A few bugs that are a priority for competitive.


(PixelTwitch) #1

I know bugs are bugs and they will be eventually squished but I just wanted to light a fire under a few that are currently having an effect on competitive play.

1, Stacking explosives on the c4, both mines and sticky bombs, as they cannot be detonated by weapon fire meaning unless you have explosives on you they are almost guaranteed to kill you unless you bait.

2, Instant respawn, Something that happens a couple of times a match it seems. A player will die and instantly respawn regardless of the respawn timer. We have seen a couple of times in scrims this result in a defuse or even worse enemy long spawns. I think this is related to being revived after you could have respawned.

3, Collision around objectives. Terminal and Bridge are the main culprits here but it is possible for explosives to be eaten by invisible collision, especially nades. We actually saw in a recent event this bug cost a team the victory as a nade landed at the feet of someone delivering the drugs on bridge and they took no damage.

4, Silent, none glowing mines. This has been in the game for as long as I have and its getting to the point where people have even exploited it a little bit. By dying before your mines “activate” they become active without audio or team color. People can throw out and kill out on short spawns to make them very stealthy.

5, Sniper Weapon switch, it is not possible to switch weapon after firing the last bullet in your clip when using the MoA. This means you get stuck basically in walking speed for a few seconds and it is really clunky.

6, Deployable collision. Healing station, Turrets and Ammo stations can block team mates and that is fine. They also block you and that means you cannot be running forward while deploying them or be in corners while deploying them unless you want to get stuck. I suggest a 1-2 second period where the deployable can be walked though, if someone stands on it keep it none blocking until they leave it as in competitive the player themselves will be blocking anyway so not much room for an exploit.

7, Sparks and snipers hit box for gibbing, really needs some tweaking.

8, Sniper not being able to damage deployables

9, Huge collision box on EV blocking nades and especially sticky bombs.

10, Broken healing stations and other healing items, from time to time healing stuff will not heal you until you kill out. this is bad for obvious reasons in a competitive setting

11, Huge stutter + warp, again obvious reasons.

12, Semi-Auto bug. Because of the huge inconsistencys playing a kira, arty or redeye is a very risky thing to do and I would hate for this to cause a team to lose because all of a sudden the bug activates in the middle of a fight.


(poiuasd) #2

[QUOTE=PixelTwitch;539241]
5, Sniper Weapon switch, it is not possible to switch weapon after firing the last bullet in your clip when using the MoA. This means you get stuck basically in walking speed for a few seconds and it is really clunky.[/QUOTE]
You can by hitting the weapon switch key twice. I think I reported this one a few months back but nothing has been done about it.


(Kendle) #3

Playing Execution at the weekend I was regularly deploying my Turret in corners and walking through it after deployment. Could this possibly be map or game-mode specific?


(PixelTwitch) #4

its when friendly fire is set on, you can collide with your own deployables (and so can your team)


(Kendle) #5

Ah, makes sense, in which case, yeah needs fixing, not being able to put a Turret against an obstacle facing out severely limits it’s effectiveness.


(Nail) #6

shouldn’t be able to walk through anything or anyone, being able to rotate deployables solves placement probs


(Szakalot) #7

would love to rotate deployables, many bushwhacker spots are opening up. lmb for quick deploy, rmb for rotate deploy like QW


(shibbyuk) #8

With regards to sniper weapon switch, you also can’t switch to an empty pistol if your primary is reloading - I believe it just restarts the primary reload. Getting killed then revived re-starts the reload automatically, too. That’s pretty frustrating!