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Harpoon failing on pulled ballcarriers?


Sith_Cho

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Harpoon has failed 7 times( one day of playing huttball) after trying to harpoon/grapple ball carriers who were just pulled by sages/sorcerers. All not at full resolve bar and 5 for sure with cc breaker on cooldown.

Not calling hax, not calling cheating, just seems more like another dumb bug.

Unless they get some kind of cc immunity for a few seconds after being pulled that I don't know of.

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I've seen instances where someone uses a knockback on a person in huttball at the same time I use harpoon, and the person essentially goes back to where they were before they were knocked back from and they just keep on running. There's always a bit of lag associated with harpooning someone who is somehow having their position on the map changed without moving themselves. It's just something that I've come to deal with.
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Harpoon has failed 7 times( one day of playing huttball) after trying to harpoon/grapple ball carriers who were just pulled by sages/sorcerers. All not at full resolve bar and 5 for sure with cc breaker on cooldown.

Not calling hax, not calling cheating, just seems more like another dumb bug.

Unless they get some kind of cc immunity for a few seconds after being pulled that I don't know of.

 

I had that happen quite a few times, because I was really counting on it...

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I've noticed some lovely bugs with Grapple and Charge. Just today, I charged a target about 20 yards in front of me, to immediately get grappled at the exact same time by a PT about 20 yards behind me. My character charged to my target, warped 40 yards back to the PT, then warped 40 yards forward again to my target.

 

Sexy.

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Pull and charge tends to lead to rather unpredictable results though you can definitely see what happened (i.e. you pulled someone and someone somehow flew 50 yards in front, or vice versa).

 

There are actually several effects that prevent pulls from working and often used by classes that are good at running and those are usually why grapple failed.

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