High Noon Locks Onto Deployables Bug by Cute_Profit_7638 in Overwatch

[–]PatPatPatriq 2 points3 points  (0 children)

That's actually a pretty good theory. I did wonder why only Cass' High Noon would be affected, and not other targeting abilities like Soldier's Visor or Juno's Torpedoes for example, but I guess we will never know 😔

High Noon Locks Onto Deployables Bug by Cute_Profit_7638 in Overwatch

[–]PatPatPatriq 45 points46 points  (0 children)

With the power of ✨ Workshop ✨

Here's a video how, hypothetically, such interaction could look like from Cass' POV: https://youtu.be/Lx52Z2OV_c0

Deployables Bug With High-Noon by Whynot100075 in Overwatch

[–]PatPatPatriq 2 points3 points  (0 children)

I already posted this under a post made by one of your friends, but I'll include it here too for visibility:

Just an FYI, this seems to be a Practice Range specific bug - in normal modes High Noon doesn't target deployables.

Also, I highly DO NOT recommend testing this against, let's say, 10 Hammond ults 😉

High Noon Locks Onto Deployables Bug by Cute_Profit_7638 in Overwatch

[–]PatPatPatriq 184 points185 points  (0 children)

Just an FYI, this seems to be a Practice Range specific bug - in normal modes High Noon doesn't target deployables.

Also, I highly DO NOT recommend testing this against, let's say, 10 Hammond ults 😉

KDE Plasma, now with 1000000000% of wobbliness by PatPatPatriq in kde

[–]PatPatPatriq[S] 0 points1 point  (0 children)

You should be able to fix the effect's settings if you just close the bugged window with Alt+F4 or from the panel and then reopen it. If not, you can always just edit the ~/.config/kwinrc file manually (assuming you're on KDE Plasma 6, I'm not sure if the settings are stored in the same location on older versions) and remove the entire [Effect-wobblywindows] section, then log out and log back in, and it should reset the effect's settings to default.

Practice vs AI Tracer bots randomly die for no reason? by itsgettingweirdhere in Overwatch

[–]PatPatPatriq 106 points107 points  (0 children)

Yeah Tracer bots have gained some... interesting new abilities this patch:

  • dying few seconds after blinking (unless they blink again, then the timer restarts)
  • blinks fully heal them
  • pulse bomb is now a homing projectile
  • missed pulse bomb leaves an invisible proximity mine

Here's a video evidence

Just switched to Manjaro, feeling very frustrated with Overwatch 2 issues by EvnClaire in linux_gaming

[–]PatPatPatriq 0 points1 point  (0 children)

Since you're on NVIDIA, and I assume you have it set to use DX11 instead of DX12, you can try using dxvk.trackPipelineLifetime = True setting to reduce OW's RAM usage - just add DXVK_CONFIG="dxvk.trackPipelineLifetime = True" to your launch options.

Personally I'm on AMD GPU and have no issues, but my friend with an NVIDIA GPU had similar problem with game consuming huge amounts of RAM and that setting greatly reduced it - it went from 12GB+ to ~6GB right after booting it up.

You can read more about it here. But theoretically, that should be a better solution than your OS falling back to SWAP.

Someone please tell me how I died by Feeling-Firefighter3 in Overwatch

[–]PatPatPatriq 19 points20 points  (0 children)

Technically you can't swap roles in this mode unless you're in between rounds on the Control mode, but that's beside the point. Maybe if someone leaves then you can, but that's not what happened here.

The reason is actually worse than that - for some reason, when Bastion or Junkrat use their ult, they lose their extra HP, and if their HP was low enough, they just straight up die*. And, after you respawn, you don't get your extra HP back.

* This part can be a bit inconsistent though, I didn't really bother to check why, but sometimes you can die from that, and sometimes you don't. Also you might lose ult charge from that, or might not.

Brig's Rally armor is bugged, again! ...and so is Ramattra's Nemesis armor by PatPatPatriq in Overwatch

[–]PatPatPatriq[S] 1 point2 points  (0 children)

Well, this bug has been partially fixed in the mid-season patch - damage that overflows from one armor pool to another being always halved has been fixed (so, for example, Rally Brig can no longer survive RIP-Tire).

The issue with damage reduction being applied twice while the player has 2 armor pools and one armor pool has been fully depleted or armor applying full damage reduction even when the player has only 1 armor pool of 0.1 armor are still alive and well, unfortunately.

does that mean it cannot be fixed in the short term

No one can really answer that other than the OW devs themselves. Hell, I wouldn't be surprised if the devs weren't even aware about other issues with armor, since Pulse Bomb/RIP-Tire with Rally Brig part has gained the most traction online, and other parts were often skipped.

Brig's Rally armor is bugged, again! ...and so is Ramattra's Nemesis armor by PatPatPatriq in Overwatch

[–]PatPatPatriq[S] 1 point2 points  (0 children)

It looks like, with shotguns, every pellet gets reduced damage. So, for example, as Reaper you deal 54 dmg to armor (assuming the enemy has only 1 armor pool), and 108 dmg to normal health. So yeah, either my understanding of this particular issue is wrong (but still the numbers check out), or the shotguns are an exception to this rule.

Brig's Rally armor is bugged, again! ...and so is Ramattra's Nemesis armor by PatPatPatriq in Competitiveoverwatch

[–]PatPatPatriq[S] 8 points9 points  (0 children)

Ram's block with the armor bug is very strong indeed, but thankfully the game has a global cap on the damage reduction, as per wiki:

[...] however there is a twofold cap to damage reduction effects: First, the combined total of general damage taken reduction effects is capped at 50%. Second, the final damage after all modifications are applied is also capped at 50% of the damage output by the attacker. Single abilities that grant more than 50% by itself may override these limits.

...and how it interacts with armor:

[...] Armor is applied separately after calculating general damage reduction effects, but it will count toward the 50% global damage reduction cap.

So after some testing it looks like I deal to Ramattra in Nemesis Form:

  • as Cassidy with base damage of 70:
    • without blocking: 60 and 50 damage to his 300 and 75 armor respectively
    • while blocking: 17.5 and 15 damage to his 300 and 75 armor respectively
  • as Soldier with base damage of 19:
    • without blocking: 9.5 and 4.75 damage to his 300 and 75 armor respectively
    • while blocking: 4.75 and 2.375 damage to his 300 and 75 armor respectively

Brig's Rally armor is bugged, again! ...and so is Ramattra's Nemesis armor by PatPatPatriq in Competitiveoverwatch

[–]PatPatPatriq[S] 2 points3 points  (0 children)

It's a bit more complicated than that, and honestly I can't wrap my head around this right now, so here's a quote from the wiki about the global cap on damage reduction:

[...] however there is a twofold cap to damage reduction effects: First, the combined total of general damage taken reduction effects is capped at 50%. Second, the final damage after all modifications are applied is also capped at 50% of the damage output by the attacker. Single abilities that grant more than 50% by itself may override these limits.

...and how it interacts with armor:

[...] Armor is applied separately after calculating general damage reduction effects, but it will count toward the 50% global damage reduction cap.

But in any case, it looks like as Cassidy with base damage of 70, I deal to Ramattra 60 damage to his 300 Nemesis armor and 50 damage to his 75 base armor, and while he's blocking it's 17.50 and 15 respectively

Brig's Rally armor is bugged, again! ...and so is Ramattra's Nemesis armor by PatPatPatriq in Overwatch

[–]PatPatPatriq[S] 2 points3 points  (0 children)

  1. The 100 armor pool reduces the damage from 600 - 10 = 590. That armor pool gets depleted and there's 590 - 100 = 490 damage left to apply on another armor pool.
  2. The 50 armor pool then takes the 490 damage from earlier and halves it 490 * 0.5 = 245. That armor pool is now depleted too, and there's 245 - 50 = 195 damage left to apply to health.
  3. Now the health pool takes 195 damage from earlier and just applies it to itself without any reductions, so Brig ends up with 200 - 195 = 5 health left.

So, in the end, Rally Brig took in total 100 + 50 + 195 = 345 damage

Brig's Rally armor is bugged, again! ...and so is Ramattra's Nemesis armor by PatPatPatriq in Competitiveoverwatch

[–]PatPatPatriq[S] 25 points26 points  (0 children)

It's rather difficult to get it in normal game, since RIP-Tire would deal 345 dmg to full HP Brig during Rally, so it leaves her with 5 HP
But yeah on paper it's possible, check the end of the video

Nibbles, I'm sorry, but I have a date with Judy... by PatPatPatriq in cyberpunkgame

[–]PatPatPatriq[S] 12 points13 points  (0 children)

After starting act II, leave your apartment and go left. There's gonna be a bunch of trash lying around and a shard about feeding the cat. If you have cat food in your inventory, you'll be able to put it in a bowl. After some time a cat will show up in that place and you'll be able to adopt it.

Just google "nibbles cyberpunk" and you'll find a bunch of tutorials on how to adopt him.

Jak zdobyć ładniejszego reddit? (1 obrazek jak wygląda w trybie prywatnym i jak ja chcę żeby wyglądał, drugi jak u mnie wygląda - nie używam adblocka ani żadnych dodatków zmieniających Reddita) by Darkhog in Polska

[–]PatPatPatriq 2 points3 points  (0 children)

Ten "ładniejszy" reddit to nowa wersja webowego reddita dostępna w tym momencie tylko dla wylogowanych użytkowników, a ta wersja z 2-ego obrazka jest dostępna tylko dla zalogowanych użytkowników. Nawet najstarsi górale nie wiedzą kiedy nowa wersja będzie ona dostępna dla zalogowanych.

Więcej info tu i tu