Powered weapons (eg: Powersword, Thunder Hammer) deactivate when the character gets hit. Tested Thunder Hammer and Power Sword, might effect other activated weapons.
Can we get a fix to this already? Getting staggered is one thing, but getting tapped by an enemy mid-attack in a HORDE GAME and that somehow shutting down your weapons activated mode is baffling.
I revved up my Eviscerator and FOTF’d at a Reaper in my last game session only to be bonked by chaff (seriously the lock-on tracking is very obnoxious) resulting in far less impact and a surviving Reaper.
Yes, I’m aware that FOTF is best activated mid-saw, but this was a mobility choice and a reaper won’t live beyond the first crit plus the chain special to the head anyhow…
Not really, it was introduced with the latest big update.
What you are thinking about is probably the power cycler mechanic where the weapon gets deactivated past the first swing if you hit, but that’s a different thing.
Getting “stunned” by trash mobs, at full tuf, and powering off is rather aggravating, I can understand a Rager or other elite, or even a bruiser, but a poxwalker!? It doesn’t feel great, never did.
If you’re not running Voice of Command overshield it feels much worse.
Doesn’t work consistently on Zealot with Thy Wrath be Swift… or full Punishment stacks (at least not on the Crucis or Eviscerator when I’ve been using them).
Well if this doesn’t get fixed next patch, I’ll make thread and ask strawhat if this is bug or not.
I feel quite confused because afaik this wasn’t usually a thing for the first activation apart from like 1 patch cycle a long time ago. I mainly play PS with infiltrate and my god it feels terrible now. Weapon de-activation for stunning hit is just worse.
On PS VI you can at least block activate, but what about the other stuff?
Some quick tests in the grinder shows it is working there, I’ll look at it again with rested eyes as I’ve been known to make tired mistakes for this late night testing.
P.S. I don’t see Evisc chain weap getting deactivated tho?
P.P.S. Seems all the specials were deatived in 1.5.0, but chain and force got fixed in 1.5.10 hence the disparity.
Yeah, I don’t exactly take tests in grinder as gospel-- when playing the actual game things do not tend to pan out like they do in Psykhanium environs (at least, not for me).
I’ve been mid-charge with a revved eviscerator holding a heavy attack and by the time I got to the target (maybe half-second later?) the rev was gone.
Crucis I rarely use but I’ve had it deactivate under similar circumstances.
PowerPoofGrr.zip (3.6 KB)
P.S. Doesn’t account for the tweak_data_or_nil.keep_active_on_stun flag , which is apparently (properly) set on chain and force weapons in 1.5.10, they initially were bugged too in 1.5.0
Ok, so there appear to have been many changes to this stuff from 1.4.
I started a new thread for visibility with some code snooping.
The TLDR is they forgot to set a keep_active_on_stun flag on the power weapons. In 1.5.0 they forgot to set it for ALL weapons, but they added it later for the weapons excluding power weapons.