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Sarpa Still Breaking


Zentimental
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Even with a 'sound adjustment/fix' in the most recent hotfix, the Sarpa is still breaking (becomes mute, or extremely muffled, and stops firing projectiles) and ceasing to function due to several causes.

-Running high attack speed on sarpa with Bullet Dance. ex: Valkyr warcry, Volt Speed, riven mod with high attack speed roll; After continuously attacking at high speeds with bullet dance or even  within the first couple of shots
-Being knocked down, or going down whilst firing the sarpa
-Auto-parrying whilst in the firing animation of sarpa
-some fourth iteration of the breaking I am unable to identify

I only recently discovered how fun the sarpa is, but am quickly becoming frustrated with this issue. DE can you please check this out?

P.S.
     The change to the sarpa firing sounds are extremely underwhelming. Hearing the 'tsyooom' for every pellet was very satisfying to hear at high speeds. The current single 'tsyooom' followed by several dull pbbbt noises is disheartening and throws off the feel of Bullet Dance.

Edited by Zentimental
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I've run into another sarpa user today who has also been having this problem. 

Also, another random thought; So can we take whatever line of code this is on the sarpa, and put it on every single enemy unit that uses skills/abilities? Finally make their abilities cancel-able instead of firing and going off while down/rag-dolled/ frozen/w.e.

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Posted about it here too a while back. Here's a High attack speed version of the bug. 

 

One of the strongest weapons in the game and insanely fun to use when it isn't broken. Only way to fix this is to die in the mission/restart, and it can still happen again.

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When these happen, swapping weapons seems to fix it. Also, switching between samba slash and lead tango will sometimes prevent jumping, but firing charged shots seems to fix this

Edited by Eidolor
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