this with has a full set of 6 Lockdowns. It may be the effect casued by the +2 hold mag Proc.
Nevermind
My first short story (detective fiction) came out in Jan-2012. Other stories and books to follow, I hope. Because of "real writing". COH was a big part of that happening.
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AT: Mastermind
Primary: Mercs/Ninja's
Secondary: Trick Archery
Problem: Entangling arrow when fired will sometimes remain in the air spinning if the target is defeated while activating the power. This can be easily replicated if you just activate the power while he has a sliver of health as your pets finish him off. I've also seen this happen to the nem staff, dark powers (such as gloom), and energy primary for blasters (power blast). It usually lasts 5 or so seconds before vanishing, but it should be known that this does not have any direct affects on gameplay.
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So far as I can tell, this happens with every "Bullet" skill, meaning any ranged attack with a small projectile which delays damage until the visible impact, as opposed to a "Beam" type which hits instantaniously. I have witnessed this occur with:
Corruptor, Elec Blast - Ball Lightning
Dominator, Thory Assault - Impale*
Mastermind, Robotics - Assault Bot - Swarm Missles
Mob Skill - Caltrops**
Mob Skill - Shuriken
*Additional Note: The thorns left in the enemy have a habit of remaining after the enemy has faded. This is relatively rare, but most notably occurs when the target explodes, such as Objects.
**Assuming this is a Target AoE instead of a Location AoE, it would make sense. I don't know how Mob skills work. In this case, the Mob was defeated before it's Caltrops landed.
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
Just an update, every issue reported here has been entered into our internal bug tracking software, and we're going to be addressing them over time.
This post is also a bookmark to help me identify new issues.
/petsay Emotes on the Medic MM Mercenary pet and all three of the tier 1 Zombie pets do not work. Emotes work fine on the rest.
There's a long standing bug with female characters and the flying "rifle shot" animation. I always see it with Robotics/Pulse Rifle Burst, but a lot of temp powers like the Rikti Rifle and Arachnos Shotgun appear to use the same animation. The character drops a foot in the air while firing, then returns to normal altitude.
I know, I should have reported this earlier, but I forgot about the thread.
Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball
Very minor, but I've noticed there's an aerial version of the backflip emote for when a character is flying/hovering. Problem is, it will only play the second time you do the emote, the first time it just plays the regular grounded backflip.
I can only confirm this happening on male models.
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Almost forgot! If you one-shot an enemy, they tend not to stop doing their idle emote (which is bugged in and of itself) and just stand there until they fade out.
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This is not precisely correct.
If you one-shot an enemy before it aggroes (stalker AS, Blaster Snipes, for example) then the defeated enemy continues whatever emote it was doing until it fades out.
If it becomes "aware" of you before the one-shot happens, but dies before taking any action other than the "becoming aware" then it falls as normal.
As I said, I notice this particularly with Stalker AS and Blaster Snipes because they typically are the situations where you can hit before the enemy becomes aware, but the same thing can happen if, for example, you are running a higher level character thru Perez Park to get the "kill" badges for Skulls, etc. An AoE can also leave the random Skull still standing there doing the emote.
I can't judge whether this happens all the time or just a percentage of the time because I can't always tell when the foe clicks as "aware" of you depending on how "far" away from it I am.
I have not seen it happen on a one-shot kill where it was clear to me that the enemy had become "aware" of me.
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."