I thought these types of scans were on rails but apparently not. For the first time ever for us, it got stuck in the wall at 98%. Bot refused to enter it, so we kicked him, and the 3 of us jumped in the corner, thus enabling the scan to move forward to 99%, before getting stuck again even further. By the time we understood what was happening and tried to make it around the wall to finish the scan, we had been swarmed and died. Got sent back to the checkpoint that's before even picking up the second data cube, which is a major bummer and feels so unfair since this is from no fault of our own and clearly because of a bug.
I have a 5 min video of the bug as it happened that I could upload for more clarity.
Known issue ? Planned fix ?
#Class T Alarm Scan got stuck in the wall - ALT://R6D4
1 messages · Page 1 of 1 (latest)
First time I read about this
That is a first for me as well, but to be honest there must not be a lot of teams playing through D4 with bots... The "bots sometimes refuse to enter team scans" is a known issue though, and has been brought to the devs attention. As for this T-scan becoming stuck, I have never seen it reported yet.
You guys remember how this scan and room work right ? It's during the third loop of D4, in the room with a big whole in the middle, and the T-Scan goes all around the room. Usually the scan ends by going up a ramp near the entrance of the room. In that case, juste before going up the ramp (on the right), it kept going straight towards the wall and got stuck in the corner, almost unreachable for us, and definitely unreachable for the bot.
I will upload the clip to YouTube and share it here for you guys to see.
Have you used boosters that had bioscan boost as a negative effect?
you can finish bioscan the other side
Yes we realized that, although too late. And it shouldn't have to be this way.
the booster that slow down the scan will have an effect
These scans are not "meant" to travel this far in the room. Negative bioscan speed causes this issue :(
Well, at least it is a "known" issue
That's a possibility, I am not 100% certain. If that's the case, that sounds like a big oversight regarding T-scans. It's a shame that a booster can have such a game breaking impact on this type of scan and not any other.
I agree with you though. The scan should stop moving when it reaches the "intended" target point, like the top of the stairs in R6C1
I hope this issue gets addressed in a future patch.
Thank you everyone for sharing your experiences and reaching an understanding.
Yes, agreed 100%.
it should stop at the end rather than go through the wall
Is there any way to let the devs know about this ?
We will.
Amazing. Thanks again everyone.
omg i think 10cc never care this dead game
The scan is indeed moving slower than intended
I'd like to think both the "never care" and "dead game" parts of your statement are untrue.
hey bro i play this game 1400hour,their attitude let me so disappointment
from r4 to r6alt so much bug they didnt dix it
fix
I understand. I still think it's unrealistic to consider they never cared for this game. They still made a good game with a lot of good content so your frustration seems exaggerated even if it's understandable. I agree that the persistent bugs are annoying and don't give off a good image.
may be
I enjoyed the game and even completed many solo and duo challenges i hope the game will get better and better
I still hope they can allocate some resources for an "operation health" after R8 is released, and try to review all the known issues and fix what they can before moving on completely to their next game.
While the vast majority of them are not game-breaking, I can totally understand the frustration at seeing them still in the game, years after having been reported.
yes
The logic is that bioscan speed on t-scans does not make the circle itself go faster/slower but just fill the bar faster/slower
so yours filled so slow it had nowhere else to go
Bizzarre since I'm pretty sure some T-scans (game doesn't have many) like r6d2's technically just stop moving at a certain point
Indeed. It shouldn’t be an issue with Bioscan + speed, but it definitely is with Bioscan - speed, which suggests that T-Scans are not programmed with strict boundaries between starting point and end point. Or a least the way they’re programmed can’t handle variations in scan speed, which sounds like a pretty simple fix.
They do have strict end points(r6c1 and r6d2 and r7b2 you can see it.
this is very confusing cause I was pretty sure this one ended at the bottom of the hall
Did you check point by any chance on this scan?
No checkpoint on this scan unfortunately. Maybe they added a strict end point for the other T-scans in the game and forgot about this one ?
Does someone have experience about this scan on R6 pre-alt ? Was it already a T-scan ?
Always been a t-scan. I know for nearly sure that the t-scan in og r6d2 did have an endpoint, and I believe alt r6d2 does too, no idea about r6d4's
Maybe R6C1 and R6D2 T-Scans don’t have clear endpoints either, but it’s much less of a problem since there is more space around where the scans should end and you wouldn’t even notice if they moved a few meters further. It’s just a hypothesis.
Anyway, this issue seems easily fixable, especially if other T-Scans aren’t plagued with the same bug.
They stop moving
Would be very obvious for r6d2 would go into the wall like yours
This scan is just weird