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Zandermanith

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Zandermanith last won the day on May 16

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About Zandermanith

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  1. Zandermanith

    bug [1.12D] Mag Execution Ragdoll Bug

    Now this requires a rather specific set of circumstances to occur that I just so happened to cause, but I'm gonna mention it anyway. If a character is blown out of a Mag's hand while they're in the middle of their execution attack, they still get affected by the ragdolling prompt that occurs after the animation is finished. Note how Hank was blown off the building and then fell right back off while climbing it at the same time the Mag fired his shot. Just don't mind my bright idea to decidedly fire a DC-NAN at point blank range.
  2. If one companion is dead when you transition into the train chase scene (Or more likely if they die during the animation), then the appropriate cutscene won't play and by extension, the timer won't either. The actual gameplay sequence still played out as normal, albeit skipping the first dodging obstacle, though I didn't care to find out if the timer was just invisible now or not. Also the endless debris that's meant to fall during the "Find C4 in one of a billion containers" section isn't currently falling, not sure if this is a bug or a change, but if it's a change then it kinda renders the exercise of opening a billion containers pointless. Actually just seemingly all the "random" falling rubble is broken. And the door to Crackpot's room goes through the top of the entrance when opened.
  3. Quite a severe bug that I'm pretty sure has been around a while now, although I dunno why I didn't mention it before. In the part of the stage where you have to lob grenades at a doodad to unlock a bridge there's an upstairs (Upramp?) portion and if you stand anywhere in the circle, the camera will move above the ceiling and completely block the camera and only show darkness. It's quite a large portion of the area so it's a bit of a big deal, especially considering that's where the Engineer squad spawns in.
  4. Zandermanith

    bug [v1.12D] Hits Stop Registering

    This occurred to me a couple of times during Climb! and I thought it had be patched out, but it seems that isn't entirely the case. This now happened to me during Seeking Asylum, all attacks will stop registering, both player side and enemy side except for thrown weapons. It came up first during the final friendship test and I was actually saved from it by an Asylum Patient's kick to the face! The second time occurred right at the start of facing the boss, on one hand, now he couldn't hit me at all, but on the other hand, I had to spend several minutes throwing swords at his sporadic rear end.
  5. Zandermanith

    bug [v.1.12.D] Tutorial can't be completed.

    I doubt this bug will be fixed as the Tutorial's already been completely gutted and reworked behind the scenes, right now you'll just have to check off Skip Tutorial in the Character builder.
  6. Zandermanith

    Companion Reaction Animations

    I've found it most notable in Story mode when I leap onto a Golem's back and he retaliates, I switch to my partner to wail on him while the other does that kick in the face. It seems like half the time when I switch to my partner, he does that "Hands out looking around suspiciously" animation which takes up a full couple of seconds. It's really irritating. You've been in the room for like a minute already, there's nothing else to see there.
  7. Zandermanith

    Companion Reaction Animations

    Something I've noticed in both Story Mode and Arena Mode is how AI companions will occasionally (Or in Arena, after almost every kill) do an animation, whether it's a slow clap, or waving their hand in the air in triumph or whatever. This is nice and all, but can this be addressed? These animations cannot be interrupted manually, it stops characters from attacking for a couple of seconds even in the middle of a firefight because they wanna celebrate their existence. If you switch playable characters to someone while they're doing their animation, you can't move or do anything with them until they're done with it. It's cool and all to add little personality touches like that, but when they so severely cut into the flow of the game for no reason other than flair, it's probably best to make them interruptable or rework them altogether.
  8. Zandermanith

    Animals

    There are bandits, they're pretty close to animals!
  9. Yeah this bug has been around for as long as I've had the game, it'll probably get fixed when the team starts work on tweaking Arena mode.
  10. Zandermanith

    The M249 needs another mag!?

    Hey if you think the M249 is bad, at least it has a 200 round magazine, the BREN is basically an AR with LMG penalties, including only having one spare 30 round magazine. These reserve ammo mechanics are only present in Arena mode, which probably hasn't been tweaked in a long while (With the focus being on Story mode). It's likely some things will get retuned when the team is done with story mode and move onto polishing Arena.
  11. Zandermanith

    bug [V1.12D]

    Please remember to write the bug in the title. The devs are already aware of this issue, although they've never explicitly stated if they're gonna fix it or not. I imagine they will, I mean every gun being burst fire is silly.
  12. Zandermanith

    Drop is Now "R"?

    One of the changes that came with 1.12 was changing the drop button from "Q" to "R" and moving Reload from "R" to "X". I've personally swapped Drop and Reload's new prompts around with the keybinding options, but I'm just curious as to why this change was made? Was there some kind of technical issue with "Q" acting as both picking up weapons and dropping them back down? It seemed like a logical control option to me.
  13. Zandermanith

    bug [1.12d] Ghoul Disappearing

    I feel like I encountered this bug back when Ghoul was the new thing, but it seems like if his targeting reticle reaches the outer edges of the map before he lands, he'll just completely disappear. Also you might want to take a look at those four beams on the edges of the elevator if you're ever wanting to polish stuff, clipping's okay with smaller details like this, but the amount of clipping here is kind of ridiculous, especially when the elevator goes at angles.
  14. Zandermanith

    SO THAT DIFFICULTY

    I had a feeling that the proper method would be something along those lines, Church sits around dealing all the damage while Jorge just kinda... covers you in sludge and is really impolite. I didn't even think about trying to lob grenades at Crackpot while he was up in his podium, though yeah dealing with him on foot while the Graveseekers are still wandering about doesn't sound too fun~
  15. Zandermanith

    SO THAT DIFFICULTY

    The difficulty curve kinda makes me think of like... Dark Souls or something, in that almost every stage seems more impossible than the last, yet somehow eventually I get past them and revisiting them they suddenly don't seem that hard. Gotta say though, with that Flood Control boss fight, I haven't really figured out a proper way to defeat the duo (Though I haven't experimented too much because the stage for whatever reason doesn't have a checkpoint despite being insanely lengthy and tedious.) besides just keeping some proper firearms holstered for when the fight comes. In the arena itself you're given a handaxe, a single deagle and about a million sets of daggers. Daggers barely do anything to Fanatics let alone Jorge and Church, you're better off just verbally abusing them and hoping you hurt their feelings enough to make them give up. Same goes for the boss fight against the Buoyant One. Just die, reset at the fight and use the starting guns to gun down the Graveseekers real quick like. On a random note, the Buoyant One's constant homing magic seems near impossible to continuously dodge being stuck with Sanford and Deimos' "dive-to-prone" tier dodge when also trying to attack the Graveseekers.
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