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Dave Tehsulei
Atomic Battle Penguins The Darwin Award Foundation
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Posted - 2008.11.24 11:23:00 -
[1]
Since QR release my corp mates and I have noticed a fun new glitch.
In at least two instances I've witnessed a ship has jumped through a gate while under fire, disappeared (broken everyone's lock) and then appeared back in the original position unable to jump again because of a session change timer.
This happened to a corp mate of mine while tanking an enemy gang, he de'aggressed, waited out his 1 minute timer, jumped the gate, vanished as you do - which broke my lock on him as well as the enemy gang's. However instead of jumping through he reappears on the gate unable to jump again and subsequently died to enemy fire, once they realised he could be locked again.
Since there's no mention of this bug in the latest patch notes I have to assume its unfixed, as you can imagine its pretty hard to reproduce it definitely doesn't occur every time you try to jump while under attack.
Its a pretty serious problem no matter how infrequently it may happen, anyone else experienced it ?
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Dave Tehsulei
Atomic Battle Penguins The Darwin Award Foundation
|
Posted - 2008.11.26 05:57:00 -
[2]
bump...
Response the bug report filed by ricky was as expected "we are unable to reproduce this bug" etc etc etc
------- Atomic Battle Penguins Forum | Website ABP is available for contract work |

Dave Tehsulei
Atomic Battle Penguins The Darwin Award Foundation
|
Posted - 2008.11.29 15:54:00 -
[3]
all hail tuxford
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Dave Tehsulei
Atomic Battle Penguins The Darwin Award Foundation
|
Posted - 2008.11.30 15:49:00 -
[4]
Thanks to the replies in this thread we figured out that you can reliably reproduce this by activating a module after you hit jump.
New bug report filed by myself with working reproduction steps Report id: 66458
Quote:
As far as i can tell this works with any modules that you can activate without a target lock ie armour repairers, damage control, microwarpdrives.
Hit jump on a gate
Wait for the jumping message to appear on the bottom of the screen
Activate a module, such as a mwd, armour rep or damage control
If you did it just before the system change occurs your ship will decloak on the gate and not jump.
The jumping message will remain however and you will get a session change timer.
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