Invincible enemies

11

Rebel guard - foot soldiers and regular basic infantry become completely invincible straight from the mission start. It happens in an Ordo mission with the following settings:

There is no way to kill them. I can keep shooting one of them for 5 minutes straight, while my constructs are beating him as hard as they can - not a single digit drops off his HP.


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Invincible enemies
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13 days ago
-1
Oh, ok. And I am of course getting a Thumbs down for commenting as well.
15 days ago
Lankester
We will re-check this issue, thanks for providing a screenshot, it helps a lot! 
20 days ago
-1
Oohhh, Oki. INVINCIBLE, not INVISIBLE.
20 days ago
-1
This is strange you encounter this issue now. Last time i experienced (as I remember) invisible enemies, was a yr ago or more. Actually I think it was just before the 2.0 Update.

And it was usually on the Arctic Levels, it happened.

21 days ago
Posted by Lankester 99 days ago

"Fixed an issue where conflicting Tarot and/or Warzone hazards could apply on the same mission"


Thank you, at last I can purge... ehm, I mean investigate the heretics with the attention they deserve!

Well, it seems the problem is back. I don't know if the fix reverted back to the previous state with the latest update or something else happened. In any case, the problem with invincible mobs is back:



Just like last time: armoured enemies hazard x3 - affected enemies (especially melee in this case) are unkillable. Dragged them from their path all the way to the starting location while channeling my heavy flamer,, with zero effect on their health.

99 days ago
+1

"Fixed an issue where conflicting Tarot and/or Warzone hazards could apply on the same mission"


Thank you, at last I can purge... ehm, I mean investigate the heretics with the attention they deserve!

143 days ago
Marcopolocs
If there is some kind of stacking going on, then the third 'armoured' hazard in the list would explain why the non-infantry enemies were not affected and could be killed (it did take quite some time to take them down, though).


Since the third 'armoured' hazard in this mission only affected normal enemies (the other mobs I tried fighting were either horde or champions - Ogryn), it could be that this third stack of damage mitigation applied only to regular units is what made them effectively invincible.

143 days ago
Lankester

I'm not sure whether these hazards can 'stack' but if yes then it is unfair. 2 of the same type should not be applied onto one mission in the first place. This is something we will need to handle.

This comment was edited 143 days ago by Marcopolocs
143 days ago
armoured+armoured= heavy armoured+armoured= invincible; would be nice if they could implent a likiter that prevents armor-hazards, if there is alreday heavy armoured rolled or 2 hazards with armoured are active. I play my tactical marine with heavy flamer whitch has no armor braking skill.
143 days ago
Marcopolocs

I always run intel missions with tarot modifiers and often have the 'enemies are armoured' hazard on, but this was the first time I encountered this problem. What makes it even more perplexing is the fact that other enemies went down normally (a few Ogryn and one swarm of servitors or whatever the horde is called) - the issue affected only rebel infantry units. This affected both my character and my constructs - none of us were dealing any damage to them whatsoever.


It could perhaps be due to several 'enemies are armoured' conditions active simultaneously? Or maybe the addition of the Adamantium seal (I only started using it very recently) in combination with tarot cards?


I don't know, I'm just speculating, since as mentioned I have the armoured / heavily armoured hazard on fairly often and this problem never happened to me before.


Compared to my usual tarot setup, what I had changed in this case was:

  • It wasn't an intel mission, it was an Ordo mission
  • The Resilience card was fairly new in my setup, I usually use Perseverance instead
  • The Adamantium seal was also new in this case
144 days ago
This originates from the hazard: 'All enemies are armoured'. This specific hazard is on the desk of our designers they will see what they can do with it.

Until then a piece of advice: such enemies can be purged with skills having armour breaking or armour piercing tags.