Kanes Wrath

Bugs that need to be fixed in the next patch

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# 1vOddy Dec 23 2008, 17:45 PM
    General
  • Aircraft without ammunition can not lift from their airfields. It really sucks losing 4 orcas or vertigos because you can't lift them sad.gif
  • Engineers and saboteurs cannot enter a previously laser fenced building, after the laser fence is gone.
  • If you are invited to a game and are typing, whatever button you press automatically accepts the invite.
  • On Tournament Decision, if you order an engineer to capture the top tower he will walk to the back of the tower, around the wall, before moving around the wall again to take the tower.
  • When multiple harvesters share few refineries, they will sometimes stand idle outside the refinery and not unload their tiberium
  • When tiberium vein detonation is cast on a tiberium field, units that are on the field and manage to move out of it before the vein detonation starts doing damage will still take damage despite being out of the tiberium field.
  • When infantry are told to attack move, they will sometimes run instead of attack, which causes them to get killed by buzzers and lose in inf duels
  • Commandos will sometimes not C4 buildings
  • Commandos can C4 buildings that have sonic repulsion field / laser fence cast on them, if the building was targeted before the repulsion field / fence was cast.
  • GDI commando sometimes instead of using his jetpack will run to targeted location and if you try to reissue a command he will not follow it untill he destroys a near by building or finishes killing infantry in his sight.
  • Units can run into enemy EMP'd units and get run over and die
  • units that come out of a barracks or factory close to an epic unit will drive / run into it and die.
  • Some units can sometimes not target GDI riflemen that are digging in
  • When units are told to reverse move to a place, they will sometimes reverse move to the opposite side of where you told them to go. So if you tell them to go to the right, they will go to the left.
  • Commandos will sometimes not C4 garrisoned buildings
  • Zocom Predators give more XP when killed than normal predators do.
  • Fenced buildings that are being repaired by engi's have multiple bugs, sometimes the engi won't enter, other times the fence disappears.
  • If you cancel rocket troops at the very last second, you get a single squad member. (<< Works with all squads)

    GDI
  • MRT's do not repair allied vehicles - not even other ST or GDI vehicles.
  • Friendly repair drones remove sensor pods attached to vehicles.
  • Mobile Repair Transports (Steel Talon APC's) loaded with infantry can not be told which unit to attack. They simply attack whatever they feel like. The "evacuate infantry" shortcut also does not work.
  • Supersonic airstrike does not do any damage to flying droneships
  • Juggernauts sometimes refuse to move when shooting at garrisoned structures and told to move
  • The MRT repair range was not increased, even though this was in the patch log (Bug, not balance)
  • M.A.R.V's will sometimes not marvest tiberium despite driving over it
  • Zone troopers that use jetpacks to fly over tier 3 mechs will be squished in the air
  • Zocom Predator Tanks give more experience to enemy units than normal GDI predator tanks.
  • Zocom construction yard spawns a normal GDI rifleman squad when sold.
  • Heroic Slingshots with Tungsten shells don't have the red firing animation they have the normal one.
  • Tech Center not needed to build MARV as long as T4 building is standing
  • If you order riflemen to dig out a foxhole and during that time you run out of credits, riflemen will stop digging and you will not be refunded credits that were spent on foxhole.
  • Snipers after suppression might get bugged, one of them will run with a speed of a suppressed unit the other one will have a standard speed.
  • Zone Troopers upgraded with Scanner Packs have problems with shooting enemies at maximum range.

    NOD
  • Stealth tanks still level up as if they had their old cost from 1.00, because while their cost and build time was changed, their experience gain mechanic was ot. This means that they level up faster than a unit that costs 1800 should.
  • If the rage generator hits infantry that are walking into an epic unit, the epic unit will be out of the player's control forever.
  • Beam cannons that are firing on a drone platform will continue to fire on it after it has lifted, despite it being an AIR UNIT and beam cannons not being able to fire at AIR UNTIS.
  • Black Hand's black hand squads need to be promoted 3 times to reach heroic, even though they start at level 2. The first time they are promoted, they aren't actually promoted. This is retarded. Fix this, please.
  • Confessor Cabals need to level up more than once to actually reach veteran (lvl2) level.
  • If the clicking was too fast, decoy army will just create a sound and some red light but no actual decoy army.
  • Avatar commandeer ability can be used with multiple Avatars on a single unit.
  • Shadow Teams can sometimes not attack anything.
  • Flame tanks flames don't show before the upgrade.
  • Venom reflector beam will continue to fire on a unit that is teleported away out of their range
  • Multiple avatars can commender one unit and all gain the upgrade.
  • Shadow Teams will sometimes not C4 buildings
  • Black Hand can train more than 2 commandos
  • An Avatar that has commandeered a flame tank, will not shoot flame automatically while moving.
  • Cloaking field kills all new KW units (Zone Raiders, Ravagers etc).
  • A Marked Of Kane Avatar husk will become a vNod avatar when brought back to operation by a saboteur.
  • Saboteurs inside a reckoner that has the stealth support power on it will be stealth when they have exited the reckoner
  • When EMP buggy's are used in mass to EMP something, the buggy's will be EMP'd forever.
  • Awakened/Enlightened EMP delay/cancel bug still exists, makes MoK harder to play than necessary.
  • if you upgrade your infantry with BH disciples and in a fight all members except BH disciple die, then if you try to use him to upgrade your Redeemer you will be screwed. Redeemer will get stuck walking on the same spot.
  • Laser Capacitor doesn't upgrade the Laser Turret, when the description says it should.
  • Flametank firing is pretty bugged (takes a long time to acquire a target)
  • MOK avatar cannot be upgraded with stealth detection (bike comandeering)
  • A M.A.R.V that has cloak field cast on it in a 2vs2 game will not become stealthed.


    Scrin
  • Repair drones do not repair allied units - not even allied scrin units.
  • Prodigies can garrison enemy GDI foxholes if they have one free slot.
  • Heroic Disintigrators give less experience than normal level 1 disintigrators when killed (( <<<<< NOTE: Hasn't been tested with other units yet. This bug could be present in ALL heroic units ))
  • Shielded scrin units that have phase field on them will still lose their shields if they take fire.
  • Devourer tanks and Reaper Tripods can only charge their tiberium cannons from a refinery if the player has 10 000 credits or more.
  • Devourer tanks and Reaper Tripods can not charge their tiberium cannons from enemy refineries ( I think )
  • Reaper17 devourer tanks are vulnerable to tiberium agitation, but normal devourer tanks are not.
  • Mechapedes anti air segments can't shoot at air if the first segment on the mechapede is a toxic segment or shard segment. It has to be a disc or disintigrator segment for the other disc segments to work. If the segment is destroyed and the second one is a shard or toxic segment, all disc segments stop working vs air.
  • Masterminds and Prodigies can sometimes not use their manipulation device ability.
  • Mastermind and prodigy's teleport allies abillity will sometimes just teleport thin air.
  • Units that are EMP'd while in phase field will be phase fielded until the EMP runs out, giving the scrin player a chance to teleport the unit back, when it should have died*
  • Charged reaper tripods do less damage when upgraded with conversion reserves
  • Using a prodigy to teleport a hexapod into a Planetary Assault Carrier's ion storm destroys the hexapod.
  • Shock Troopers will sometimes not shoot on moving aircraft, like firehawks.
  • When Hexapod kills segments of a mechapede, he'll receive $210 per segment, when they only cost $100 to make.
  • You can still teleport EMP'd vehicles, as long as you select the vehicle with the teleport ability before it gets emp'd. If it then becomes EMP'd, you can teleport it. This is gamebreaking. People abuse this all the time.
  • If you use stasis on a hexapod that has a prodigy in it, it can not teleport with its power after the stasis is done.
  • Hexapod is not allowed to be teleported while it's phased, BUT there is a work around: If you use Stasis shield instead of phase then you can safely teleport Hex while it's inside the bubble.
*Here is some clarification on the phasefield + emp bug:

QUOTE(AveiMil @ Apr 21 2009, 12:02 PM) *


Lets put all the facts on the table.

Phase Field
Cost: 1500
Duration: 40 seconds

Now, what I have discovered in my testing can be summed up neatly as follows:

The Phase Field timer always runs, however the Phase Field will never dissipate while the unit is EMP’ed.

I tested this with a HexaPod and 14 Enlightened. I ran the following tests.
  1. Tested how long the Phase Field lasts without any EMP or other interaction: 40 seconds.
  2. Activated the phase field on the Hexapod and then started to EMP it continuously, without pause, for two minutes and 20 seconds, the Phase Field was active on the unit throughout the EMP length. When I stopped and let it come out of the EMP state, the Phase Field immediately disappeared.
  3. In test three I EMP’ed the Hexapod first then activated the Phase Field and continued to EMP the Hexapod. The Phase Field remained active for as long as I would EMP but immediately after the Hexapod left the EMP state, the Phase Field disappeared.
  4. I EMP’ed Hexapod and then activated the Phase Field. I then continued to EMP for 25 seconds and then stopped. The Hexapod came out of the EMP state at 32 seconds and the Phase Field remained active until the 40 second mark (another 8 seconds).
I did a quick test with Raider Buggies as well, seems to work the same way with them, so I assume it’s got nothing to do with what unit EMP’s it.

So that should clear it up.


Updated june 28

This post has been edited by vOddy: Jan 19 2010, 20:49 PM
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# 2nextonline Dec 23 2008, 17:54 PM
I agree with vOddy, first "bugs" thread was closed with no reason at all. Please don't lock this one.

vOddy, i think even old buggs that were not fixed in 1.02 should be listed as well, like:
1) Infinite Beam cannon range when targeted through Venom.
2) Commando being able to C4 fenced buildings.

There are more, can't remember them right now.

This post has been edited by nextonline: Dec 23 2008, 17:58 PM
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# 3X-Flame Dec 23 2008, 18:30 PM
Fine, I guess I will let this open. I have realised that it's practically impossible to keep the bug threads away. I will allow them. Just remember that I look like a total ass now, as I've closed several threads that also contained bug issues.
However, even the slightest remark on balance, and I will delete that notice without notice.
Whoop-tie-fucking-doo.

I might as well contribute while we're at it.
Here's one I noticed: Juggs sometimes refuse to move when they're shooting garrisoned buildings. This might be with other buildings too, haven't encountered it.
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# 4nextonline Dec 23 2008, 19:07 PM
btw, is anyone else seeing animation bugs? Like Watch tower shooting and facing the other way, same thing with Juggs when shooting and bombarding. It's not something that i constantly see , happens only sometimes and i don't recall seeing this in 1.01.
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# 5AveiMil Dec 23 2008, 20:27 PM
Why on earth is balance discussion prohibited? In a free society discussion and sharing of ideas is encouraged and as such a benefit to everyone.

Why restrain people from discussing what they want to discuss? If you don’t want the forum to be spammed with premature balance claims then perhaps focus it into one single balance discussion thread and also demand that posters provide evidence and a rational explanation for their claims.

Censorship is not the way to go.
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# 6jellev Dec 23 2008, 20:30 PM
Actually it is, because no man can know what is overpowered by now already.
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# 7X-Flame Dec 23 2008, 20:34 PM
Does that really need an explanation? We (that is me and the mod-team) don't want balance discussions yet. It's too early. We don't want threads concerning RGA being overpowered when a simple post will tell you to pull your units back. It's not censorship, it's preventing people from making false claims.
That's why.

I'm not making a single balance thread either. It'll just get cluttered and filled with false info.
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# 8AveiMil Dec 23 2008, 20:39 PM
QUOTE(jellev @ Dec 23 2008, 21:30 PM) *

Actually it is, because no man can know what is overpowered by now already.


What a flawed argument. Ultimately, no man can just know what is overpowered, a common understanding of what’s overpowered is attained through experimenting within the game and sharing of ideas.

Also, what is the compulsion to equate balance issues with the term overpowered? There are more variables to consider than just overpowered units/abilities/powers. Overpowered is a strong term I personally wouldn’t use on much in the game per 1.02.
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# 9AveiMil Dec 23 2008, 20:42 PM
QUOTE(X-Flame @ Dec 23 2008, 21:34 PM) *

Does that really need an explanation? We (that is me and the mod-team) don't want balance discussions yet. It's too early. We don't want threads concerning RGA being overpowered when a simple post will tell you to pull your units back. It's not censorship, it's preventing people from making false claims.
That's why.

I'm not making a single balance thread either. It'll just get cluttered and filled with false info.


Ehm, yeah, I think you are in over your head if your goal is to prevent people from sharing inaccurate or otherwise flawed information on the internet. However you spin it, it is still censorship as you also prevent people from making valid claims.

Anyway, you're right to do what you want, but I don't see how it would hurt anyone to constrain balance discussion to a single thread and delete useless "OMG bikes are OP" that carries no weight or explanation.

This post has been edited by AveiMil: Dec 23 2008, 20:43 PM
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# 10X-Flame Dec 23 2008, 20:48 PM
I understand your point, and I'm not saying it'll never be allowed. The rule simply filters out any 'simple' claims that end up being false. After 2 weeks, the real ones will be posted, so I'm actually saving you a lot of trouble.



Here were some other posts concerning bugs:

QUOTE(atdsutm @ Dec 19 2008, 05:30 AM) *

Visual bug
black hand flame tanks don't show any orange flame when attacking, but they still deal damage at a far range. once purifiying flames are upgrades the blue flame will show

nod flame tanks show normal flames though biggrin.gif

mechapedes disc segment cannot target AA units (even having words with "strong vs aircraft")

MRT repair range was not increased



QUOTE(nextonline @ Dec 19 2008, 05:37 AM) *

1) Shadow Teams are bugged, i just had a game were i couldn't kill a freaking engineer, i kept targeting him while he was walking. 20 seconds later he just captured tib. spike.

2) Played a 3v3 game yesterday and my teammates MARV couldn't marvest.

I'm sure we will see a lot of buggs in 1.02.



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# 11Gnaf Dec 23 2008, 22:40 PM
There is still the "harvester won't harvest"-bug, where the harvester just keeps moving around the same spot because of some weird pathing until you give him a new order.

Then there is this weird thing with the awakened/enlightened. If you use the keyboard shortcuts for the emp ablity, sometimes the awakened/enlightened just moves to the spot you clicked, although he was already in range for the emp, and then seconds later the emp will come if at all. The worst thing about this is, the emp ability gets the cooldown, although there wasn't any emp yet. I get this most often if the game lags/runs slower than usual. On lan they work properly. I guess it is some interface lag issue or something.

I get a similar bug with the mastermind/prodigy. Sometimes if I use the keyboard shortcuts for the teleport unit ability, I select the unit to teleport and suddenly the cooldown of the ability gets activated although no unit got teleported. This is extremely frustrating. It makes teleporting units a hassle, as I have to manually click on the teleport ability, confirm the game got that I clicked the teleport ability, select the unit, wait to see that worked, and then select the spot to be teleported to and hope everything worked as intended. As I said before, most of the time this happens in laggy games.

Another issue is pathing glitches, but I guess we learned to live with it by now. Sometimes units still drive in the wrong direction if reverse moved. Or they drive in a strange arc and get shot by the enemy although they could have reverse moved just fine with the direction they were already in. This is especially frustrating on harvesters.

Other times tanks will randomly block each other so they stop moving for a sec and then sometimes units just go through each other. I still don't get why harvesters aren't allowed to move through each other. That would resolve almost all of their pathing problems.

Then there is the bug that on a emp'ed unit the phase shift of scrin won't wear off. Especially frustrating when focusing a phase shifted epic unit with a tripod. It won't ever wear off as long as it is emp'ed.

One of the most annoying things I had was that if you attack move infantry, they sometimes move instead of attacking. Same with moving units with that f key, sometimes units won't attack buildings until you reorder them to do so.

That buzzer support power of the scrins is also kinda bugged. Sometimes you see the circle shows that you can summon those buzzers, you click, and while the interface lag is being processed or whatever a unit moves into that circle, (alrhough you already clicked and the circle is gone) the buzzers won't show, and you have to reselect the support power and the whole process repeats itself.

The funniest bug I had recently was that I destroy that marv wf (dunno what it is called).
It is destroyed, I see the animation of it being destroyed, but then I hear "marv assembled" (or whatever it says in english) and the marv steps out of nothing, the wf was already gone. Kinda stupid, because with wf's of nod/scrin this doesn't happen (as scrin wf's don't have this "unit stepping out"-animation and with nod wf's the unit isn't considered "stepped out" until the animation is finished), only with wf's of gdi.

I am sure there are some that I can't remember right now.
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# 12tinny1357 Dec 23 2008, 23:19 PM
I've had units in Hammerheads not fire at buildings when hovering over certain spots. Moving them around a bit usually fixes it, but it wastes time.
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# 13Shadow_Elite Dec 24 2008, 00:15 AM
I can still build more than 2 commando's playing as the black hand.

EDIT:

Redeemer BUG, When your opponent destroys your "Redeemer facility" and your redeemer is doing the animation process (before stepping into the game) the redeemer will magically disappear, when the redeemer facility is destroyed (but has already been trained) (STILL NOT FIXED)

Either remove it's STUPID LONG ANIMATION PROCESS, or FIX THE BUG (mentioned above)

MARV & Hexapod don't have STUPID LONG ANIMATIONS.

This post has been edited by BeatzZz: Dec 24 2008, 00:27 AM
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# 14Lugas Dec 24 2008, 00:46 AM
2 weeks is ridiculously short too. All you're going to see is what's strong in the opening metagame for 1.2.
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# 15kaneboy Dec 24 2008, 01:32 AM
I am not sure if this is a bug or a glitch that is happening from my own computer.

When I use the Shadow Team support power, 2 shadows in a team fly REALLY high, 2 fly the normal height. wacko.gif
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# 16sp12.07 Dec 24 2008, 01:37 AM
The animation is built into the build time. It just makes you THINK it's finished, but its still being told how to hold its laser correctly.
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# 17atdsutm Dec 24 2008, 02:02 AM
-Mechapedes Anti-Air disc segment does not fire against Air units.
-Shadow teams does not fire or use bombs/beacon sometimes.
-Refinery price selling supposedly 700 due to the decrease in harvester price, but currently is 500. (but who the fuck cares)
-Reaper Tripod Rate of fire is reduced when charged.
-Reaper Tripod Charged damage is reduced when upgraded with conversion reserves (compared to charged but not upgraded with conversion reserves)
-MRT repair range increase like it was supposed to.
-Phase fielded status never wears out when EMPed.

This post has been edited by atdsutm: Dec 24 2008, 18:33 PM
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# 18nextonline Dec 24 2008, 04:18 AM
QUOTE
I've had units in Hammerheads not fire at buildings when hovering over certain spots. Moving them around a bit usually fixes it, but it wastes time.
That's not a bug, it's range issue.

vOddy, please update your post periodically with a list of most important bugs, that way EA wont have to go through each post and wont miss stuff.
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# 19jellev Dec 24 2008, 05:51 AM
MARVesting is bugged too
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# 20tinny1357 Dec 24 2008, 06:32 AM
QUOTE(nextonline @ Dec 23 2008, 23:18 PM) *

That's not a bug, it's range issue.


It happens at a lot of different ranges, though it seems most common when the Hammerhead is above a building. The Hammerhead shoots, but the infantry sometimes won't unless you move it to a different spot (including spots that are the same range from the building, just a different direction from it).
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