Don't know if it was me that was too slow to activate or if it's still the bug but AM shock block Jetfire blocked the first part of my Prowl's SP2 after a combo. Luckily the second part connected and finished him.
Here you go @Red_Eyes — hard to be 100% sure but it appears to me that JF gets his arm moving upward just as the heavy is past the halfway point. His arm def up went up before contact. That said, I believe this only confirms the bug. The fact that he could recover from that last melee is still a tad off. JF is odd with that parry though. Had he just side stepped, it would be harder to judge as that is more “normal” in my experiences.
Here you go @Red_Eyes — hard to be 100% sure but it appears to me that JF gets his arm moving upward just as the heavy is past the halfway point. His arm def up went up before contact. That said, I believe this only confirms the bug. The fact that he could recover from that last melee is still a tad off. JF is odd with that parry though. Had he just side stepped, it would be harder to judge as that is more “normal” in my experiences.
Thanks, I think I tend to agree with your assessment.
What I’ve noticed so far, sp1 & sp2 are connecting after any type of combo which a good thing. There’s still an issue with heavy attacks though specially when the AI has a power of bar or two, heavy is being missed & AI triggers their specials directly after when your bot being frozen & you can’t react at all.
Here you go @Red_Eyes — hard to be 100% sure but it appears to me that JF gets his arm moving upward just as the heavy is past the halfway point. His arm def up went up before contact. That said, I believe this only confirms the bug. The fact that he could recover from that last melee is still a tad off. JF is odd with that parry though. Had he just side stepped, it would be harder to judge as that is more “normal” in my experiences.
I always thought a heavy following a combo is not always guaranteed a hit, but I'm seeing 2 issues here:
1) jetfire initiating a basic range immediately after a combo so if you initiate a melee heavy you would be hit instead
2) he switched from basic range to a block in ungodly speed
Here you go @Red_Eyes — hard to be 100% sure but it appears to me that JF gets his arm moving upward just as the heavy is past the halfway point. His arm def up went up before contact. That said, I believe this only confirms the bug. The fact that he could recover from that last melee is still a tad off. JF is odd with that parry though. Had he just side stepped, it would be harder to judge as that is more “normal” in my experiences.
I always thought a heavy following a combo is not always guaranteed a hit, but I'm seeing 2 issues here:
1) jetfire initiating a basic range immediately after a combo so if you initiate a melee heavy you would be hit instead
2) he switched from basic range to a block in ungodly speed
Heavy after a combo is not guaranteed like you said. I've fought JF in AMs countless times (including the previous map). This was the first time something like that has ever happened. Typically, he can do 1 of 3 things:
- fire off the range but eats the heavy
- sidestep the heavy
- put up his block but it's not a well timed block and will eat the heavy
I'm noticing that most of us are now able to connect specials right after a combo however some of the AI issues mentioned above still remains the same. @Kabam Miike@Kabam Vydious could you please jump in and answer or probably share your thoughts on the left out issues?
Also in the IOS and Android update it mentions the following
No where does it say that the AI issue was fixed with this update. Now is this again something that you guys expected to be fixed with the update or does the AI issue remains as it is and to compensate the AI has been tweaked down until the issue is resolved?
Usually a major bug like this is specifically pointed out by the devs when they go live with an update. Thus my question above.
IMO, Kabam gets a pass on the update notes. If you look at all the Version history in iOS for example, you can see that with each revision (3rd digit in version number) the notes don’t change most of the time at least. See 8.2 & 8.2.1 which make mention of bot fixes in the initial 8.2 notes but no more changes to text with each revision even tho bot changes did come in 8.2.2 — not consistent for sure though.
Also, I would consider a “hotfix” to be unplanned and not something you want to document in version notes as it may require more coding changes.
IMO, Kabam gets a pass on the update notes. If you look at all the Version history in iOS for example, you can see that with each revision (3rd digit in version number) the notes don’t change most of the time at least. See 8.2 & 8.2.1 which make mention of bot fixes in the initial 8.2 notes but no more changes to text with each revision even tho bot changes did come in 8.2.2 — not consistent for sure though.
Also, I would consider a “hotfix” to be unplanned and not something you want to document in version notes as it may require more coding changes.
Here you go @Red_Eyes — hard to be 100% sure but it appears to me that JF gets his arm moving upward just as the heavy is past the halfway point. His arm def up went up before contact. That said, I believe this only confirms the bug. The fact that he could recover from that last melee is still a tad off. JF is odd with that parry though. Had he just side stepped, it would be harder to judge as that is more “normal” in my experiences.
I always thought a heavy following a combo is not always guaranteed a hit, but I'm seeing 2 issues here:
1) jetfire initiating a basic range immediately after a combo so if you initiate a melee heavy you would be hit instead
2) he switched from basic range to a block in ungodly speed
1. I was too slow on my heavy
2. The AI was still fast reacting and able to get a range and parry off after I combo/heavy
I can’t comment about the range after the parry, but Jetfire actually shot off a range a split second before that parry. That’s too fast of a reaction.
Wow. New bug today. Someone on Line just had their Prowl damage by Starscream’s Shock during his SP3
It's not a new bug, happens sometimes when you hit SP3 and the enemy has already fired off an attack. The attack still registers even though it doesn't actually hit you before you launch your SP3. Needs a fix but definitely not new.
Thanks for all the updates on this, gang. Took me a little bit to read through everything, but I'll let the team know that we're still seeing problems.
Wow. New bug today. Someone on Line just had their Prowl damage by Starscream’s Shock during his SP3
As @JKL said, this isn’t new. However, will include here for reference to @Gunz0 comment.
Just want to point out that in the gif above you see the combo meter go up by one (21 to 22) upon Prowl landing the initial punch in the SP3 animation. This really gets at the flaw in coding. How is the game reconciling that it took away health (a huge chunk of it I might add) and yet it didn’t register the hit?
Thanks for all the updates on this, gang. Took me a little bit to read through everything, but I'll let the team know that we're still seeing problems.
Apologies for the delay in a response.
It is great you guys are working, but i have issues in Raids especially with the Nightbird's Mark. It LITERALLY evades all my attacks and specials. I know that Nightbird's Mark allows the defender to evade, but it is a bit too quick and frequent.
(I hope Google translated this right).
Oh, you ever connect with a range, but the AI hits you with a melee? Here’s Ramjet doing it. Looks how he jumps right after getting hit (the last two were frame by frame).
Forgot to include this in the stitch. The hit animation from the ranged it way back there.
Thanks for all the updates on this, gang. Took me a little bit to read through everything, but I'll let the team know that we're still seeing problems.
Apologies for the delay in a response.
It is great you guys are working, but i have issues in Raids especially with the Nightbird's Mark. It LITERALLY evades all my attacks and specials. I know that Nightbird's Mark allows the defender to evade, but it is a bit too quick and frequent.
(I hope Google translated this right).
Someone had asked for clarification on this mod a long time ago. According to the description there's supposedly a 4% chance for them to evade, I maintain there's something off. In a fight where it might only take 20 hits to KO I'll have bots evade multiple times, not every single fight but more often than not. Sometimes I don't even get 3 or 4 basic ranged Bleeds with Rhinox in a single fight and there's what a 30% chance with those?
Happened again. I can adjust what I do but this still isn't right.
Jetfire has always been able to shoot then shield. I don't actually have him so I had to confirm it with the team, but Jetfire's quick shield action isn't new.
Oh, you ever connect with a range, but the AI hits you with a melee? Here’s Ramjet doing it. Looks how he jumps right after getting hit (the last two were frame by frame).
Forgot to include this in the stitch. The hit animation from the ranged it way back there.
Happens every time with OGP's last medium hit( kick)
Happened again. I can adjust what I do but this still isn't right.
Jetfire has always been able to shoot then shield. I don't actually have him so I had to confirm it with the team, but Jetfire's quick shield action isn't new.
@Kabam Vydious are you just clarifying about his quick shield but you see the issue? or are you responding that there's no issue because he's suppose to have a quick shield?...because there is an issue in that sequence.
There's actually a lot of bugs mentioned in this thread..what I'm going to call AI rule breaks because all these breaks may be a result of various bugs. We're not entirely sure the dev team is aware of each rule break. This "patch" seem to only to focus on SP in a heavy combo breaks..though it didn't really fix it.
For me, Bludegon constantly throws his SP1 in your heavy combo and this was before the 8.4 update.
Comments
He got his arms up, he's that quick. I was not 😂
Rhinox blocked my first hit of sp 1 after a combo
Thanks, I think I tend to agree with your assessment.
I always thought a heavy following a combo is not always guaranteed a hit, but I'm seeing 2 issues here:
1) jetfire initiating a basic range immediately after a combo so if you initiate a melee heavy you would be hit instead
2) he switched from basic range to a block in ungodly speed
Heavy after a combo is not guaranteed like you said. I've fought JF in AMs countless times (including the previous map). This was the first time something like that has ever happened. Typically, he can do 1 of 3 things:
- fire off the range but eats the heavy
- sidestep the heavy
- put up his block but it's not a well timed block and will eat the heavy
Also in the IOS and Android update it mentions the following
No where does it say that the AI issue was fixed with this update. Now is this again something that you guys expected to be fixed with the update or does the AI issue remains as it is and to compensate the AI has been tweaked down until the issue is resolved?
Usually a major bug like this is specifically pointed out by the devs when they go live with an update. Thus my question above.
Also, I would consider a “hotfix” to be unplanned and not something you want to document in version notes as it may require more coding changes.
definitely a hotfix ..or hotsomething
Agreed.
I can’t comment about the range after the parry, but Jetfire actually shot off a range a split second before that parry. That’s too fast of a reaction.
However, that air punch thing has been occurring a lot more. Haven’t combed through today’s videos to edit this happening yet, but it’s been crazy.
It's not a new bug, happens sometimes when you hit SP3 and the enemy has already fired off an attack. The attack still registers even though it doesn't actually hit you before you launch your SP3. Needs a fix but definitely not new.
As @JKL said, this isn’t new. However, will include here for reference to @Gunz0 comment.
Apologies for the delay in a response.
Just want to point out that in the gif above you see the combo meter go up by one (21 to 22) upon Prowl landing the initial punch in the SP3 animation. This really gets at the flaw in coding. How is the game reconciling that it took away health (a huge chunk of it I might add) and yet it didn’t register the hit?
It is great you guys are working, but i have issues in Raids especially with the Nightbird's Mark. It LITERALLY evades all my attacks and specials. I know that Nightbird's Mark allows the defender to evade, but it is a bit too quick and frequent.
(I hope Google translated this right).
Happened again. I can adjust what I do but this still isn't right.
I have a 4-star Jetfire, and he doesn't usually block after using his rifle that quickly. Definitely an AI problem.
Hah, was too lazy to go back through yesterday’s videos. So here’s an air punch from an arena fight today.
Forgot to include this in the stitch. The hit animation from the ranged it way back there.
Someone had asked for clarification on this mod a long time ago. According to the description there's supposedly a 4% chance for them to evade, I maintain there's something off. In a fight where it might only take 20 hits to KO I'll have bots evade multiple times, not every single fight but more often than not. Sometimes I don't even get 3 or 4 basic ranged Bleeds with Rhinox in a single fight and there's what a 30% chance with those?
Jetfire has always been able to shoot then shield. I don't actually have him so I had to confirm it with the team, but Jetfire's quick shield action isn't new.
Happens every time with OGP's last medium hit( kick)
@Kabam Vydious are you just clarifying about his quick shield but you see the issue? or are you responding that there's no issue because he's suppose to have a quick shield?...because there is an issue in that sequence.
There's actually a lot of bugs mentioned in this thread..what I'm going to call AI rule breaks because all these breaks may be a result of various bugs. We're not entirely sure the dev team is aware of each rule break. This "patch" seem to only to focus on SP in a heavy combo breaks..though it didn't really fix it.
For me, Bludegon constantly throws his SP1 in your heavy combo and this was before the 8.4 update.