MASSIVE Spear bug with Sweep (Video) ((New Video Added))

true, some games i sniper people allover the map and the other game the first 5 minutes not one shot connects.

Didnt saw the video but YES that happen all the time, most of when you hit it on the higher limit of the range. (Not iframe)

I know that if you swing into riposte with a normal swing you can dodge the stun animation from the riposte, but I also know that riposte is bugged and you will land the stun animation but the stun won’t actually happen and that’s a bug that’s been in since the game launched.

Yea you know what I mean then. OPR is fucking horrible for lag. I’ve had wars with less lag then OPR.

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I believe it has to do with server lag. A dude Reposted me just before the server restart in OPR. I didn’t get stunned, I was wondering why because I’m running full dex. I think server fails to register that.

Dude I seriously appreciate the testing that you did. if you want you can post the links here and I’ll edit them into the main post. I would love for more visual data representing this bug.

Your theory on the 300 str perk applying grit when it’s not supposed makes total sense to me. I can see that being the root cause of this bug.

Question for you though, I’ve seen players in medium/heavy with 300 str get a cc break roll (which is the light armor roll) to instantly get out of my sweep when it connects as well as from a kick into sweep, or a bash into sweep and I’m wondering if you’ve ever experienced this yourself?

Now that you mention it…I did test with one Dex friend as I mentioned, and he was not able to replicate this dodge roll out of my Vault → Sweep. However, I just recalled that one time he vault kicked me and swept, and I was able to dodge roll out of it.

You just sparked my brain to recall that happening before, so perhaps it’s not the 300 str after all. I’ll have to do more testing today to be sure.

My other theory is that since they have made all sorts of changes to the servers hand-shake process to combat Duping exploits, perhaps the handshake is being processed in a way that the server is registering the damage from sweep BEFORE the knockdown, and therefore if they’re mashing dodge key, the damage breaks the Vault kick stun, giving them a narrow window to dodge before the knockdown occurs.

However, this doesn’t explain why heavy armor gets a light dodge roll distance in this scenario.

Oh, I also believe it might be server communication (damage happens before knockdown) even more now, because I am able to land Sweep just fine (they can’t dodge out of it) if I don’t Vault Kick them first. For example, if a Warhammer user casts Shockwave, I can dodge the shockwave → Sweep while he’s stuck in the last bit of the animation, just as his Grit finishes. I’ve never had anyone dodge out of direct sweeps, but this could be coincidence (cause they’re not stunned, panic smashing dodge key?).

Although I’m not sure what the cause is, I am certain if this isn’t fixed ASAP it will destroy Spear viability in PvP more and more, as more players realize how easy it is to be immune to to our most crucial ability (good luck trading blows directly with GA/Hammer heavy armor).

The only part of this I know for SURE happens 100% of the time is Vault Kick → Sweep results in a dodge roll, every. single. time. Tested it 100 times with my heavy armor friend, I couldn’t sweep him out of Vault kick a single time due to this. It’s infuriating and completely changes the dynamic of these fights. We’re supposed to trade blows with a tanky beefcake class that is virtually immune to all of our CC now.

For all the suffering spear homies out there, I posted another bug thread regarding various other bugs: [BUG] Couple Spear perks not working as intended?

The video is a little longer than I wanted it to be, and they’re not nearly as game breaking, but something to keep an eye out for. I love Spear, if everything worked properly I’d love it 10x more though :slight_smile:

For me is hierarchy implementation, the server drop the stun and other skills if needed to conserve the stability, spear is far below. And by now everyone should know this game have a weapon hierarchy and who is in the top with every single thing working properly.

Yup I was going to post this this one too but you did it for me and have a video so thanks. Sweep keeps missing after 1.1

Also vault kick stuns and sweep knockdown are able to be dodge out of almost instantly. I can sweep someone and they fall down yet can dodge out of an immediate follow up melee attack. the durations are not lasting nearly as long as they should and this one has really been Since the patch.

For that, I believe, the game should not bring so many weapons with the game launch if they cant handle the balance and bugs.

Before 1.1 that happen too, since launch.

300 strength provides grit to all light and heavy melee attacks, meaning you cant stop or cancel them IIRC, so this isnt a bug unless im missing something

yes, the part where they arent swinging and getting grit.

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ah, didnt see that, then yes, major bug and needs to be fixed ASAP!

its all about the lag time sync issue that have been plaguing this game since the beginning. The server or network is too overloaded and myself and my opponent are seeing different things. I would love for someone to create two videos time synced with each other to show what each person is seeing on their screens in real-time.

I am betting they look entirely different. he was probably in mid melee swing on his screen yet you are seeing on your screen a replay of what he did a second or two ago. The server is just struggling to sync these two things up and playing catch up between the two encounters and things are getting tossed out along the way.

This is why I also often see someone retreat from me at warp speed with no chance of me being able to catch up to them. They started retreating 2-3 seconds before I tried to land that additional attack as they turned to run away, and then the server attack queue empties out and POP,POP, POP somehow they move from melee range to 30 m away in 1 second running at 5X haste pot speed until things are back in sync.

I mean comeon Amazon. This is coding problem that had to have been solved even back in the mid 2000’s. other games don’t do this for many years not. Why is your game so out of sync???

Screw all the other bugs. this is what will kill this game. Getting owned by an overpowered weapon is one thing. Getting instantly killed with multiple melee damage instances being applied in under a seconds timeframe is just something that makes me say “why bother anymore”. I am pretty close to just giving up.

If you need money to increase bandwidth and server capacity to make the game playable, lets do it. Were all sitting here going how does this game not cost a monthly sub?

Fix it please or the game will die.

The same happened to me. Wish I could share a video of it happening but unfortunately, I stopped playing OPR’s so I have no footage.
I recorded a war we had yesterday but it was such a lag fest that it wouldn’t have helped in any way.
iirc, the only times it happened to me was vs GA/WH/Sword and Shield users.
I usually open with a vault kick followed by a sweep to make sure they don’t grit my sweep. Sweep does the damage but they don’t get knocked on the ground.

With all due respect I think most of us and tell the difference between extreme server lag and a bug. Lag in this game isn’t something that is very subtle or hard to see. When the server lags animations start breaking, people start teleporting, weird stuff happens.

This post isn’t about the server lag.

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this has nothing to do with the lag mate. Every single one of his opponents were stunned before he sweeped

its becoming more and more clear, that people don’t see the real issue. it is lag. but not on screen lag or framerates its server side time-stretching to account for the delay between your and your opponents latency and the time it takes for the server to process your inputs.

IU can almost guarantee that while in this video, you see the enemy as stunned, the enemy on his screen was not stunned and was already beginning a grit attack. The server doesn’t know what to do in this case as the two clients are out of sync with time and so it discards the sweep and grit wins. that little flash is the server telling you that grit won on the enemy’s client.

its not missing, it just that he swept him with grit active but all you saw on your screen was the flash of grit when the sweep attack hit.

on the enemies screen he had already broke stun and proceeded to launch a follow up attack.

the two game clients are presenting different images to the user and somewhere in the background it is using an algorithm to decide which talent actually wins based on the command queue. the problem is when the graphics become time stretched his grit was in queue before you could react to it.

its hard to explain, but in essence, I would guess the person you are attacking is the one running behind the clock and you vault kick, but he is using a grit attack, but because of the delay, the grit attack finishes on his screen and then he squeezes in a second grit attack before the sweep, which cancels the stun queue bringing the two clients into sync and then sweep fails because he is already executing the secondary grit attack.

like I said it very difficult to explain, but you have to imagine the queue of commands that the server is getting and the order it processes them in. when the time sync stretches too far between the two clients is when this happened.

if you had a video of the other guys computer, he would’ve been the one who rubber banded and rubberbanded right out of your sweep.

what makes you think that he didn’t get rubberbanded on his screen? There are two game clients interacting here and you are assuming what you are seeing on yours is what the server has decided, but it is not. This is clearly evidenced by the fact that the sweep did not hit. it still works fine on NPCs. I have had no issue with it on NPCs even after 1.1, but I have always had this issue occasionally since launch when engaged in PVP and it has become far more frequent and noticeable since 1.1

Other notable problems due to the same issue…people get sweeped, but then fall down far out of melee range, they recover almost instantly from knockdown, stun duration lasts a fraction of the window it is supposed to or does not apply at all.

when I sweep someone, they stand there for literally a second and then the animation switches to them getting up. they often slide across the screen while frozen standing then flash to the fallen animation immediately standing up again. its really hard to predict what they see on their screen, but it is not the same thing.