Powered weapons deactivate when getting hit

Issue Type (Required):

Weapons

Issue Description (Required):

Powered weapons (eg: Powersword, Thunder Hammer) deactivate when the character gets hit. Tested Thunder Hammer and Power Sword, might effect other activated weapons.

Stun immunity gets around this.

Steps to Reproduce (Required):

  1. Use Powersword, activate weapon.
  2. Get hit right after.
  3. Attack.
  4. See that the attack isn’t the activated variant.

Reproduction Rate (Required):

Constant (100%)

Platform (Required):

PC - Steam

10 Likes

This is an issue that’s been in the game since release. I’d like to think it’s time it got addressed.

3 Likes

I thought that is the game’s mechanic…

2 Likes

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…

3 Likes

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.

2 Likes

It’s been like this since the beginning. I was there. I’m very aware how power cycler works. That is not what I am thinking of or talking about.

2 Likes

It is karkin’ irksome, one of those “intended” feature-bug that you’d think would have been fixed by now.

2 Likes

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.

P.S. Small consolation, but things like:


that offer stun immunity protect you from the stunned special powered deactivation.

2 Likes

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).

1 Like

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?

2 Likes

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.

2 Likes

This is what I’ve been doing recently and it kinda sucks swinging the pool noodle.

1 Like

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.

2 Likes

Yeah there are some diffs, but mostly it’s the same, will have to see in a live game.

This may help warn you at least and keep track when power state gets deactivated from stun.

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

4 Likes

it got worse, now it does it even a millisecond right after the special action, it wasn’t this bad before

3 Likes

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.

2 Likes