A few bugs I can't see listed...

These are a few bugs I’ve found and spoken to people about elsewhere. These are just my personal findings with the issues and I can’t seem to find a consistency in most of the glitches/bugs. The majority may be connection/performance based, but I can’t be sure. I haven’t seen these bugs listed anywhere else on waypoint (I didn’t spend hours searching though) and as a whole I thought I’d bring my own input into them.

Bug: Teleporters randomly become invisible.
Game mode: Custom War Games
Bug consistency: Inconsistent
Issue: When playing Forged maps that have teleporters, the teleporters occasionally do not show up for some players in networked game lobbies. This is an issue that occurs in single player (Full Screen) mode, not just split screen mode. Sometimes only one out of the two nodes appears which gives me the impression the issue is performance related and it depends on how many objects are in the area surrounding the teleporter.
Item Used: Two-way Teleporter node.

Bug: Yaw shift
Game mode: Custom War Games / Forge Mode
Bug consistency: Inconsistent
Issue: When playing a Forged map, or entering Forge mode with another player most pieces adjust by 1 degree on the Yaw property of the item. This generates holes and uneven flooring which can be a pain to rectify as the bug can return inconsistently.
A known workaround is to never enter Forge as a network game, and save the map continuously as a new file before amending any pieces. If the pieces adjust in a custom game (when playing with other players) the pieces then appear to have shifted when the map is reloaded in Forge. These can be manually adjusted back to the snapped angles in the coordinates menu as long as the rotation lock is left OFF.
Item Used: Any Forge item. Commonly the shift will occur in Block; 4x4 Tall and Platform; 4x4 Corner.

Bug: One-Way Thruster break
Game mode: Custom War Games / War Games / Forge Mode
Bug consistency: Consistent
Issue: If a player with the Thruster Pack AA sprints and jumps at a One-Way or Team Assigned barrier, the player can thrust forward just as they make contact with the barrier and break through the barrier.
This is a similar, and more effective break than the old Mongoose/Wall glitch where a player animation can pass through an impassable wall during a third person animation.
Item Used: Any One-Way Barrier. Dominion barriers are harder to break.

Bug: Dynamic Lighting breaking point
Game mode: Custom War Games / Forge Mode
Bug consistency: Inconsistent
Issue: When ‘x’ amount of objects are placed in Forge mode, the dynamic lighting stops rendering the map.
Rather than this being measured by how many objects are on the map, or how much the object costs, I believe this is linked with how long it takes each of the items to render. I’ve heard many people say the bug kicks in at 4000, 6000, 8000, 9000 budget, which isn’t consistent. I’ve found that the maps often encounter the lighting glitch error when the Initial Loadout screen displays less than 6 seconds remaining on the countdown (It should start with 10). I’d imagine the dynamic lighting has a rendering time cap which prevents the map from loading the dynamic lighting so the first chunk of the game isn’t lost, if the time cap is exceeded. If this were to be increased by 5 seconds, I believe this would rectify the lighting issues on most maps that encounter the dynamic lighting glitch beyond the 6000 budget marker. This however means that when returning from a “Black screen” (Connection screen/Host migration) the players will be unable to play for the first ~upto 10 seconds~ of the game resuming and players with more efficient hardware (360 Elite > 360 standard) would have an advantage over ‘idle’ players.
Item Used: Any items. Struts appear to cause more issues with lighting than other pieces.

Bug: Ghost / Banshee turn speed
Game mode: Custom War Games / Forge Mode / War Games / Campaign
Bug consistency: Inconsistent
Issue: Both ghosts and banshees have an intermittent turn speed. Occasionally the vehicles can complete a 180 degree turn in a matter of milliseconds, however, at other times the vehicles can take almost 4 seconds to complete the same distance turn. The vehicular maneuvrability appears to have gone severely downhill since Reach/H3. With the now building up thrust, I think the maneuvreability and corner of the hover vehicles needs to return.

With that said, I have no tested this maneuvrability with my controller sensitivity. I don’t believe a vehicle should be controller sensitive though. As a standard; all vehicles should be locked to a set sensitivity determining their strength (we can’t be having a scorpian with a turret rotation speed of 4revs/s)
Item Used: Any hover vehicle.

This is an extension of the Yaw glitch.

If you are forging a map with a friend (or more people) and (he/she/someone else) has the connection host (not you), and then YOU save the map [upon completion/quick testing/whatever reason you have to save it]… reloading it in forge/custom games shows that most every piece has been shifted around. Most noticeable so far on Colosseum walls, placed horizontally (as a floor/ceiling). Your flat/smooth structures are now horribly aligned. Worst yet, checking in forge, everything is on the exact coordinate as where it should be, and moving them around then back in place does not fix it.

This does not help or fix the issue if magnets are used in lieu of coordinates, and the glitch overrides locked pieces as well.

The only repair I have seen is to save the map, reload in a locked lobby or local network, touch EVERY piece back to coordinate (pixel edit as needed). Then save again with a different file name.

Another bug/glitch found:

Bug: Never spawn
Game mode: Custom War Games / Forge Mode
Bug consistency: Consistent
Issue: Once the item has been used or destroyed (for example; use a fusion coil). The item will not respawn, ever. Regardless of starting a new round (when a never respawn item should respawn).
This could be a problem when it comes to round-based gametypes like One-Flag (Which I presume will be released alongside the playlist updates), as weapons that spawn with initial ordinance and never respawn will only be available for the first round out of the four rounds present.
Item Used: Any item that has it’s property changed to “NEVER” respawn.

That thruster glitch needs to go

All of them need to go really :expressionless:

Bug: Invisible Items
Game mode: Custom War Games / Forge Mode
Bug consistency: Inconsistent
Issue: You can merge an item into the floor, and pull it down where it sticks in the reset barrier. You can then drag the piece under the floor into the factory at the back of erosion and pull it out of the ground. From here, the piece is completely invisible but you cannot walk through it. It can also be selected and picked up and moved. If the item is pulled too far out of the floor, it becomes visible again.
Item Used: Any large items - Collesium Wall / Window.
Map: Erosion mainly, sometimes on impact.