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Capt. Latrios

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Capt. Latrios last won the day on June 27

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  1. May update this one as I find more, but the main ones are A; that weird thing where trying to throw the first of two dual-wielded weapons throws both for no good reason... And B; Sometime the ability to change pre-mission loadouts just disappears. And when it does, it never seems to return, being permenantly locked Also, Various part of levels in the Mining sector, Especially in Chasms, either do not load properly or their textures are bugged... or both, I dunno
  2. Capt. Latrios

    The Moment You Have All Been Waiting For! Update 1.13 a!

    Hmm, you're right. I'd found my old saves and put them into presumably what I'd thought were the current folders, and they do in fact no longer work. Whoops, my bad. Oh well guess starting again is how it goes. I've been playing through the campaign again anyways. Gotta say; getting stunlocked; not fun or fair. Nothing says 'artificial difficulty' quite like the game literally preventing you from fighting back. :3
  3. Capt. Latrios

    The Moment You Have All Been Waiting For! Update 1.13 a!

    I actually mentioned all of that in my post in the bug reports section. And yeah, while you can't cheese boss fights with grapple any more, I've found that you can in fact just cheese a lot of the regular people fights (namely Christoff) by just wailing on him with a fast-moving melee weapon. Because everyone is stupid-vulnerable to stunlocking, it seems
  4. I've encountered a series of bugs since the switch to 1.13a One of the most egregious ones is the fact that sometimes, after throwing the second of two dual-wielded weapons, the weapon disappears into the ground, the character stops in place, and can no longer be moved or swapped away from, and the only available action is to bring up the pause menu and restart the entire level... or just quit. A more prevalent bug is the fact that sometimes when moving to grab weapons off of tables or benches or from inside lockers, or even just on the floor. The character's pathfinding will bug out and he'll need to run in some nonsensical direction or loop before picking up the weapon... and sometimes, doesn't even pick up the weapon at all. Pretty much every character in the story is incredibly vulnerable to getting stunned. Meaning if two or more enemies decide they want to attack at exactly the same time in melee, you become stunlocked and lose corpus for no good reason. This isn't helped with the second Jorge and Church fight, where their flamehthrower has a nasty habit of knocking over a stunned player and making getting up without taking a lot of damage or losing corpus without any way to fight back or escape impossible. There seems to be absolutely no stun resistance at all. A more minor note is that friendly AI will tend to throw their throwables even if they don't have any, putting their stock into the negatives. Weapons also sometimes disappear beneath the map for no real reason. Also, that presumed bug of automatic guns firing in three-round bursts when not holding down the button is still a thing. It's pretty annoying. And if it's deliberate, then I very much dislike it and wish it to be removed, or at least toggle-able. The same with empty guns disappearing. I can get doing that to save any potential load on the engine, but it would be nice to toggle it for the occasion that you find you've got an ammo pickup, but no guns to use it with.
  5. Capt. Latrios

    The Moment You Have All Been Waiting For! Update 1.13 a!

    I didn't even know you could cheese boss fights with grapple. and Weapons having durability makes sense for the sake of balance so that you're not holding onto the same weapon forever, and in true madness combat fashion, will eventually need to find a replacement. (Wish you could turn off empty guns despawning, though) And your save data isn't gone, there's just a new file location for it. You just gotta look in the right place.
  6. Capt. Latrios

    The Moment You Have All Been Waiting For! Update 1.13 a!

    On one hand, this is great. On the other, there's unsurprisingly new bugs to uncover, like that one where sometimes throwing your weapon in quick succession after the first one you were dual-wielding prevents you from doing anything aside from opening the menu. On the third hand, all automatic weapons still fire in three-round bursts when not held down and that's still stupid.
  7. I've been recently playing through the story on a second save, and I've noticed that when entering the room with the keys, that Gestalt appears in for the first time when you grab them both and kill the unfinished MAGs, if you swap to Christoff around the time the camera pans up at the control panel, the camera will get stuck there, being unable to switch back and making escaping Gestalt impossible. And while not entirely related, I'm still irregularly encountering that bug where I'm unable to attack in a certain room for no discernable reason
  8. Can we at least get the option to turn that burst firing off or something?
  9. I’d certainly prefer to carefully watch each shot I use when dealing with zeds. Fighting them in groups of more than two in melee combat is a nightmare
  10. Well it's less that and more if I've got three bullets there's one guy left who's something minor like a grunt, I'd rather be able to just shoot him once, so that way in the next room I can shoot the last two at some other guy before wedging the gun firmly in the face of the third guy. Because sometimes I wanna appreciate a gun I haven't seen before. Also I just don't like burst fire. X3
  11. It's just something I've noticed, and I think it's weird. A Bren Gun, last I checked, wasn't capable of such things, but I'd much prefer being able to control my rate of fire myself. I've always seen the suitability of using bursts of ammo with automatic weapons, but I'd much rather dictate that myself rather than be forced into it. Holding the mound button down for full auto works fine. But unless I get hit or the weapon runs out of ammo, I can never fire less than three rounds, which isn't ideal when a grunt or agent goes down in only one.
  12. Capt. Latrios

    bug Aud's 1.12b bug hunt finds

    I also encountered one just now during the Hive fight. Got him to the end of his many lives, and then he just stood there, breathing, but not moving, and definitely not in his agonizingly-painful-to-avoid-with-only-one-corpus death throws where he blankets the room in missiles
  13. Capt. Latrios

    bug Unable to attack or switch characters in mission (v1.12a)

    Yeah, I've since done that, and switch squadmember has changed to ctrl (Though the binds list won't say that) And i've found that you're able to attack after getting to the next room, but for the first room *on both missions* you can't attack and need to wait for your squadmember to kill everyone first.
  14. Was excited to start the new available missions after transferring my save over, only to find that I can't shoot, switch characters, or even pommel strike. With either mission. Best I can manage is swapping weapons. Hitting restart hasn't helped, neither has exiting and trying another mission (or trying the same mission again) I was perfectly capable of shooting in the overworld, but I am simply unable to do anything. Aside from that defensive parry move you do when you roll the mouse wheel. Update; It seems that (presumably) near the end of Hank and Sanford's part of the mission, the outside area near the second helipad and the terminal that sanford can't hack, the ability to fire weapons or actively attack in any way is again lost, which is a shame, because i wanted to try out the new bren gun that I'd found. And while not directly related, I feel I may as well mention it; how the heck is Christoff supposed to get at that keycard? Summon it over? Because it's not highlighting when it appears, and the robot's not picking it up