Is Full Override bugged or what?

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sirburton
Posts: 169
Joined: Thu Feb 02, 2017 5:08 pm

Is Full Override bugged or what?

Post by sirburton »

This skill behaves quite weirdly. It says '1 usage per mission' but most times I can use it multiple times during the same mission.
I always use the first hacking option, never tried the mec-joins-rebels hack.
Differently, I was doing a mission today and tried a full override on a sectopod, it failed and later I could not use override anymore during that mission. So how does it work? Is it supposed to be used multiple times?
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Tuhalu
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Re: Is Full Override bugged or what?

Post by Tuhalu »

Haywire (full override is a variant of this) is a bit glitchy in general. Sometimes you'll be able to use it every round and other times its cooldown will correctly apply and you'll have to wait some turns.

In the case of Full Override, you should only get 1 successful Full Override use in a mission. If you succeed, your 1 charge is supposed to go away. If you fail, it's supposed to leave you with 1 charge and activate the cooldown on the ability (making your wait a few rounds before using it again).

It may be a vanilla issue that is causing Full Override to work incorrectly, but they did fix a whole bunch of other issues that were preventing the Master Enemy portion from correctly giving you a Resistance MEC after the mission. Maybe it's time for them to take a look at this issue again?
sirburton
Posts: 169
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Re: Is Full Override bugged or what?

Post by sirburton »

Tuhalu wrote:Haywire (full override is a variant of this) is a bit glitchy in general. Sometimes you'll be able to use it every round and other times its cooldown will correctly apply and you'll have to wait some turns.

In the case of Full Override, you should only get 1 successful Full Override use in a mission. If you succeed, your 1 charge is supposed to go away. If you fail, it's supposed to leave you with 1 charge and activate the cooldown on the ability (making your wait a few rounds before using it again).

It may be a vanilla issue that is causing Full Override to work incorrectly, but they did fix a whole bunch of other issues that were preventing the Master Enemy portion from correctly giving you a Resistance MEC after the mission. Maybe it's time for them to take a look at this issue again?
So haywire is the name of the perma-control during the mission right ? Does it have a cool down? It's not mentioned in the description, neither I've ever seen the T-x cooldown symbol on it.
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Tuhalu
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Re: Is Full Override bugged or what?

Post by Tuhalu »

Haywire Protocol (full name) is the basic Specialist ability that allows you to hack robots. You get it along with Hack at Squaddie.
tracktwo
Long War Dev
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Re: Is Full Override bugged or what?

Post by tracktwo »

There is a vanilla bug in the hacking skills where cooldowns (and I suppose charges) are not applied if you cancel out of the hacking animation with the escape key before it completes.
sirburton
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Re: Is Full Override bugged or what?

Post by sirburton »

tracktwo wrote:There is a vanilla bug in the hacking skills where cooldowns (and I suppose charges) are not applied if you cancel out of the hacking animation with the escape key before it completes.
oh, nice to know it! So for example, I attempt an hack, hack is successfull, I press Esc Esc Esc Esc Esc to speed up and close the 'hack succeeded" animation, this will cause the bug ?
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tracktwo
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Re: Is Full Override bugged or what?

Post by tracktwo »

Yep, exactly (and I do it too). I never noticed about the cooldown originally, but we had internal testers claiming that these skills never had cooldowns or always did, and it turned out to be related to who was mashing ESC and who wasn't. It's on my list to fix for 1.5.
sirburton
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Re: Is Full Override bugged or what?

Post by sirburton »

tracktwo wrote:Yep, exactly (and I do it too). I never noticed about the cooldown originally, but we had internal testers claiming that these skills never had cooldowns or always did, and it turned out to be related to who was mashing ESC and who wasn't. It's on my list to fix for 1.5.
I think that pressing Esc is not the only cause of this bug. I just did a mission, taken full control of a Mec for all the mission, the next turn the skill was unavailable. I didn't press esc, I just made one click when prompted 'press any key' after the hack success
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nmkaplan
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Re: Is Full Override bugged or what?

Post by nmkaplan »

sirburton wrote:
tracktwo wrote:Yep, exactly (and I do it too). I never noticed about the cooldown originally, but we had internal testers claiming that these skills never had cooldowns or always did, and it turned out to be related to who was mashing ESC and who wasn't. It's on my list to fix for 1.5.
I think that pressing Esc is not the only cause of this bug. I just did a mission, taken full control of a Mec for all the mission, the next turn the skill was unavailable. I didn't press esc, I just made one click when prompted 'press any key' after the hack success
Assuming there is no typo in your post, it sounds like it's working exactly as intented. You're not supposed to be able to use Full Override more than once per mission. If you hack via full override and you fail your hack, it goes on cooldown and you can try again later.

What mashing escape during the hack animation does is *negate* all the cooldown effects.
sirburton
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Re: Is Full Override bugged or what?

Post by sirburton »

nmkaplan wrote:
sirburton wrote:
tracktwo wrote:Yep, exactly (and I do it too). I never noticed about the cooldown originally, but we had internal testers claiming that these skills never had cooldowns or always did, and it turned out to be related to who was mashing ESC and who wasn't. It's on my list to fix for 1.5.
I think that pressing Esc is not the only cause of this bug. I just did a mission, taken full control of a Mec for all the mission, the next turn the skill was unavailable. I didn't press esc, I just made one click when prompted 'press any key' after the hack success
Assuming there is no typo in your post, it sounds like it's working exactly as intented. You're not supposed to be able to use Full Override more than once per mission. If you hack via full override and you fail your hack, it goes on cooldown and you can try again later.

What mashing escape during the hack animation does is *negate* all the cooldown effects.

Wait, I don't play it in english so maybe I still don't get it. Maybe I said full override but I meant haywire.
So for the last time:
full override: take a mec and it will join the rebels - 1 and only charge
haywire: take control of a mec permanently for THIS mission - multiple charges, BUT due to some bug, it won't be available after the first usage
Am I right?
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nmkaplan
Posts: 207
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Re: Is Full Override bugged or what?

Post by nmkaplan »

sirburton wrote:
nmkaplan wrote:
sirburton wrote: I think that pressing Esc is not the only cause of this bug. I just did a mission, taken full control of a Mec for all the mission, the next turn the skill was unavailable. I didn't press esc, I just made one click when prompted 'press any key' after the hack success
Assuming there is no typo in your post, it sounds like it's working exactly as intented. You're not supposed to be able to use Full Override more than once per mission. If you hack via full override and you fail your hack, it goes on cooldown and you can try again later.

What mashing escape during the hack animation does is *negate* all the cooldown effects.

Wait, I don't play it in english so maybe I still don't get it. Maybe I said full override but I meant haywire.
So for the last time:
full override: take a mec and it will join the rebels - 1 and only charge
haywire: take control of a mec permanently for THIS mission - multiple charges, BUT due to some bug, it won't be available after the first usage
Am I right?
Nope! "Full override" is a high level specialist perk. When you use it to hack a MEC, you get two options, like any other hack:

1. Take control of the MEC for the entire mission.

2. Take control of the MEC for the entire mission AND it will join the rebels.

The first option will have a higher chance at success than the second. If you succeed in *either* case, you should not be able to use the ability again. If you fail the hack in *either* case, it goes on cooldown, and you can try again later.

"Haywire Protocol" is a different perk that all specialists get at squaddie level. This allows you to either shut down (stun) a MEC for 1 turn OR take control of the MEC for a few turns. Either way, success or failure, the ability goes on a 4-turn cooldown after you use it.
sirburton
Posts: 169
Joined: Thu Feb 02, 2017 5:08 pm

Re: Is Full Override bugged or what?

Post by sirburton »

nmkaplan wrote:
sirburton wrote:
nmkaplan wrote:
Assuming there is no typo in your post, it sounds like it's working exactly as intented. You're not supposed to be able to use Full Override more than once per mission. If you hack via full override and you fail your hack, it goes on cooldown and you can try again later.

What mashing escape during the hack animation does is *negate* all the cooldown effects.

Wait, I don't play it in english so maybe I still don't get it. Maybe I said full override but I meant haywire.
So for the last time:
full override: take a mec and it will join the rebels - 1 and only charge
haywire: take control of a mec permanently for THIS mission - multiple charges, BUT due to some bug, it won't be available after the first usage
Am I right?
Nope! "Full override" is a high level specialist perk. When you use it to hack a MEC, you get two options, like any other hack:

1. Take control of the MEC for the entire mission.

2. Take control of the MEC for the entire mission AND it will join the rebels.

The first option will have a higher chance at success than the second. If you succeed in *either* case, you should not be able to use the ability again. If you fail the hack in *either* case, it goes on cooldown, and you can try again later.

"Haywire Protocol" is a different perk that all specialists get at squaddie level. This allows you to either shut down (stun) a MEC for 1 turn OR take control of the MEC for a few turns. Either way, success or failure, the ability goes on a 4-turn cooldown after you use it.
Ok now I get it. I must say that I like this skill when it IS bugged lel ! In many missions you come across pod with 4 mecs, and maybe you've already used your full override....that will be painful! It should be 2 charge per mission imo
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