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Zentimental

[BUGS] Sarpa Gun-blade issues/inconsistencies

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Posted (edited)

Sarpa firing animation and pellets are still BREAKING(sound, visual effect performance, and total functionality).

When a player reaches a high attack speed 1.9-2.5 and repeatedly fires, and sometimes when interrupted/knocked down during a firing animation, Sarpa audio becomes quiet and stops firing pellets. Another related bug is that the flashing of sarpa will continue for an extended time likely due to the 'queuing' of shots.

Additionally, initiating and holding a slide off of a ledge of any height immediately after 'firing' the sarpa, the warframe becomes unable to jump for a period of time due to the animation interrupting of the sarpa. Firing too fast for too long can also cause the inability to jump.

Sarpa pellets still cannot cause normal critical hits. 
I, and a number of others have requested this be looked at on many separate patch/hotfix threads.

Using blood rush with sacrificial mods, bumping sarpa's cc to 10.5%, using blood rush at 3x combo mult, should land sarpa's cc at around 50%.

I've tested this numerous times in the simulacrum, and the only way for sarpa to crit is for external additives like arcanes, kavats, or frame powers.
There have been multiple posts and videos made about this issue; and Redeemer's has been fixed, but only redeemer's.

While we are on gunblade inconsistencies:
Gunblades still have no secondary stat ui for the "shot" stats. Wiki clearly shows they indeed have separate stats, and we should be able to see them.
-Redeemer Prime is listed at 300 pure base blast damage on 'shot', yet on firing it i see impact/puncture/slash procs from it
-Sarpa 'shot' is listed as 175 total i/p/s pure physical damage, yet its 'shot' knocks enemies down from afar, not the innate close range rag-dolling, like they've been blast procced, when no such proc has occurred.

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New video showcasing inability to jump, and pellets stoping firing provided by Mouuzeer:

 

 

 

 

 

Edited by Zentimental
New video evidence posted
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Can confirm with the sound bug. It has been around for a while, and the latest I can remember it happening was during the Harrow release. I thought it had been fixed, but according to this post its still prevalent.

I'd urge looking into this issue ASAP, as gunblades are one of my favorite unique game weapons, but are bugged almost always from update to update.

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Posted (edited)

OK, this REALLY needs to be looked at @[DE]Rebecca This is a niche weapon in the community that rarely ever gets touched, and because of that these issues have gone under the radar. These issues have been around for a LONG time, and recently they seem to have been getting worse. In a mission I just completed, the Sarpa flashing bug stacked so many times, I had a solid energy color ORB around my hand constantly.

Edited by Zentimental

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I can also confirm this bug. Still needs to be dealt with. Though admittedly, it has some interesting side effects, once it glitches out, if i don't have other weapons equipped, all the pellets go into a buffer. And then i can left-click and use it like a continuous full-auto weapon until all the pellets in the buffer are consumed. I could actually charge up many many thousands of pellets.
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This + Berserker. And if i'm feeling particularly naughty, primed fury, on volt or valkyr or something.

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I've also experienced the buffer of 'queued' shots a handful of times but couldn't reliably reproduce that one for recording. 

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This series of bugs is still persisting entirely. New video was Posted to the thread, courtesy of Mouuzeer.

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Glad more people are still talking about the gunblade issues (even though I wish they didn't have to over a year later.) Thanks for the tag

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On 2019-06-10 at 11:55 PM, Mouuzeer said:

Still broken 😫

Unless this becomes a massively popular weapon, and outcry reaches partner critique levels, there's not much hope for us right now Mouuz

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All we can do now, is to hope that Melee 3.0 will cure these weapons.

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I also ran into these problems.

Specifically: I repeatedly got my sarpa into a state where I could not attack, and could not jump. I could not even fire my primary weapon for a time, once I got into this state. (I was mostly on client when this happened.)

Not fun...

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I'm glad, but not happy, to see that other are still running into these problems, and are mentioning something about them.

DE QA will hopelly have a fix for it in the near future.

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Posted (edited)

Was there a question raised about the visibility of the removed armor? The health bar becomes visible to the host but not to the entire team after using Sarpa.

Edited by -EPECb-

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4 hours ago, -EPECb- said:

Was there a question raised about the visibility of the removed armor? The health bar becomes visible to the host but not to the entire team after using Sarpa.

That's more of a general Shattering Impact mod effect issue, not specific only to Sarpa

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I see in the just recent hotfix, that 'sarpa day of the dead skin flickering' was fixed. DE, can we please get an update or some acknowledgement that the bugs I've laid out so plainly are being looked at, or that they even exist? 

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