Jump to content
Dante Unbound: Known Issues ×
Dante Unbound: Share Bug Reports and Feedback Here! ×

Banshee's 2 (Sonar) Not Benefitting Allies Or Self When Client.


TheGrimCorsair
 Share

Recommended Posts

Whenever you are playing as a Client, you can see the glow from the power, enemies are lit up on the minimap, and kills via damage to the lit weakspots activates Resonance as it should. However, there is no bonus/increase in damage for hitting the weakspots, neither for the client Banshee, nor for their teamates despite allies also benefiting from the enemies being marked on their minimaps and lit up like a bunch of angry Christmas trees.

 

The power behaves exactly as expected both in Solo play and as Host.

Edited by TheGrimCorsair
Link to comment
Share on other sites

  • 2 weeks later...

Further testing has revealed that the Host will benefit from Sonar's damage boost if there is a Client Banshee, but none of the Clients, including the Banshee, will benefit from the damage boost. They'll all see the weakspots, and all will benefit from Sonar's radar effect, but their damage will not be increased.

 

If Banshee is the Host, the Banshee will benefit from Sonar's damage boost, but none of the Clients receive any benefit beyond the radar affect and the glow applied to enemies, they do not have their damage enhanced for shooting the lit up weakspots.

Link to comment
Share on other sites

Thank you for bringing this issue to our attention. Fortunately the issue is just a visual bug and the power is properly applying the bonus damage for clients. The visual issue is that if the client deals enough damage that the target enemy would have died without the bonus damage, then the client doesn't see the increased damage number.

 

For example:

Enemy health of 100 and base damage of 200

Client shoots weak point and client sees 200

Enemy health of 100 and base damage of 50

Client shoots weak point and client sees 250*

 

*assuming max rank sonar with no strength mods

Link to comment
Share on other sites

I also like the idea of uberkill dmg showing as such. While it is by no means necessary (maybe for countering confusion like the OPs with sonar) it would be a cool thing for those folks who care about things like "yeah, killed that lvl 60 gunner with 12 batzillion damage by red crit on weakspot/sonar with roar...". On the other hand, i dont really see a downside to that change. Correct me if I missed sth

Link to comment
Share on other sites

I would love this sometimes knowing i one shot isnt sufficient when im testing potential builds. knowing exactly how much damage i dealt is very important for knowing my scalability before i take builds into endless t4 missions.

Link to comment
Share on other sites

I would love this sometimes knowing i one shot isnt sufficient when im testing potential builds. knowing exactly how much damage i dealt is very important for knowing my scalability before i take builds into endless t4 missions.

This is where the shooting gallery in the dojo where you can test weapons, even if you don't have, would be useful. Not only would it let you decide whether you want to buy a specific weapon, but you can test your current ones and dial in those damage numbers in your loadout for max effectiveness.

Link to comment
Share on other sites

I also like the idea of uberkill dmg showing as such. While it is by no means necessary (maybe for countering confusion like the OPs with sonar) it would be a cool thing for those folks who care about things like "yeah, killed that lvl 60 gunner with 12 batzillion damage by red crit on weakspot/sonar with roar...". On the other hand, i dont really see a downside to that change. Correct me if I missed sth

 

I meant an actual Uberkill mechanism: As in, if <you exceed x damage or x% damage> on <total enemy hp> you shoot them against the wall, make them a pincushion, send them flying like a bowling ball into the escort, make surrounding units panic, open the door with them, tear a hole, litter the floor etc.

Link to comment
Share on other sites

Sonar was definitely not working a few patches ago, the damage wasnt getting boosted at all for teammates or ourselves unless hosting. With recent patches Sonar has worked in every game I've been in, as host and client, so thanks DE.

 

For Resonance if you shoot 2 enemies right after each other, the first will visually show Resonance activate, but the second wont. However, Resonance will still activate even if it doesn't appear visually.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...