Hi, i sent in the save file! What i've noticed is: - It can happen while on "fire at will", but it's mostly a waste of ammo, as Oxyotl will just fire at the nearest (usually low-impact) unit. - It is related to movement. Moving Oxyotl in a direction away from the target and then giving the attack order will trigger this bug about 80-90%. Also, i never thought about using Daemonbane ammo on him. That's a really good idea. Although i wonder why this is working for him but the DoT banner is not. Btw, Oxyotl shoots 3 projectiles with only 1 ammo. That's why it seemed to work "a little bit" in between the huge volleys.
AFAIK there is a bug/issue with the DOT one that if you have poison attacks from another source like a trait, it overwrites the banner effect and it won't apply.
Is it Rambo, or is this from Reb Brown movie that the Spoony one reviewed? "Warning: What follows is the manliest thing ever shot on film. Your testicles may drop off in shame at the knowledge that you will never, in your entire life, do something half this manly."
for the bug to work properly you need to give a move order to the contrary direction of the target, then hit attack on the trget and in the moment oxyotl turns to shot it happens almost 100% of the times , with gyrobomberrs too
It's not just Oxyotl : every missile units of the _"shoot whilst firing ; direct projectile ; projectile : small, salvo"_ combined categories seems afflicted by it (like the Gyrobomber.) And the main trigger seems related to movement : the units delivers a barrage of fire after having moved a certain amount of time (you could make it run circle for like four seconds and it should counts.) I abused the shit outta it with the Gyrobombers against any and all single entity units i came accross and the _Death Note_ meme *"DELETE"* came to mind. That shit is so insane, it makes a mockery of the game.
he is. he is the oldest surviving member of temple city pahuax, spending thousands of years hunting khorne daemons. concocts poisons that actually can hurt the neverborn. also very cute.
It affects skaven master assassins, oxyotl, gyrobombers, thunderbarge thunderer volleys, and I think the flying lizardmen bombers as well (I forget the name, it’s the pterodactyl looking unit).
I ran into a Skaven Assassin Lord who did that to me too! I was playing with the Grimhammer mod so I thought that's just a change they made on him lol. Funny as hell to see a volley of green arrows coming out of nowhere though.
This bug had actually been in multiplayer since the last 2 weeks. Multi community noticed it and had gyrobombers and oxy banned in competitive. Still wondering why its still in the game lol, they've been a menace to single entities, specially lord sniping. Human boy yes-yes made a video on it too.
When I saw human boy yes yes's testing of it, my hypothesis was that the reload delay was not properly triggered by "can fire now" for units that are fire whilst moving, when they turn and are able to shoot. The animation isn't even actually necessary, but it's specifically when such units *turn* that it triggers.
I saw a youtuber showcased this bug 2 weeks ago using gyrocopters. The trick to using this consistently is that the unit should be facing opposite side of where you want to shoot when you give the attack order. Hence why fire at will or giving attack order when facing the enemy didn't work in the video. The youtuber's name is Human boy YesYes and video name is "This Dwarf Trick Breaks the Game!" if you want to check it out!
I found out about this the hard way in a Tzeentch campaign. Was fighting Oxyotl's army, Kairos was doing his thing as usual flying above them and being a menace, then I look away to micro some units and in that amount of time Kairos' full health and barrier just disappears and he dies before I can even see what happened to him
The oxy nuke has been there for a while. I used it in my skinks only oxy campaign when they added the new ranger items, infinite ammo oxy can solo armies pretty easily. It doesnt work if there are any reinforcing armies. It only seems to happen when he was moving quickly beforehand
Looking at the units affected by this (Oxy, Gyrobomber, Skaven assassin) I wonder if it’s related to the fact that all of these are units that fire more than a single projectile per volley in rapid succession. I struggle to see any other relation between the 3 of them. If true, that would in theory mean it could apply to stuff like Helstorm rocket batteries as well. Might have to do some experimenting.
Hey Legend I left the comment in another video but you can reproduce it easier by spinning Oxyotl around and them when his arrow indicator is on the target as he spins he'll do the machine gun.
It's just Oxyotl, Gyrobombers and the skaven master assassin lord. Also the most reliable way to trigger the bug is to turn the unit around and run away from your target, then turn and shoot. I assume the bug was caused by gyrobombers losing fire while moving.
Certain ranged units have this call of duty bug I call it where if there facing away from the target when told to attack they 360 no scope them unleashing multiple shots like a semi automatic rifle.
This must have been happening to me last night and i didnt notice. Gyrobombers going out of ammo really fast and im sitting there like "damn i thought these things had 30 ammo!"
It's when the unit turns to take the shot. They spam Q 7:38 up shots quickly, it will shoot exactly enough to overcome the HP of the target, most times. This hasn't been a bug forever, it's within the last 6 months or so. You can do it with organ guns, rockets, ark of sotek. It's tricky sometimes though. The target has to be in range before you issue the turn to fire command. Most of the time with big units they have to show down to fire, that cancels the bug
I had a similar thing with Ratlings Guns. I ran away from some Dwarfen Hammerers till my Plague priest could do his summon.. turned aroung and 6 volleys unloaded at once and deleted the hammerers.
What's interesting is this implies there is a "delay between shots" variable which is presumably set to zero. Therefore a mod could replicate this for a machine gun unit that doesnt just fire a 100 round burst (which is what most mods do).
There's also another bug for oxylotl's campaign where the Visions of the Old Ones daemon armies that raid you don't go away after the 10 turn limit. Since they can be literal doom stacks of half greater daemons and half soul grinders before turn 20, you will never get rid of them. They also pile up in the same place so after awhile you can have 3 different chaos doom stacks all in reinforcement range, making it unwinnable.
I saw a video on this a while back with the gyrobombers, it's based on movement and requires you to face away from your target and then give a fire command while the entity is facing the opposite direction. It basically supercharges their animations and they'll snap to face the target at the same time as shooting multiple times in a row.
I remember seeing this bug ages ago, the way to make it work is simple, you keep them off or on fire at will, it doesn't matter, but have them target the same unit by order, then back them off, make sure they're still in the circle of fire, and then retarget that same character you targeted. It will then repeat the fire command to the model causing a repeating ripple effect like it does with Oxy where they'll fire till the target is basically dead. The longer you hold off the fire on the entity you targeted originally, the longer he'll fire for.
Forget the Engineer knapsack Legend. There is another blue item that would be waaaaaayy more valuable with this bug. I present to you : Ranger's quiver. What does it do ? The answer : INFINITE AMMO ! What I wouldn't give to see oxyotl solo whole armies all by himself with this item... Or hell, it would be even better if this bug applied to Saytang, but unfortunately I don't think it does.
I love these new items. I have the +50% campaign range with 20% chance of teleporting into a " nearby " province. Bonkers when it works just as a boost. Even more fun when it Tzeenches you somewhere else.
While I have not enocuntered this, I just yesterday fought Be'lakor, and he had zero, I repeat ZERO cooldown on spells, nor did he have the activation timers on spells(as some spells do). He casted 7 Penumbral Pendulums in 7 seconds through my army... With devastating effects as you can imagine. Shit was ridiculous! Hilarious, but also very frustrating to face off against 😬
This is... just Be'lakor. He can combine skills, techs, and items, get to -100% cooldown(and like 4 winds of magic spells). It probably wasn;t zero activation timer it probably just seemed like it because as soon as one pendulum finished the next one was almost finished casting due to pendulum having an animation longer than its duration.
I was wondering what the hell was going on with my gyrobombers ammunition when I was playing earlier today; this explains so much. I have a clip of gyrobombers killing lords in one volley and I was amazed
Okay. To explain how to recreate this, there is a bug in the turning animation so that when told to target something the reload goes much higher for a second. Some units need only to turn 90 degrees while others need almost 180 degrees. I think the requirement is that the unit needs to have multiple projectiles per volley from each model and can turn around quickly.
why at 4:56 does oxyotl shoot 3 projectiles, but only use 1 ammo? I've noticed multiple times that he seems to shoot more then once but only use a single ammo per volley.
That is the ammo type. A poison(banner) or skill of his changes his ammo to dual shot. And he shoots this much cause every shot is 2 projectiles actually.
I might be wrong with Oxyotl, but some units fire multiple missiles per shot. If you mouse over the "missile strength" tooltip, it's shown as "projectiles per volley"
Just did this as Thorgrim with the gyrobomber. You can kill Skarsnik, his arachnid and then fly back to the engineer for restock. You can then do the Axe of grimnir quest in the same turn and just send them at the shamans. I have the axe of Grimnir on turn 4. I haven't even taken the worlds edge yet.
It seems to only work on units which shoot several shoots per voley by default. Oxyotl shoots 2 projectiles per volley by default. It also seems to happen more often when he stops moving.
I actually encountered this bug in one of my vampire counts campaign. Was flying my lord on zombie dragon over Oxytl's army, and all of a sudden half of her health was deleted. I had to bait him back to my zombie screen and make him fire at that instead for most of the battle to actually win. Almost took down one of my heroes and mortis engines too.
It appears to be related to turning; I've been able to reliably reproduce the bug by giving move orders away from the target, then an attack order as soon as the unit starts turning, causing it to turn back and unleash like a dozen shots at once. It seems like the bug affects anything with a direct volley fire attack; anything that launches a volley of small projectiles directly at a target, such as Oxy, Gyrobombers and Skaven Master Assassins, but not things that launch a volley of large indirect projectiles like Hellstorms nor things that launch multiple projectiles in a single volley like shotguns. I haven't the faintest idea what kind of spaghetti code could possibly be causing this, but it seems like somehow things that volley small projectiles can 'build up' multiple attacks while turning and then unleash them all at once.
I have to wonder if it's something to do with them generally trying to apply fixes to archers moving slightly, constantly, disrupting their firing so they wanted it so that when they move while close to the extreme range of their max range they more quickly fire. Probably with the intent that they're so many frames into the animation it just clips the rest and fires the ammo. I'd assume you're likely to see it most on entitites with very quick firing animations in general and usually moving/at the edge of their max range.
Since this is probably related to low entity count models that can skirmish, you should check Markus Wulfhart and his heroes, might be they are affected too (and that campaign might be busted af then)
Pretty sure that the bug requires you to force the unit to turn around when engaging, so order them to move away from the unit and then right click the unit you want to engage and the turn around animation does something with the reload. It doesn't fire a consistent amount though, so sometimes you will get piddly little volley and other times you will like 8-15 rounds of ammo
Basically any type of range unit which can fire multiple projectiles per shot and be able to fire while move can do this Those like archers or gunners that shoot only one per shot can not do this For example rotting promeathean hand cannon can do this Gunnary wight while mounted on a crab and have shotgun skill can do that Any type of shotgun troop that can also fire while move can do that
I assume that its animation issue, i was making a mod that add ranged unit and from my (limited) experience, 90% of ranged attack behaviour comes from animations. NOW in that regard both gyrocopter and this unit have similar type of animation, which is that they dont really have between attack transition animation, i assume that units that have attack animations per attack like archers wouldnt work, but units that have sort of idle animations once they start attacking would work.
LUL, It was my 1st time playing the dwarves and using gyrobombers I had no idea that was a bug! Helped me on my Legendary campaign with Malakai so I'm not complaining 🤣
i think it only works when you give it an order after it has reloaded. It didn't work when you ordered to shoot another unit right after killing a different unit
It’s easier to have gyrobombers do the bug. The unit has to face a different direction and then turn and fire at a target. It seems to be a bug tied to the changes that affected fire whilst moving in the last patch. One of the most useful bugs ever tbh. Carried my Thorgrim campaign in the beginning when Skarsnik attacked. Gyros chewed through both him and his arachnarock in like 20 seconds.
Obviously my luck, just finished an Oxyotl campaign before the bug, and now started a belakor one, and got a chaos wizard one-shoted by Oxy when I went to the south pole.
This is pure guesswork but this appears to be related to the animation of the unit. Whenever you had to turn to shoot the firing rate slowed down, as the animation that turns the unit plays first, but when moving towards the target you seemed far more likely to trigger the bug. Suspect that the firing animation is getting interrupted somehow and is getting caught in a loop, so I would expect units that have a quick firing animation to maybe be affected
Tho this could be an interesting feature. Maybe not for Oxyotl but for some artillery unit for a different race, giving it the ability to use more ammo at once and do let's say 20% more for each additional shot
3:42 God damn it's like some kind of scifi smart bullet being used with how they curve to hit each individual. Also the glitch is tied to turning before shooting.
Might only work with units that can fire while moving (at least based on the limited sample-size we have) since It works with gyros and Oxy, but not with the Oracles Troglodon
The bug only works if the entity is moving when the order to attack is given, or rather they take the shots effectively whilst 'moving'. So when you had Oxyotl stand still and then gave the order to shoot, he only shot one or two missiles, but when he was moving towards or away from the enemy and you then targeted the enemy to attack, he turned and shot 11 missiles in one go. It seems to only work with single entity units that aren't on a mount, I think the reason being that mounts often have to be still when they shoot. Gyrobombers I think have this bug as, although there are 4 of them, they're effectively single entity rather than block units and can fire whilst moving. The other Gyrocopters can't fire while moving anymore if you haven't research it and I wonder if that's where this bug came from. Great bug that I'm sure will get removed very quickly.
something on the vampirates is impacted by it judging by the speed at which my hero got deleted earlier.... But to be fair, this is just slightly more lore accurate for oxy.
have you tested empire handgunners? I guess they miht be bugged too. shot down my Chorf lords in let than a few shots... maybe they unloaded their guns at once too? Nuln Ironsides to be precise. i dont know. maybe their dmg is just unbalanced.
I noticed this on my outriders, though it was less effective. I think it happens on units that fire multiple shot per volley and the trigger has something to do with movement. If you can trigger this on ratling gunners it would be absurd.
Was the oracle shooting two shots at once when it came out or was it that both the Dino spitting + the Oracle using his stuff to shoot a fire missile made it do double the damage ? If it was that then they removed the Oracle shooting feature.
Oxyotl at 10% of his lore accurate power
they should just keep this in the game but only when he fights against chaos
@@Alex-hj5el A bug? X A bug turned to a feature V
went to the warp and back. honorary catachan lizard
@@ReinaSaurus catachans are honorary lizards
@@ReinaSaurus Chuck Norris is proud of his boys Oxyotl and Sly Marbo.
"It costs 400.000 gold to fire this blowpipe for 12 seconds."
"I am heavy blowpipe guy and this is my blowpipe" -smallest, sneakiest skink in lizardman history.
How many Charlemagnes is that?
@@Tomezilla514not enough 😅
“Perhaps. Perhaps. I have yet to meet the demon who outsmarts blowdart!”
a man of actual culture. long live tf2!
It reminds me the video with beastmen towers firing rock like Ak-47
What's the video's name?
@@marlikbudvergard Hilarious beastmen glitch. It was my savefile. It was so funny
@@PetiteOlivee that glitch was awesome lmfao
is this true?
@@TheManofthecross what
Deamons: Hey! No full auto in buildings!
Oxyotl: That's not full auto. This is *obliterates half of the army*
Deamons: Damn, bro *dies*
Underrated airsoft reference.
That video was amazing 😂
Hi, i sent in the save file! What i've noticed is:
- It can happen while on "fire at will", but it's mostly a waste of ammo, as Oxyotl will just fire at the nearest (usually low-impact) unit.
- It is related to movement. Moving Oxyotl in a direction away from the target and then giving the attack order will trigger this bug about 80-90%.
Also, i never thought about using Daemonbane ammo on him. That's a really good idea. Although i wonder why this is working for him but the DoT banner is not.
Btw, Oxyotl shoots 3 projectiles with only 1 ammo. That's why it seemed to work "a little bit" in between the huge volleys.
AFAIK there is a bug/issue with the DOT one that if you have poison attacks from another source like a trait, it overwrites the banner effect and it won't apply.
if that's what you're referring to.
@@plutonicquasar9069 Yeah, thanks for clarifying.
Seems to be any unit that can fire multiple shots in a salvo. So, wont work for a cannon or something.
If it's tied to movements, could this bug happen with wood elf units?
Something that human boy yes yes found out is that it's tied to turning around, that's why some of your shots didn't trigger the glitch
This
So he does the fabled 360 no-scope full-clip snipes!
Hopefully the AI can't do this to us xD
@@arcadius2569they can
a skaven wrote this
That thumbnail got the biggest laugh and fastest click outta me in all the years I've been watching you. Thanks for the smile, I needed it.
The facial expression fits so perfectly XD
Is it Rambo, or is this from Reb Brown movie that the Spoony one reviewed?
"Warning: What follows is the manliest thing ever shot on film. Your testicles may drop off in shame at the knowledge that you will never, in your entire life, do something half this manly."
Hey man, hope you're doing well, or at least a little better, soon!
Ramboxyotl isn't real; he can't hurt you. Ramboxyotl:
for the bug to work properly you need to give a move order to the contrary direction of the target, then hit attack on the trget and in the moment oxyotl turns to shot it happens almost 100% of the times , with gyrobomberrs too
Thats totally right, thats what I've found too
Wait, you actually have to 360noscope to make it work?
@@Erkille7 yeah kind of, but you don't have to turn
@@paulhafner1523 they do turn, they just do the 360 so fast that all their projectiles fall out onto the enemy
It's not just Oxyotl : every missile units of the _"shoot whilst firing ; direct projectile ; projectile : small, salvo"_ combined categories seems afflicted by it (like the Gyrobomber.) And the main trigger seems related to movement : the units delivers a barrage of fire after having moved a certain amount of time (you could make it run circle for like four seconds and it should counts.)
I abused the shit outta it with the Gyrobombers against any and all single entity units i came accross and the _Death Note_ meme *"DELETE"* came to mind. That shit is so insane, it makes a mockery of the game.
Time to play an Oxy or Snikit campaign!
This is actually a feature, if Oxyotl is a Doomslayer, then this is how he should function. xD
Lore accurate. Rip and tear until it is done.
So what you're saying is, is that he needs to be given a chainsword in order to replenish his ammo when he runs out?
@@smokinggnu6584 that sounds like an awesome mod.
he is. he is the oldest surviving member of temple city pahuax, spending thousands of years hunting khorne daemons. concocts poisons that actually can hurt the neverborn. also very cute.
@@smokinggnu6584 BLOOD FOR THE GREAT PLAN!
I think skaven master assassins are also affected by the bug. During my Malakai campaign, Felix got almost oneshot by one.
same experience
Can confirm, my Assassin's have Skrye tech.
like fighting sniktch on release when one of his attacks just did 1k damage to everyone around him
It affects skaven master assassins, oxyotl, gyrobombers, thunderbarge thunderer volleys, and I think the flying lizardmen bombers as well (I forget the name, it’s the pterodactyl looking unit).
I saw it done where the unit is in range, stationary but facing away from a unit and they turn around an unleash hell...
360 no scope
i wonder if theyre queueing up a bunch of shots while theyre pivoting, causing them to fire like this
@@na8291 you've gotta be very close since this started happening after the affected units got the fire while moving trait removed.
@@na8291 I wonder what would happen with a unit with slow turn rate? What kind of hell would be unleashed?
The SKAVEN ASSASIN LORD DONE IT TO ME, he bombarded my Lizardman
I ran into a Skaven Assassin Lord who did that to me too! I was playing with the Grimhammer mod so I thought that's just a change they made on him lol. Funny as hell to see a volley of green arrows coming out of nowhere though.
@@basherxz i know your pain broader
I am Heavy Skinks Guy, and this...this is my weapon...
it fires $200 custom-tooled blowdarts at a rate of 10,000 darts a minute.
@@pnutz_2 it costs $400 000 to fire this weapon for 12 seconds
This bug had actually been in multiplayer since the last 2 weeks. Multi community noticed it and had gyrobombers and oxy banned in competitive.
Still wondering why its still in the game lol, they've been a menace to single entities, specially lord sniping. Human boy yes-yes made a video on it too.
All the better that people make videos about it to draw attention then
untill the bug is fix'ed?
What's the name of the video by human boy yes-yes?
Hehe, tiny lizardman goes brrrrrrr
He refused the atuo weapons ban and embraced the 2nd amendment XD
When I saw human boy yes yes's testing of it, my hypothesis was that the reload delay was not properly triggered by "can fire now" for units that are fire whilst moving, when they turn and are able to shoot. The animation isn't even actually necessary, but it's specifically when such units *turn* that it triggers.
I saw a youtuber showcased this bug 2 weeks ago using gyrocopters. The trick to using this consistently is that the unit should be facing opposite side of where you want to shoot when you give the attack order. Hence why fire at will or giving attack order when facing the enemy didn't work in the video. The youtuber's name is Human boy YesYes and video name is "This Dwarf Trick Breaks the Game!" if you want to check it out!
I found out about this the hard way in a Tzeentch campaign. Was fighting Oxyotl's army, Kairos was doing his thing as usual flying above them and being a menace, then I look away to micro some units and in that amount of time Kairos' full health and barrier just disappears and he dies before I can even see what happened to him
Like Kairos, you could see the past and future, but you could not make sense of the present.
The oxy nuke has been there for a while. I used it in my skinks only oxy campaign when they added the new ranger items, infinite ammo oxy can solo armies pretty easily. It doesnt work if there are any reinforcing armies. It only seems to happen when he was moving quickly beforehand
😂 This reminds me the tower from the beastmen.. that machine gun tower, lol... Great video
Looking at the units affected by this (Oxy, Gyrobomber, Skaven assassin) I wonder if it’s related to the fact that all of these are units that fire more than a single projectile per volley in rapid succession. I struggle to see any other relation between the 3 of them. If true, that would in theory mean it could apply to stuff like Helstorm rocket batteries as well. Might have to do some experimenting.
I thought that too, but I couldn't get the empire engineer to do it.
How about Ithilmar chariots..? They have reaver bows too, firing multiple arrows or shot
every helstorm a sunmaker
Multi-projectile + Fire Whilst Moving may be a factor. But the elf chariots with Reaver Bows seem to fulfill both criteria!
I didn't know about this until now, but now that you are showing this I saw a Kislev Little Grom dump it's ammo when I was playing yesterday
Hey Legend I left the comment in another video but you can reproduce it easier by spinning Oxyotl around and them when his arrow indicator is on the target as he spins he'll do the machine gun.
It's just Oxyotl, Gyrobombers and the skaven master assassin lord.
Also the most reliable way to trigger the bug is to turn the unit around and run away from your target, then turn and shoot.
I assume the bug was caused by gyrobombers losing fire while moving.
The other one is a flying lizard unit that has ranged. I forget what it is called
@animartin4000 the skink chief? I'll have to try that one.
Ohhh, this explains why my gyrobombers were just obliterating units left and right in my Thorgrim campaign, I thought they just got uber buffed lol
Certain ranged units have this call of duty bug I call it where if there facing away from the target when told to attack they 360 no scope them unleashing multiple shots like a semi automatic rifle.
This must have been happening to me last night and i didnt notice. Gyrobombers going out of ammo really fast and im sitting there like "damn i thought these things had 30 ammo!"
@@animartin4000 Looks more like automatic rifle to me. A regular handgun is semi-automatic.
Yeah I was a bit confused too when I just started a campaign
It's when the unit turns to take the shot. They spam Q 7:38 up shots quickly, it will shoot exactly enough to overcome the HP of the target, most times. This hasn't been a bug forever, it's within the last 6 months or so. You can do it with organ guns, rockets, ark of sotek. It's tricky sometimes though. The target has to be in range before you issue the turn to fire command. Most of the time with big units they have to show down to fire, that cancels the bug
In the case of arty, only one entity will do it if you get it to work
Okay that is actually really funny xD
I wish this is how the dino gunboats worked. The machine gun dinos are really low impact for what they are.
I had a similar thing with Ratlings Guns. I ran away from some Dwarfen Hammerers till my Plague priest could do his summon.. turned aroung and 6 volleys unloaded at once and deleted the hammerers.
What's interesting is this implies there is a "delay between shots" variable which is presumably set to zero. Therefore a mod could replicate this for a machine gun unit that doesnt just fire a 100 round burst (which is what most mods do).
There's also another bug for oxylotl's campaign where the Visions of the Old Ones daemon armies that raid you don't go away after the 10 turn limit. Since they can be literal doom stacks of half greater daemons and half soul grinders before turn 20, you will never get rid of them. They also pile up in the same place so after awhile you can have 3 different chaos doom stacks all in reinforcement range, making it unwinnable.
Full-auto blowpipe seems legit. I dont see a problem here.
Murphy's Law: anything broken demonstrated for an [audience] will work perfectly
I saw a video on this a while back with the gyrobombers, it's based on movement and requires you to face away from your target and then give a fire command while the entity is facing the opposite direction. It basically supercharges their animations and they'll snap to face the target at the same time as shooting multiple times in a row.
I remember seeing this bug ages ago, the way to make it work is simple, you keep them off or on fire at will, it doesn't matter, but have them target the same unit by order, then back them off, make sure they're still in the circle of fire, and then retarget that same character you targeted. It will then repeat the fire command to the model causing a repeating ripple effect like it does with Oxy where they'll fire till the target is basically dead. The longer you hold off the fire on the entity you targeted originally, the longer he'll fire for.
Tarriffs meme of Oxyotl just opening his mouth to reveal a machine gunsl has finally come true.
Forget the Engineer knapsack Legend. There is another blue item that would be waaaaaayy more valuable with this bug.
I present to you : Ranger's quiver.
What does it do ?
The answer : INFINITE AMMO !
What I wouldn't give to see oxyotl solo whole armies all by himself with this item...
Or hell, it would be even better if this bug applied to Saytang, but unfortunately I don't think it does.
Is this a new item?
&& how do you obtain said item
@@yournan6796 Like with all items, mainly luck of the draw. It's an enchanted item at blue rank.
I love these new items.
I have the +50% campaign range with 20% chance of teleporting into a " nearby " province. Bonkers when it works just as a boost. Even more fun when it Tzeenches you somewhere else.
While I have not enocuntered this, I just yesterday fought Be'lakor, and he had zero, I repeat ZERO cooldown on spells, nor did he have the activation timers on spells(as some spells do). He casted 7 Penumbral Pendulums in 7 seconds through my army... With devastating effects as you can imagine. Shit was ridiculous!
Hilarious, but also very frustrating to face off against 😬
This is... just Be'lakor. He can combine skills, techs, and items, get to -100% cooldown(and like 4 winds of magic spells). It probably wasn;t zero activation timer it probably just seemed like it because as soon as one pendulum finished the next one was almost finished casting due to pendulum having an animation longer than its duration.
Oxyotl lungs goes BRRRRRRUUUUUUUUUUUUPPPPPPPPPPP!!
Thanks Legend
I was wondering what the hell was going on with my gyrobombers ammunition when I was playing earlier today; this explains so much. I have a clip of gyrobombers killing lords in one volley and I was amazed
Okay. To explain how to recreate this, there is a bug in the turning animation so that when told to target something the reload goes much higher for a second. Some units need only to turn 90 degrees while others need almost 180 degrees. I think the requirement is that the unit needs to have multiple projectiles per volley from each model and can turn around quickly.
Man, that Oxyotl sure has a pair of lungs on him.
why at 4:56 does oxyotl shoot 3 projectiles, but only use 1 ammo? I've noticed multiple times that he seems to shoot more then once but only use a single ammo per volley.
That is the ammo type. A poison(banner) or skill of his changes his ammo to dual shot. And he shoots this much cause every shot is 2 projectiles actually.
if you look at his detailed missile dmg, it will say projectiles: 3
I might be wrong with Oxyotl, but some units fire multiple missiles per shot. If you mouse over the "missile strength" tooltip, it's shown as "projectiles per volley"
That blow dart came with a switch😂
It’s basically a spiffing brit stuff right here. Perfectly fair and balanced. As intended.
Just did this as Thorgrim with the gyrobomber. You can kill Skarsnik, his arachnid and then fly back to the engineer for restock. You can then do the Axe of grimnir quest in the same turn and just send them at the shamans. I have the axe of Grimnir on turn 4. I haven't even taken the worlds edge yet.
Ramboxyotl. An instant classic on the battlefield
Oxyotl bought himself a ratling gun on the way
"This is what they need to mimic even a fraction of our power!"
It seems to only work on units which shoot several shoots per voley by default. Oxyotl shoots 2 projectiles per volley by default.
It also seems to happen more often when he stops moving.
I actually encountered this bug in one of my vampire counts campaign. Was flying my lord on zombie dragon over Oxytl's army, and all of a sudden half of her health was deleted. I had to bait him back to my zombie screen and make him fire at that instead for most of the battle to actually win. Almost took down one of my heroes and mortis engines too.
This is why i watch legend videos. because the cheese is just so glorious.
It appears to be related to turning; I've been able to reliably reproduce the bug by giving move orders away from the target, then an attack order as soon as the unit starts turning, causing it to turn back and unleash like a dozen shots at once.
It seems like the bug affects anything with a direct volley fire attack; anything that launches a volley of small projectiles directly at a target, such as Oxy, Gyrobombers and Skaven Master Assassins, but not things that launch a volley of large indirect projectiles like Hellstorms nor things that launch multiple projectiles in a single volley like shotguns.
I haven't the faintest idea what kind of spaghetti code could possibly be causing this, but it seems like somehow things that volley small projectiles can 'build up' multiple attacks while turning and then unleash them all at once.
I just tried it out, and it is glorioussss
I have to wonder if it's something to do with them generally trying to apply fixes to archers moving slightly, constantly, disrupting their firing so they wanted it so that when they move while close to the extreme range of their max range they more quickly fire. Probably with the intent that they're so many frames into the animation it just clips the rest and fires the ammo.
I'd assume you're likely to see it most on entitites with very quick firing animations in general and usually moving/at the edge of their max range.
I love this. Broken Oxyotl 🤣 Skink go brrrrr
2:27 Is this what was happening with Malakai's grapeshot when it first appeared, or is that something else altogether?
Since this is probably related to low entity count models that can skirmish, you should check Markus Wulfhart and his heroes, might be they are affected too (and that campaign might be busted af then)
@dusty0559 doesn't work with him bro. Doesn't work with bow and arrow units from what I've found so far!
Legend of Beta Tester
Pretty sure that the bug requires you to force the unit to turn around when engaging, so order them to move away from the unit and then right click the unit you want to engage and the turn around animation does something with the reload. It doesn't fire a consistent amount though, so sometimes you will get piddly little volley and other times you will like 8-15 rounds of ammo
That's what's been happening to my bombers! :O
Oxy can truly terrorize chaos with their current starting location. I rememmber how tough it was with that naggaront starting position
Basically any type of range unit which can fire multiple projectiles per shot and be able to fire while move can do this
Those like archers or gunners that shoot only one per shot can not do this
For example rotting promeathean hand cannon can do this
Gunnary wight while mounted on a crab and have shotgun skill can do that
Any type of shotgun troop that can also fire while move can do that
I assume that its animation issue, i was making a mod that add ranged unit and from my (limited) experience, 90% of ranged attack behaviour comes from animations. NOW in that regard both gyrocopter and this unit have similar type of animation, which is that they dont really have between attack transition animation, i assume that units that have attack animations per attack like archers wouldnt work, but units that have sort of idle animations once they start attacking would work.
LUL, It was my 1st time playing the dwarves and using gyrobombers I had no idea that was a bug! Helped me on my Legendary campaign with Malakai so I'm not complaining 🤣
i think it only works when you give it an order after it has reloaded. It didn't work when you ordered to shoot another unit right after killing a different unit
"Say Hola Skinks to my little friend!"
BRRRRT
I see Oxyotl has learned Gelt's unique Lore of Metal
It’s easier to have gyrobombers do the bug. The unit has to face a different direction and then turn and fire at a target. It seems to be a bug tied to the changes that affected fire whilst moving in the last patch.
One of the most useful bugs ever tbh. Carried my Thorgrim campaign in the beginning when Skarsnik attacked. Gyros chewed through both him and his arachnarock in like 20 seconds.
I think I saw this happening with engineers, but I assumed the unit had a machine gun and was supposed to burst fire when clicking to attack a target.
Oxyotl didn't escape from hell, they just threw him out
Obviously my luck, just finished an Oxyotl campaign before the bug, and now started a belakor one, and got a chaos wizard one-shoted by Oxy when I went to the south pole.
Believe or not, that thumbnail pretty lore accurate.
It might be an issue with low entity units that fire multiple rounds. Might affect the volley gun steam tank if it's the case.
Oxyotl has learned the concept of Dakka
"i have 57 more rounds in this 4 round blowpipe"
This is pure guesswork but this appears to be related to the animation of the unit. Whenever you had to turn to shoot the firing rate slowed down, as the animation that turns the unit plays first, but when moving towards the target you seemed far more likely to trigger the bug. Suspect that the firing animation is getting interrupted somehow and is getting caught in a loop, so I would expect units that have a quick firing animation to maybe be affected
Only its completely opposite. When you turn, you do a rapidfire shot.
Tho this could be an interesting feature. Maybe not for Oxyotl but for some artillery unit for a different race, giving it the ability to use more ammo at once and do let's say 20% more for each additional shot
3:42 God damn it's like some kind of scifi smart bullet being used with how they curve to hit each individual.
Also the glitch is tied to turning before shooting.
Might only work with units that can fire while moving (at least based on the limited sample-size we have) since It works with gyros and Oxy, but not with the Oracles Troglodon
@legendoftotalwar is this what happened with the thunderbarges where they shot many many spear of grungni or whatever at you inexplicably?
as others are commenting, a move order away from your target followed by the action would trigger it
My friend and I were playing a Teclis and Oxyotl campaign and found this neat little bug, he boosted his damage until he basically one shot Skarbrand.
This is what happens when Oxyotl stops following around the advisor and takes things into his hands
The bug only works if the entity is moving when the order to attack is given, or rather they take the shots effectively whilst 'moving'. So when you had Oxyotl stand still and then gave the order to shoot, he only shot one or two missiles, but when he was moving towards or away from the enemy and you then targeted the enemy to attack, he turned and shot 11 missiles in one go. It seems to only work with single entity units that aren't on a mount, I think the reason being that mounts often have to be still when they shoot. Gyrobombers I think have this bug as, although there are 4 of them, they're effectively single entity rather than block units and can fire whilst moving. The other Gyrocopters can't fire while moving anymore if you haven't research it and I wonder if that's where this bug came from. Great bug that I'm sure will get removed very quickly.
excellent demonstration of how ranged units fire into the ground . How many games has this been now ?
Damn I had the same happened a week ago during my Eschin campign with the Master Assassin lord, I actually thought its a new feature not a bug lol
something on the vampirates is impacted by it judging by the speed at which my hero got deleted earlier....
But to be fair, this is just slightly more lore accurate for oxy.
Alith Anar and the twilight sisters are having a crisis meeting with Vaul right now
I thought something funny was going on with gyrobombers but I didnt know what it was lol
total war: death ray edition available now
clearly ca is undergoing the todd howard school of game production.
it just works
The needler from Halo has been added to the game 😂.
I believe I just encountered it with war wagons, seems like any unit with a lot of ammo on it somehow scales up their reload and firing speeds.
have you tested empire handgunners? I guess they miht be bugged too. shot down my Chorf lords in let than a few shots... maybe they unloaded their guns at once too? Nuln Ironsides to be precise. i dont know. maybe their dmg is just unbalanced.
Skaven assassins. The multi-shot murdered multiple of my nobles. I just thought they were insanely strong
I noticed this on my outriders, though it was less effective. I think it happens on units that fire multiple shot per volley and the trigger has something to do with movement.
If you can trigger this on ratling gunners it would be absurd.
Ratling Guns in shambles.
I hope Markus Wulfheart is one, I’d love to see the animation of his bow going fully automatic
Oh so that's why oxy has been single handedly carrying me.
Was the oracle shooting two shots at once when it came out or was it that both the Dino spitting + the Oracle using his stuff to shoot a fire missile made it do double the damage ? If it was that then they removed the Oracle shooting feature.