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7 years ago
This problem is actually bigger than just the stealth card; it's melee itself, and the problem is that the punch frequently registers twice, nearly simultaneously. If you listen carefully, you might be able to hear the double punch at the end of OP's video... or just listen carefully for yourself in-game. You can only hear it when someone is getting you with it, but if you want to see for yourself if you are occasionally doing double damage for a punch, watch the Score Log to see if your ordinary trooper melee attack from the front happens to do 100 damage instead of the expected 50 in one hit, or if your Stealth-affected Specialist does 250 damage instead of the expected 125.
Of course the problem is compounded by the Stealth card, since 2x 125 damage is enough to kill any trooper in one hit, while 2x any regular punch is generally not. But if you listen for it, you will hear it... usually repeatedly, because once someone gets on a powertrip of thinking they're awesome because they're one-hit-killing everyone they encounter, they rarely keep to doing it only once.
Anyways, here's my detailed bug report:
Product: Star Wars Battlefront II
Platform: PS4
What is your gamertag/PSN ID/EA Account name? Qrystal
Please select your region: North America
What is your time zone? Eastern (UTC -5)
What is your issue related to? General gameplay
Summarize your bug: Melee attacks are frequently registering twice with each punch, with two distinct punch sound effects in rapid succession as well as double damage.
How often does the bug occur? In Arcade mode I discovered it only works 100% of the time if it's the first time a person has received or applied a punch since spawning, and the first person punched CAN punch back for the same double damage, one time, with certainty. After that... well, see my testing notes below.
Can you tell us the date (MM/DD/YYYY) that you saw the bug? I think it started with the Geonosis update; I remember hoping it would be fixed in December, but since I hadn't reported it, I didn't expect a fix. (Sorry about that! I pride myself on being good at analyzing bugs and I plan to be better at reporting in 2019!)
In what game mode did the bug occur? Blast, at least, and I can recreate it in Arcade as well.
Steps: How can we find the bug ourselves? / What happens when the bug occurs? / What do you expect to see?
1. Set up an Arcade Duel in Free-for-All mode, to be able to choose any classes or heroes without spending Battle Points.
2. Choose Specialist with Stealth card equipped for one player, and Enforcer for the other (to ensure you have enough hit points to see the actual amount of damage done). With the Specialist, make one punch at the Enforcer from the front. Witness 250 damage done instead of the expected 125. If you listen closely, you can hear two distinct punch noises in rapid succession, and if you watch the information on-screen closely, the reported damage says 125 for a brief moment before switching to 250.
3. Have the Specialist respawn as an Officer and repeat the test: the first punch from the front will do 100 damage instead of the expected 50.
Further testing notes:
4. Testing subsequent punches after healing fully from the first: a Specialist will do the expected 125 damage, and an Officer will do the expected 50 damage consistently... UNLESS you jump and land right in front of the target right before throwing the punch, and then the melee sound will be doubled and double damage will be done.
5. Testing if this is modified by aiming for the head: No, there does not seem to be any difference between aiming for the head and the body. A regular punch that is aimed just at the legs, or otherwising making a near-miss, does seem to hit for half damage in some cases, though. It also seems that a punch does sound but no damage if it is applied at the very same moment that a character's health regeneration begins (mentioning it here because it is probably a related bug).
6. Testing from behind: Infantry apparently does 25 bonus damage, but it is NOT also doubled. For example a Specialist who does a double-punch from behind does (2*125) + 25 = 275 damage, not 2*(125+25) = 300 damage.
7. Testing using Enforcers/Aerials: Yes, the double damage works when hitting Enforcers/Aerials. No, it does not seem that Enforcers/Aerials can do the double punch at all.
8. Testing using Heroes/Villains: Yes, the double damage works when hitting Heroes/Villains. Yes, all Heroes/Villains who have a melee attack (excluding lightsabers) can do this 100% of the time for the first encounter after one or the other has spawned. Subsequent double-attacks are a little trickier: in some cases (Bossk for example), it only works if the puncher does a full-sized jump, not a mere hop; in some cases (Boba Fett, for example), I couldn't figure out how to trigger subsequent bonus damage after the first melee attack. (Disclaimer: I did not test every Hero and Villain, just a subset that I thought would let me determine the overall trend for the purpose of this bug report. YMMV.)
I hope these details can help figure out the bug so that it can get fixed as soon as possible. Honestly I'm concerned that as more and more people get to know about it it might blow up the way the Exploding Shot issue did, and I hope that this bug report doesn't end up fueling a Specialist takeover of Blast... but if it does, we'll all have to get better at rolling to dodge and get used to packing ion shot weapons to burst all those shield bubbles!