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Annoying Issue with the Golem.

Author
Novah Soul
#1 - 2015-01-23 09:21:35 UTC
IDK if it's just me or what, but anyone ever notice an issue with the Golem relating to missile volleys and bastion mode?

Here's what happens with me: I go into a mission pocket, and if I start firing then activate bastion while a volley is active (in flight, w/e), that volley will not register a hit whatsoever. Likewise, if bastion's cycle ends while a volley is in flight, this same issue happens.

Is it this way with anyone else? I'm thinking it likely has something to do with the velocity amplification that bastion provides somehow mucking things up while entering or leaving that mode.

A man is known by the quality of his friends. - Lex Luthor

Elena Morin'staal
Tribal Liberation Force
Minmatar Republic
#2 - 2015-01-23 09:45:30 UTC
Try entering Bastion, then firing?
Novah Soul
#3 - 2015-01-23 19:25:49 UTC
Elena Morin'staal wrote:
Try entering Bastion, then firing?

Yeah that works fine of coarse. It's just the things I mentioned above.

I experience the issues leaving bastion mode more frequently then when entering it, usually b/c I don't wanna bother with another full cycle of bastion just trying to clean up a few straggling enemies.

A man is known by the quality of his friends. - Lex Luthor

Battle BV Master
Bacon Never Dies
#4 - 2015-01-23 21:30:02 UTC
Novah Soul wrote:
Elena Morin'staal wrote:
Try entering Bastion, then firing?

Yeah that works fine of coarse. It's just the things I mentioned above.

I experience the issues leaving bastion mode more frequently then when entering it, usually b/c I don't wanna bother with another full cycle of bastion just trying to clean up a few straggling enemies.


Is it not that they burn out losing the bonus of Bastion mode? Is it not a range issue?

Could also just be the code not being able to handle the in flight switch to its properties
Novah Soul
#5 - 2015-01-23 21:53:29 UTC
Battle BV Master wrote:
Novah Soul wrote:
Elena Morin'staal wrote:
Try entering Bastion, then firing?

Yeah that works fine of coarse. It's just the things I mentioned above.

I experience the issues leaving bastion mode more frequently then when entering it, usually b/c I don't wanna bother with another full cycle of bastion just trying to clean up a few straggling enemies.


Is it not that they burn out losing the bonus of Bastion mode? Is it not a range issue?

Could also just be the code not being able to handle the in flight switch to its properties

Yeah, I don't think it's an issue with range as it happens even to enemies that are 50-60k out, so I'm guessing it's a coding conflict with the bastion properties switching on/off.

A man is known by the quality of his friends. - Lex Luthor

Chainsaw Plankton
FaDoyToy
#6 - 2015-01-24 07:00:07 UTC
Novah Soul wrote:
Yeah, I don't think it's an issue with range as it happens even to enemies that are 50-60k out, so I'm guessing it's a coding conflict with the bastion properties switching on/off.


yep, long lasting issue, that is well... annoying. Also seems to mess with dreads that shoot missiles when they go into siege mode.

@ChainsawPlankto on twitter

Elena Morin'staal
Tribal Liberation Force
Minmatar Republic
#7 - 2015-01-25 09:33:31 UTC
Who the hell uses a Phoenix anyway?
Rockstede
Center for Advanced Studies
Gallente Federation
#8 - 2015-01-25 11:47:50 UTC
Sobaan Tali
Caldari Quick Reaction Force
#9 - 2015-01-26 18:00:56 UTC
It's been there since the Bastion module was rolled out. Seems to be a problem whose solution escaped CCP for some odd reason. Btw it works in the reverse too; if you exit bastion with a volley in mid-flight, that volley registers no damage. I've sent several bug reports and even had a support ticket open for a while in the past on the damn thing, but no one seems to either care or know how to fix it. I would say I'm glad I'm not the only one, but then again it's a little depressing that others are being bothered by it as well.

It feels like MechWarrior: Online's old SRM hit-reg issues, though PGI did finally fix those a while back. Ah, that was the day all splat boats rejoiced. Now they just need to make Community Warfare more ammo friendly so that laser-vomit builds can finally take a hike for once.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Val'Dore
PlanetCorp InterStellar
#10 - 2015-01-27 00:40:39 UTC
It does that because the stats of the missile changed. So the only possible solution CCP could manage was to delete them rather than program an actual fix.

It is more annoying than it is a Real ProblemĀ®.

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I invented Tiericide

Celthric Kanerian
Viziam
Amarr Empire
#11 - 2015-01-28 16:59:47 UTC
Isn't this a bug you should report instead of posting here?
Sobaan Tali
Caldari Quick Reaction Force
#12 - 2015-01-29 18:19:30 UTC
Celthric Kanerian wrote:
Isn't this a bug you should report instead of posting here?


Maybe they already have. Several times, in my case. Problem is that it has yet to be fixed, which either means that CCP has all but given up on finding a fix for it or the more likely that this issue is a deceptively difficult bug to squash. People often bring stuff like this to the forums in the hopes that the issue becomes more visible.

If I'm not too mistaken, doesn't the same thing happen to a Phoenix with a Siege Module? The bug may have to do with the fact that missiles, unlike turret ammo, have their own stats and having them change while in flight somehow breaks them. Make the missile velocity buff a passive or even remove it, and I guarantee you the issue disappears. And going through code that old maybe like traversing a mine-field and any change to it may cause other issues to exist.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."