[GAME BUG]Augments Not Working


(fetchingSeahorse) #41

I have heard that lock on decreses the amount of time needed before you can detonate sticky bombs. I have also heard that lock on does nothing. Has anyone tested this? Thanks in advance!


(zealousHumdinger) #42

Can someone compile a list of all the augments that do not work and make it a sticky please? It’s getting hard to know who from what. Or you can just add the name to this thread itself that you are sure of.

I know Flying Pig.


(Eox) #43

Revelant :
http://forums.dirtybomb.nexon.net/discussion/11561/fletcher-passive-lock-on#latest
http://forums.dirtybomb.nexon.net/discussion/12116/lock-on-with-fletcher#latest


Credits to @Sniff for the video

Note : quote from Sniff :

As for the vid I accidentally named them wrong. They should be swapped. The black/grey Empire 9 is the one without the perk and the green Empire 9 is the one with the perk.

However this changes nothing on the bug report.

As you noticed in the video, the Lock On augment does not seem to work. I seriously doubt that this is because the gain of time is too short. I much more feel like the augment is glitched, or worse as explained by @irishroy

[quote=“irishroy;28147”]Some time back, I’ve read, stickybombs used to explode, when an enemy was also near and close to it (basically like a mine).
That got taken away, but the useless augment remains… ^^[/quote]

This makes a lot of loadout cards not as good as they should be. This augment needs to either be fixed, or to be removed, or reworked for Fletcher.

Thanks for your consideration. :slight_smile:

EDIT : Also, potent packs on Sparks does not work at all. And Flying Pig does not work too, whatever the merc you use.


(Uriei) #44

I have this loadout for Proxy, and I’m still taking fall damage.


(distinquishedSandwich) #45

As you can see there’s 4 Empire 9 SMG cards but only 2 Tølen.
Intended or bug?


(kAndyREW) #46

…and I’m thinking of putting together a video list, showing side by side comparisons of the perks that are in question (with/without)

I’ve come across a good number of them that don’t seem to work well in my load out review series, what I have so far are:
Cool
Flying Pig
Mechanic
Lock On
Focus

My question to you guys is: 1) do you think compiling this for the devs would be useful? 2) Do you have any perks that you are suspicious of not working properly? 3) I may need some volunteers to help me with testing some of these, and I don’t want to have to bug poor Ardez all the time :wink: Depending on how many perks you guys come up with, it may be a bit of work.

Let me know what your thoughts are, community. Thanks :slight_smile:

kAndyREW


(animatedFrog) #47

Without Potent Packs, 45 health on a direct.

With it, 35.


(Fuze) #48

[quote=“wittyChicken;13432”]Flying Pig - How does it work?

The description says “You take no fall damage when landing”. Should be pretty simple.

However, I’m using Proxy’s R22 Loadout (Flying Pig, Double Time, Looter) and I’m certainly taking falling damage. Does Flying Pig cut X amount of damage from falling and if it goes beyond the threshold you take damage?[/quote]

It’s been awhile since I’ve had a Flying Pig augment, but if I remember right, it removes all falling damage as it says. Maybe there is a threshold in which you take fall damage regardless of Flying Pig.


(cornJester) #49

Well I don’t know what the deal is with this perk. However they probably changed it in the past, like perhaps you used to be able to strap a fantastical flying pig to your back and take no damage but now they’ve removed the pig and you only have the tiny wings, in a manner of speaking.


(Daergar) #50

Been reported as not working for a while now.

Same as a dozen other augments. Wish they’d focus a bit on this for the next patch, fixing the augments and making sure they work as intended as well for the mercs that have them (20% regen rate on Sparks’ medpacks for instance).


(Ghosthree3) #51

It’s bugged. This is actually a very weird bug to me, surely it is easy to simply do a check when applying fall damage to see if the player has the augment and not to apply it.


(wittyChicken) #52

Figured. Guess it’s doing nothing at all as I’m taking damage from stuff like this:

This is actually a very weird bug to me, surely it is easy to simply do a check when applying fall damage to see if the player has the augment and not to apply it.

Yeah, shouldn’t be too hard. Could assign a single coder to it and he would take care of it in no time. Not the most complicated script after all. Has this been around for how long?


(wittyChicken) #53

Flying Pig - How does it work?

The description says “You take no fall damage when landing”. Should be pretty simple.

However, I’m using Proxy’s R22 Loadout (Flying Pig, Double Time, Looter) and I’m certainly taking falling damage. Does Flying Pig cut X amount of damage from falling and if it goes beyond the threshold you take damage?


(Fatcamp) #54

[quote=“aristocraticLadder;35484”][quote=“approvingGoose;35461”]
Pineapple Juggler pretty much doesn’t work. No idea why they would make an augment that only works against one merc and even then it does not because all Fraggers cook their nades meaning you are just going to kill yourself if you try to make use of it.[/quote]
I think this augment will work against Skyhammer as well when it’s fixed since his marker can be used indoor as grenade, maybe we’ll be able to pick up his marker to change his airstrike position who knows?
[/quote]

Pineapple do work with fraggers grenade but it is freaking useless. i once actually picked up a grenade that wasnt cooked at all and threw it but it was still not enough time to get it away so i exploded but i did save my temmates but i got minus xp though and instagibbed me. I think if u pick up a grenade the timer should reset and the distance you can pickup should be bigger right now you need to stand right on it and look at it and even then it is sometimes bugged, i think you should only need to stand close and have it in the view of your screen not needing to have the crosshair right on it. Later i think you should be able to pick up naders grenades to or make them so they dont explode if you are good enough to get close enough to pick it up without them exploding. and skyhammers grenade i think should be able to get picked up, it would be a good nerf to skyhammer so they need to think about where they throw them and not throw it right infront of someone and might make arty abit more viable.