Tag Archives: bugs

Fallout 76’s Raid Missions Feel Like Chores

In gaming parlance, the phrase “raid” implies some grand story, an epic boss fight, and the promise of great rewards at the end. Bethesda has called Fallout 76’s latest addition to the game a raid, but it lacks those things. Instead, it takes the base game’s worst quests and repackages them the most grindy, punishing ways possible.

Fallout 76’s raid consists of three missions that rotate weekly. The first one, Dead in the Water, came out last week. It revolves around continuously fighting giant enemy crabs called Mirelurks while trying to repair vault pipes and retrieve key cards to open new doors. There are distinct sections in-between where players can catch their breath, and the mission has a final boss that guarantees a three-star legendary item. Dead in the Water won’t be winning any prizes of its own at the annual Raid Awards, but as far as Fallout 76 content goes, it’s fine. The latest, called Meltdown, simply isn’t fun.

Meltdown ditches anything that made Dead in the Water at all appealing, trading its hectic, light puzzle solving for rote fetch quests. This time players have been tasked with shutting down a nuclear event that’s been triggered in the vault’s reactor. Doing so requires, once again, collecting key cards, but this time a bunch more. The vault is undergoing five levels of lockdown. Reducing that by one level requires retrieving 10 key cards randomly placed throughout each section of the vault, meaning there are 50 in all.

Screenshot: BadCompanySarg (YouTube)

This rendition of 52 pickup is supplemented by section-specific tasks like repairing mainframe cores or retrieving plant samples in the greenhouse section to unlock rooms housing additional key cards. Enemies occasionally attack, but overall there are fewer mobs to deal with, leaving your team to face the drudgery mostly undistracted. And rather than a boss fight at the end, once you finally make it into the reactor room, you simply fight waves of ghouls.

What might seem boring on paper is made even more soul-crushing by the shortcomings of the Fallout 76 interface. Picking something up requires lining up your reticle just right until an option to grab it appears. Crating mainframe cores requires getting out of your power armor and subjecting yourself to the radiation before you can continue. Bugs and lag are still present, meaning it’s not uncommon to walk into a newly opened section of the vault and have things momentary hiccup while the game works itself out, or for mission objectives to not always immediately update. If you’re especially unlucky, the game’s server might crash, booting you out and killing any progress you made.

These things are less of an issue in sections of the game where you can explore at your own pace. On the standard and expert difficulties, though, the raid missions are timed, and because they are separated from the rest of the game, you can’t leave and come back if you’re short on supplies. In games like Destiny 2 or The Division 2 where healing and inventory management are more streamlined, finishing raids is more a matter of patience, perseverance, and teamwork. In Fallout 76, raids feel more like exercises in brute forcing your way through mobs and puzzles by chugging stimpacks and RadAways and unloading as much ammunition as you have into anything that moves.

The Burrows, Fallout 76‘s first new mission added after the game launched, was roundly criticized at the time for being too short and not being challenging enough, but it still felt like a dungeon with a beginning, middle, and end stitched together by interesting lore. So far, the game’s raid missions are more like glorified versions of the game’s public events, timed quests where you respond to button prompts and shoot stuff, only without matchmaking or rewards that suit the work they demand.

In this week’s Inside the Vault blog post, Bethesda said it’s looking to address many of these complaints. The studio is “currently evaluating our Vault Mission rewards” and “investigating reports from the community about experiencing reduced performance and more frequent disconnects,” as well as “narrowing in on a fix for a bug that can cause the game controls to become unresponsive after you exit Power Armor.” There’s also still one more raid mission for players to try out next week. Hopefully it doesn’t include more key cards.

Source: Kotaku.com

Goofy Spider-Man Glitch Turns Everyone Into Walking Piles Of Denim

In the Marvel comic books and films, Spider-Man is a superhero who was bitten by a radioactive spider that granted him the proportionate strength, speed, and agility of an arachnid. In Spider-Man, the PlayStation 4 video game, you play this man in a world gone mad, where everyone was bitten by a pair of radioactive Levis and turned into horrifying denim mannequins.

At least, that’s what happened to Reddit user trilbyfrank, who posted a series of screenshots last night from one of the game’s Miles Morales interludes.

Screenshot: trilbyfrank (Reddit)

As you can see, something has gone very wrong in New York City, and every pedestrian has suddenly become a sentient pair of Wranglers. Walking Canadian Tuxedos. Denim Knights of the Round.

Maybe it’s something in the water. The tap water here is really good.

Source: Kotaku.com

A New Set Of Pre-Cataclysm Challenges Is Live In Anthem

Screenshot: BioWare (Anthem)

Over the weekend, BioWare’s loot shooter Anthem received a new set of Challenges called “The Oncoming Storm.” They appear to be a precursor to the game’s upcoming Cataclysm event, which will introduce a new limited-time mode, but players have already run into some difficulty trying to complete the Challenges due to bugs and crashes.

The Oncoming Storm” consists of three parts, all of which take place in the game’s freeplay mode. The first revolves around destroying a new set of crystals that have started appearing around the world. The second requires you to complete three separate “Crystal World Events,” activities that randomly pop up and reward you with a crystal once finished. And to complete the third, you just need to kill crystallized enemies, which are effectively Scar fighters with crystals on their backs. Getting all of this done rewards you with Coin, one of Anthem’s standard in-game currencies that can be spent on armor and materials, as well as some new decals specific to the activity to customize your Javelin with.

The Challenges are nothing to write home about, and they’re not a reason to jump back into the game by any stretch, but they at least give people who have continued playing something new to do beyond running the same Stronghold mission on loop and complaining about the loot drops at the end.

When BioWare first showed off how parts of Cataclysm would work in late May, the studio said that the event would be preceded by a two-week build-up period in which the world would slowly change and small things would be added. “The Oncoming Storm” Challenge descriptions briefly went live in the game early last week. More recently, a storm has appeared off in the distance on the northern part of the map. While the Cataclysm mission itself has been live on a public test server for PC players to try out for weeks now, the full event, including new story missions, now seems likely to come to the full game in early August. Back when Anthem first came out, the Cataclysm was scheduled to arrive some time in May.

Screenshot: Kotaku (Anthem)

But even the introduction of these new Challenges hasn’t gone off completely without a hitch. Several players in the Anthem subreddit have reported that the game has been crashing more than usual while they’re in freeplay. The Challenge that requires killing crystallized enemies also appears to be bugged at the moment. The game only seems to count those killed with melee attacks or gunfire, as opposed to Javelin gear or ultimates.

It’s still not too difficult to get the 60 kills necessary to satisfy that part of the Challenge, but it does add another small frustration to a continually growing pile.

Source: Kotaku.com

Bug-Riddled Update Shows Why Fallout 76 Needs A Public Test Server

Screenshot: Kotaku (Fallout 76)

This week marks eight months since Fallout 76 released as a buggy mess. Since then, Bethesda’s online survival game has improved a lot. But while it has had a lot of good days, the arrival of patch number 11 yesterday was not one of them. Instead, it’s renewed players’ calls for Bethesda to try updates out on a public test server before dropping them into the main game.

The update is pretty sprawling, encompassing balance changes to Fallout 76’s battle royale mode, new quality-of-life improvements to make starting out as a new player less daunting, and tweaks to the game’s premium currency economy. It also introduced a host of new problems, like legendary loot not dropping from enemies and weird new “death zones” around the map that automatically kill anyone who stumbles into them. All of the bugs being reported by players and rounded up in a post on the game’s subreddit have made patch 11 reminiscent of the game’s other two-steps-forward, one-step-back updates.

One of the biggest issues is related to Power Armor. “We’ve made behind-the-scenes improvements to the Power Armor system to help address lots of bugs,” Bethesda wrote in the game’s patch notes. “As a result, you may notice your Power Armor pieces have moved into your inventory or Stash.” However, some players have reported that the pieces have gone missing altogether. It’s not clear how many people were ultimately affected, but players with multiple sets of the rare and expensive armor appear to have been hit the hardest.

“I’ve lost an entire set of T-60 fully modded PA,” wrote one player on Reddit. “Furious as I spent ages getting the caps to buy plans (I’m not that market savvy so I never have too many caps as I have limited time to play). I know I’m never getting my PA back but its so demotivating to go and do it again.”

Others have had the opposite issue, with existing sets of armor inexplicably duplicating. “I logged in and spent 10 [minutes] putting all my frames back together,” wrote another player. “Then I put them back in my stash where they disassembled and I ended up with 812 pounds in my stash while I was still over encumbered with duplicates. Had to put everything back together a second time.”

The update has also made some controversial changes to how players earn Atoms, the game’s premium currency. Players used to be able to collect them by completing basic Challenges early in the game. In an effort to make the early game less harsh, Bethesda replaced those Atoms with useful items like Stimpaks and Disease Cures. But it didn’t add those Atoms back in elsewhere, effectively decreasing the amount players can initially earn just by playing the game.

This change comes alongside the addition of a new item called a Scrap Kit, which can only be purchased with 50 Atoms, the equivalent of 50 cents. This item automatically scraps a player’s junk and deposits it in their Stash. While not a game changer, the Scrap Kit is certainly a more convenient time saver than doing all of those things manually. It also means players who have one can adventure out into the Wasteland without worrying about dying and leaving all of the scrap they’ve collected behind when they respawn. What’s annoying players is that they have to pay for the privilege. Similar to Repair Kits, which Bethesda added to the game in the spring, this effort to monetize around the edges of gameplay while the game still has plenty of bugs has left a bad taste in many players’ mouths.

The game’s new greenhouses aren’t helping either. The buildings are bonuses that players can only unlock by purchasing the Green Thumb Bundle for 1,500 Atoms, or approximately $15. But some of the players who have it say it’s a pain to try and place in the environment, causing repeated error messages unless it’s placed on perfectly flat ground. It doesn’t play nice with concrete or other foundations, and you can’t stick real plants in it either. Worst of all, some players say the greenhouse doesn’t even keep out the rain.

At a time when Fallout 76 has generally been on the upswing thanks to new content and clever new mechanics like player-owned vending machines, the latest update has proven to be a frustrating flat tire on the road to redemption. Anthem, another online game whose trajectory has had a lot in common with Fallout 76’s, added a public test server at the end of May. Since then, BioWare has spent weeks working with PC players to get its next big update right. It feels like Fallout 76 is long overdue for the same treatment.

Source: Kotaku.com

Identify Bugs While You Help Scientists Learn About Water Quality

Some insects will only live in the freshest, cleanest water. Others are happy in any dirty old bog. Scientists can use the bugs in a water source as an indicator of water quality, and in a variety of citizen science projects, you can too.

But you have to know which water bugs are which, and that’s the purpose of a new and incredibly detailed website called The Atlas of Common Freshwater Macroinvertebrates of North America. (Do not click that link unless you like looking at pictures of bugs.)

The website has an identification key, so you can answer a few quick questions and quickly find the right group of creatures—for example, if it has three tails it’s in the damselfly order. And then you can browse the different species in detail; each creature was photographed thousands of times so you don’t miss anything. (Again, do not click these links unless you really, really like looking at pictures of bugs.)

The website highlights and explains the differences between similar species, making it easier to use than traditional field guides. Only the most common species are included, so it’s not an exhaustive list, but it’s meant to be handy for students and citizen scientists—or anybody who finds a bug in a stream and wants to know what it is.

Source: Kotaku.com

The Sad Story Of Steve, The Pet Deathclaw Whose Life Was Cut Short By Fallout 76 Bugs

“This is how a Deathclaw is supposed to feel,” Hertell said. “This one doesn’t look like its about to die any minute.”
Screenshot: Mikael Hertell (Fallout 76)

Mikael Hertell really wanted a pet Deathclaw. He wanted one so bad he spent hours searching through Fallout 76’s broken wilds in search of one he could tame. He named it Steve. Steve was a good boy. Some might say a very good boy. That is, until Hertell went to sleep, woke up the next day and found Steve dead, killed by a glitch. That wasn’t the first time this happened to Hertell, either.

Before, Steve there was a Mega Sloth. There was also a gun—a legendary TSE (two-shot explosive) .50cal machine gun. Both disappeared. The gun vanished, Hertell believes, because of a glitch, something many players on the game’s subreddit have shared experiences of. What happened to the Mega Sloth is less clear, but Hertell, a YouTuber and musician who lives in Finland, thinks it died because of the unstable way campsites occasionally load in the game.

“What is the point of having near impossible to find weapons in the game if [Bethesda] won’t even acknowledge a bug that just deletes your most beloved guns from your inventory?” Hertell wrote in a frustrated May 1 Reddit post. “And I’m also out of my tamed sluggish mega sloth that i server hopped for ages [to get]…logged in and poof no sloth in my camp anymore.”

“I’m afraid to log back in, I lost my pet and my favorite gun i can’t afford to lose anything else :/”

What happened to the Sloth? Hertell still isn’t entirely sure.

Screenshot: Mikael Hertell (Fallout 76)

“I logged in and I noticed that there was no sound from the sloth but all the enemies that spawned were dead, looked around for a bit and found him hanging from the ceiling of one of the pre-existing buildings that existed inside my camp boundaries,” Hertell told Kotaku in an email. “To this day I have no idea what killed him because the only enemies there were low level mole rats.”

Whatever the bug was that took his first pet’s life, Hertell remained undeterred in his quest for an irradiated buddy. “I’m a huge pet lover irl and currently have three cats and a ball python in the house so it just felt like something was missing from my camp unless it had a pet in it,” he said.

The mysterious nature of pets in Fallout 76 also appealed to him. Nothing in the game tells you that you can tame wild animals. Even the game’s official strategy guide only mentions it in passing when discussing the perk card for Wasteland Whisperer, the skill that makes it possible to pacify wild creatures, and even then it doesn’t specify that these animals, if properly tamed, will follow you back to your campsite and hang out with you till death do you part.

Hertell crowdsourced information from random Google searches, equipped Wasteland Whisperer, and went out hoping for the best. The creatures have to spawn alone, and even then it doesn’t always work. Yesterday, after weeks of preparation and server hopping, Hertell finally found a lone Deathclaw and managed to woo it over to his side. He was elated. He posted about it on the game’s subreddit.

“God I hope this one doesn’t die like my megasloth…” he wrote.

Then today he logged back onto the game, and it had died. “Well that lasted a whopping 12 hours, I logged in and somebody was checking out my camp and he told me that a Supermutant killed my pet…” he wrote in a follow up post.

This time, the culprit was clear: bad loading times.

Screenshot: Mikael Hertell (Fallout 76)

Ever since Fallout 76’s Wild Appalachia update arrived at the beginning of April, loading into the game has become a slightly more wonky affair. It’s hit people with elaborate campsites the hardest, as different parts of the game world appear to occasionally load in at different times. This is what Hertell believes happened to him, and why Steve is now dead. “The problem is that now when you log in to the game the game loads you into the game world quite fast and then loads enemies relatively quickly or agonizingly slow depending on where you are spawning,” he told Kotaku.

“Same goes for camps,” he continued. They take a minimum of around 1.5-2 minutes to fully load into the world so you are stuck there waiting for them to load. My issue with the pet was that for some reason while my camp took a long time to load into the game (and as almost everything is client side in the game this holds true to every visitor I get) my pet deathclaw steve would load the same second you spawned near the camp along with enemies.”

Before Hertell could do anything, Steve was dead. A super mutant had killed him. Since pets in Fallout 76 don’t scale to match the level of the player they belong to, it doesn’t always take much to kill them, even if they’re a dreaded Deathclaw. And the pets don’t respawn. Once they’re gone they’re gone for good. If Hertell’s camp turrets had spawned in more quickly, they might have been able to save Steve. “I’m just pretty pissed really, i spend so much time getting the pet only for it to be killed in a matter of hours,” he wrote on Reddit.

Screenshot: xCryocide (Imgru)

The tragic story of Steve might seem like a strange, isolated incident, but it’s indicative of a broader tension within the game and its community. It’s possible to get a pet to get attached to in Fallout 76,, but almost everything about the world, going down to the very code its built on, seems intent on trying to extinguish that relationship at a moment’s notice. The subreddit is full of posts with people requesting an overhaul to the pet mechanic, or a little more attention for itso that more players can give it a try for themselves.

Based on his recent experience, Hertell warns players against trying until the feature is fixed, or at least the load times for campsites become more stable. “What good is taming a cat when it dies to the first radroach that decides to attack your camp,” he said. “[It] would be cool for Bethesda to actually make it work instead of leaving it in a sorry state that its in now but I feel like the only things that get patched are the ones that get a lot of public outcry and the pets aren’t that well known so I really don’t see them making any significant improvements to them in a while.”

Slowly but surely, pet taming might finally be starting to get the attention it deserves. There’s already a meta memorial service for Steve going on in the game’s subreddit, with some players calling on one another to celebrate the Deathclaw’s legacy in some way at their own camp.

“May the legend of Steve live on in campfire tales,” wrote one player.

Source: Kotaku.com

World Of Warcraft Classic Beta Players Are Reporting Bugs That Are Actually Just Features From The Past

Screenshot: Blizzard (WoW)

World Of Warcraft is an old game that has changed a lot since it was first launched back in 2004. Many players might have forgotten just how the game worked back then and as a result, players with access to the new classic version of the game are reporting old features as bugs.

World of Warcraft Classic is currently in beta, which means some players are getting a chance to experience a much older version of the MMO ahead of its release. WoW Classic is based on how WoW played in August 2006, back around update 1.12. Back then, things were different. Tauren hitboxes were much larger, sitting could cause certain combat effects to not trigger and completed quests were marked with dots and not question marks. Strange days.

These differences and classic features are causing some confusion among beta testers, who are submitting bug reports based on features that are working as intended. For example, creature spawn rates are much lower and slower in this version of the game. That’s not a bug, that’s just old World of Warcraft.

In response to these false bug reports, Blizzard has released a “not-a-bug list.” This list contains about dozen different things that aren’t broken or wrong, but working exactly how Blizzard wants them too. There is an actual bug list of real problems, but that is very different than the list below.

It seems Blizzard feels some players have incorrect memories of how WoW used to work and made this list to help gently remind players that World of Warcraft was a much different game back in the day.

One player said in a comment posted in response to the list, “Yeah people don’t realize the sheer enormity of game system evolution WoW has gone through since release. I’m not the biggest fan of BoA by any stretch, but I’ve played since closed beta vanilla, and I doubt I’ll be going back to classic. Leveling was painful. Experiencing these old systems once was enough.”

Source: Kotaku.com

New Patch Finally Fixes Assassin’s Creed III Remastered’s Creepy Teeth

The creepy pre-patch teeth.
Screenshot: Alterminal (Imgur)

On Thursday, Ubisoft released patch 1.03 for Assassin’s Creed III Remastered on Xbox One, PlayStation 4, and PC that primarily “adjusted lighting in cutscenes to improve how character faces, skin and hair look throughout the game.” Like a lot of patch notes, it’s a dry description of an extremely welcome change. Namely: thank god, the creepy teeth are gone.

With this new patch, characters in cutscenes look a little less like they’re completely bathed in fluorescent light, and a little more like they’re in the dim lighting from the original game, as these comparison screenshots show. Less light means less visible teeth, which means less nightmares.

The nicer, post-patch teeth.
Screenshot: Alterminal (Imgur)

The patch is an unceremonious resolution to one of the very first bugs players encountered in Assassin’s Creed III Remastered. Players started complaining about this on forums and the franchise’s subreddit almost immediately, when the game launched in March. When the first post-launch update, 1.02, didn’t address any of these concerns players began to wonder what Ubisoft’s support plans were, and grew frustrated by the lack of communication.

Given that Assassin’s Creed games have a rocky (and sometimes overblown) history with buggy releases, this is a sore spot in what’s an otherwise excellent opportunity for revisiting one of the most controversial games in the series.

Source: Kotaku.com

Star Wars: Battlefront II’s New Mode Is Fun, When It Works

Yesterday, Star Wars: Battlefront II finally received its long-awaited new game mode, Capital Supremacy. It offers a large-scale battle set in the Clone Wars era modeled after the original 2005 Battlefront II’s Conquest mode. While it can be exciting to play, it’s currently held back by matchmaking issues and the fact that there’s only one map.

Since the update went live, players have been reporting matchmaking problems on the game’s subreddit as well as the game’s forums. While the types of issues vary, one of the more common ones involves loading into a server that’s already full and being unable to spawn into the game. The only way to fix it is to back out of the match and try again. Other players have reported getting disconnected during the middle of matches and being booted back to the main menu.

In my own time trying to play the mode on Xbox One, I’ve had success about half of the time. The other half I’ve either encountered the no-respawn problem or been disconnected from the game as soon as a match begins. Once I’m booted back onto the main menu, I get the 209 error code, which supposedly means that my internet connection was interrupted, except that my computer is currently wired directlyinto my router. I tried some other online games in between matchmaking attempts in the new mode and didn’t have any problems with the game’s other modes.

On Reddit yesterday, EA community engagement specialist Jay Ingram said the development team was looking into the issue and, in the short term, he recommended players back out of the lobby they’re in and start matchmaking over again if they’re having problems. When asked for comment, a spokesperson for EA pointed Kotaku to a forum post in which the game’s community manager Ben Walke said the issue appears to mostly be affecting players who join mid-match. “Right now we believe this is a less than common occurrence,” he wrote.

When I was actually able to get into a match, Capital Supremacy was fun to mess around in. Currently the only map is Geonosis, which is mostly made up of orange rocks. The mode features teams of 20 vs. 20 with an additional 12 units on both sides that are controlled by AI. The result is a flurry of laser blasts going every which direction as both teams fight to take control of up to five different control points. Capturing one of these points will grant a team reinforcements, and once one side gets 50 of these reinforcement fighters, they’ll enter a transport loading phase in order to board the enemy capital ship. Once there, the objectives are to break through a series of blast doors and then plant explosives to blow up the ship. However, if the enemy team is able to successfully fend of the attack, the battle then returns to the planet’s surface.

This creates a tug-of-war where one side can lose progress if they run out of steam, making it important to deploy heroes judiciously. Capital Supremacy, at least on the initial map, ultimately seems to be about replicating the stakes and dramatic light shows of the Clone Wars at their peak. Breaching the blast door to the cooling vent room on a Separatist Dreadnought evokes all the grandeur of the movies, and in some cases feels even more exciting. Watching General Grievous torch both Obi-Wan and Anakin on Geonosis’ surface is way better than their actual meeting in the Star Wars prequels.

While the mode is fun, it’s been a long wait for it to only be accessible on a single map. Capital Supremacy was originally teased at E3 2018, with EA sharing a roadmap in October that showed the new mode wouldn’t arrive in the game until February 2019. In mid February, Ingram announced the mode wasn’t ready yet and would instead get added in March.

Given the long build-up, it’s hard not to feel a little underwhelmed by Capital Supremacy. In addition to its current matchmaking issues, the mode also has lots of graphical issues on Xbox One, with major textures popping in at different times, even during cutscene transitions. Also, there aren’t a whole lot of options for how to take out objectives. Unlike in the original Battlefront II’s Assault mode, in which players had the option of winning through taking out enemies in dogfights in space or landing on enemy capital ships and planting bombs, Capital Supremacy is purely about pushing to take objectives. It never seemed likely that 2017’s Battlefront II would get a hybrid mode like the old Assault mode, but the lack of options for taking down enemy capital ships has the potential for it to get old quick.

Already, though, EA has put out a hotfix to try and improve the mode. The most notable tweaks that went live today include making the transport boarding period shorter and increasing the hero limit from two to four. This is a godsend for anyone who, like me, has spent several minutes on the respawn screen waiting to snag Anakin. Now, EA just needs to fix the matchmaking issues and, hopefully, add more maps. 

Source: Kotaku.com

Anthem Glitches Can Make Your Javelin Even Cooler

Screenshot: BioWare (Anthem)

While its day-one patch fixed a number of issues, BioWare’s sci-fi epic Anthem still has bugs. Not all of them are bad though, and players have recently discovered a few glitches that make the game’s Javelin exo suits even cooler than before.

There are four types of Javelins in Anthem, each with unique abilities: Ranger, Colossus, Storm, and Interceptor. Over the course of the game players unlock them all and can create custom builds to switch between while back at their home base of Fort Tarsis. However, the game doesn’t always do a clean job of swapping one Javelin out for another. As a result, some players have found ways to actually load one Javelin inside another and then use that hybrid creation out on the battlefield.

A short clip shared on Reddit by a user called Feefski shows one example of the Colossus with the agile Interceptor’s charge attack equipped allowing the otherwise slow, hulking Javelin to dash across the map and melee strike a boss in the blink of an eye.

Other commenters in the thread said they were able to recreate the glitch on PC if their copy of the game was installed on an HDD. There are multiple videos on YouTube of the glitch as well.

In a comment now deleted by the mods because it was interpreted as encouraging cheating, one poster said the key to enabling the glitch was spamming the escape button right after selecting a new Javelin in the forge. I wasn’t able to get it to work, possibly because my game is installed on an SSD.

Other commenters did report success, however, including one who claimed to have been able to combine more than two Javelins. “You can also trigger the glitch multiple times, so you could equip both colossus and storm and ranger abilities/weapons on an Interceptor,” wrote a user who goes by Callyste. “It’s wicked.”

A different but equally cool Javelin glitch was recently shared in a separate thread by a user called . Miniscream. Normally, Javelins can’t use their guns or abilities while flying through the air. Once again using the Colossus Javelin, Miniscream discovered that if they triggered its lightning coil attack before taking off into the air, they were able to still use their flamethrower even once they were in full-on flight mode.

These bugs might end up getting patched out in a future update but for now they’ve pushed players’ imaginations regarding cool new hybrid Javelin-builds BioWare could officially add to the game in the future.

Source: Kotaku.com