Unlimit Reactors have been using their hacks even while powerless. Also, there are times during IL, the NPC goes though the wall and I receive the error cannot see your target or too far away.
Yes, you leave the mission area, sit down to heal.. then BAM
Unlimit reactor's logic canon 2 does 3,435 damage to you, lol. You leave the area but because they ability is cast, it follows through for some reason.
Also NPC's love to rollout out and in of interlock lately. Rollie pollie galore xD
Just a few additions!
spha x
Im an MKT, I don't find the Unlimits that hard to deal with. If just depends on what type of MKT you are. I mean really, a Crippling throw and a punt its very effective. If you don't like to punt, with the right load out you can throw about .... 4-5 knifes in a row. Thats alot of damage depending on your damage output clothes and tactics. Heck I won't even get in the DoT build, but it deals with them ok.
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Since the release of CR 2.0 the NPC Hacker attacks have been bugged. If they get a chance to initiate an attack it will always finish. You can still be hit by or block the attack, but it does get a little annoying at times. You could be attacked by a spawn between mission area, see a group of NPC's decide to jump cause you don't want to fight, and still be hit by the attack even though you 150m in the air and way out of their range.
I suggest when in the mission area observe what going on. Me personaly I know every attack just by the sound of it, ive been playing since day 1 beta so im just used to sounds and reoccuring situations. If you want to sit down out of the mission area, wait a couple of seconds, then sit. If you do get hit when standing you have a better chane to survive than sitting.
With the NPC rolling, I've only had that trouble if someone hit the NPC I interlocked before I actually interlocked them. They roll out and go after who started the fight pretty much.
9mmfu wrote:
NPCs shooting through mundane objects - This is intended as you can do it also Trees, dumbsters and what not do not block a player's LoS either (Line of Sight)NPCs shooting through walls - There is currently a bug where openned doors do not appear as open allowing NPCs to fire throught them. This gives the appearance that NPCs can magically fire through them however a player can return fire if you can target the mob in question. I have done it on my RSIs several times.
As to these two, I get the message that I can't see the target, yet they are firing at and hitting me. The other one that you can see in creston heights hideout is them firing thru doors.
In addition to this, NPCs firing beyond the limit of their weapons. Ie a pistol from them is hitting me when my rifle tells me that I am not in range and we both are standing still
Some of these things are by intention. Unlimit hacks for instance seem to be uber in order to keep with the storyline i.e. Unlimits are using cheat codes so their hacks will pwn even when they shouldn't.
On many occasion lag has caused MY game to tell me an NPC is clearly on the other side of a wall and therefore untouchable as I stand around getting pounded by gunfire.....
I like this thread because the name of it was spelt wrong
RANDOM USELESS NONSENCE 4TW, also theres a problem with the luggables, some ruddy annoying thing that they can be hidden and they won't show by using the locator unless your within a certain area, which makes it stupid because then it takes an age to look for it.
9mmfu wrote:NPCs using abilities above their level - As far as I am aware this is by desgin. However if you see a level 10 using the Destroyer Debuff though you should probably mention it. And for the most part the ability wont be more than 5-10 levels above them but also remember the effectiveness of many abilities are directly linked to their Style level.NPCs walking out of mission areas - Definately a bug, unfortunately we dont have a solid repro case making it very difficult to fix.NPCs having faster reuse timers for weapons - I dont think this is occuring as such. Remember what you see on your client in a lag situation may effect animations and/or you chat window. However a stop watch is the best way to tell as all weapon types have the same reuse timers. (Pistols, Rifles, Submachine Guns, Shot Guns, ect.)NPCs not obeying the reuse timer for initiating Interlock I haven't seen this issue nor been able to repro it. More information would be helpful. "Mission Name, character level, opponent names among other things." 2. Try missions 5.3.5 or 5.3.4, in both those missins the final stage of the auto spawned mobs causes them to be leave the mission area.4. Its every mob, goto stratford, keep free firing a mob until they attack, then you will notice they attempt I think its 4 interlock breaks, all without more or less no timer at all. There is a small timer, but not what even we have to deal with. I say 4 attemtps, because Ive noticed if they cant on the 4th try they reset to freefire. Another good one for that is the robots in 01 archive.
NPCs using abilities above their level - As far as I am aware this is by desgin. However if you see a level 10 using the Destroyer Debuff though you should probably mention it. And for the most part the ability wont be more than 5-10 levels above them but also remember the effectiveness of many abilities are directly linked to their Style level.NPCs walking out of mission areas - Definately a bug, unfortunately we dont have a solid repro case making it very difficult to fix.NPCs having faster reuse timers for weapons - I dont think this is occuring as such. Remember what you see on your client in a lag situation may effect animations and/or you chat window. However a stop watch is the best way to tell as all weapon types have the same reuse timers. (Pistols, Rifles, Submachine Guns, Shot Guns, ect.)NPCs not obeying the reuse timer for initiating Interlock I haven't seen this issue nor been able to repro it. More information would be helpful. "Mission Name, character level, opponent names among other things."
2. Try missions 5.3.5 or 5.3.4, in both those missins the final stage of the auto spawned mobs causes them to be leave the mission area.
4. Its every mob, goto stratford, keep free firing a mob until they attack, then you will notice they attempt I think its 4 interlock breaks, all without more or less no timer at all. There is a small timer, but not what even we have to deal with. I say 4 attemtps, because Ive noticed if they cant on the 4th try they reset to freefire.
Another good one for that is the robots in 01 archive.