Original Post — Direct link

After further testing, I've discovered that it isn't just ammo regen mods that aren't triggering when killing units, it's also other mods that trigger "on kill" like Killing Spree and Bloodlust. I was initially thinking that ammo regen was somehow breaking, but it's the game not registering your kill.

As an easy way to track this, every time you get a kill, a small red skull appears in the center of your crosshair to indicate you got the killing blow. If you're in your own game, or hosting a coop game, the red skull will always appear as intended and your "on kill" effects will trigger.

When joining game hosted by another player, you will often find yourself killing a unit and that red skull not appearing despite you obviously getting the kill. I understand ambiguous cases where everybody is shooting a target, but this is tested on units where I am the sole attacker.

And it doesn't just happen once in a while. It is extremely common to not have your kills register. This ruins "on kill" builds, especially ones that regenerate ammo (like Toxic Lead).

The only thing I can't explain with this bug is there are times when mods like Toxic Lead will trigger on kill, but instead of refunding 40% of the mag, it will refund the entire thing. I'm not sure if this means kills are not counting and somehow stacking onto a future unit kill, but that's a bizarre one I can't really replicate.

Either way, it's definitely a bug that needs to be looked at. Technomancers constantly having their Blighted Rounds fall off in co-op games sort of ruins your build and the co-op experience.

Edit: POSTED VIDEO to demonstrate the effect. You can see that on my first kill, the red skull in the center of the crosshair appears and notice that my ammo regenerates. On the next 3 kills I get, no red skull appears and my ammo does not regenerate.

Edit 2: Upon further review of the video. Why am I doing roughly the same damage to the Perforo across the map as I am the one at my feet when I have over 100% bonus damage at long range? I'm sure damage scaling is incredibly wonky as well, but I don't have time to look into all the instances where damage multipliers are not working as intended.

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about 3 years ago - /u/thearcan - Direct link

Originally posted by gotchubro

u/thearcan Just a heads up of this bug in co-op. Not sure if the team is aware.

Thanks for the tag - looking at your video it looks like an internal cooldown on the mod might be at play here - hence the effect triggering on your first kill, but not on kills immediately after that.

Can you confirm whether this might be the case?

Once I have that info, it'll be easier to pass on to the team.

about 3 years ago - /u/thearcan - Direct link

Originally posted by gotchubro

VIDEO example of me playing solo and no bug.

As you see, the red skulls all appear in the center of the crosshair each time I get a kill, and my ammo keeps popping up to 45. There is no ICD.

Thank you, this is great!