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Post Seer Mines
Whichever ones Bad at Games uses in The Colosseum give a permanent spinning grem. Relogging and docking do nothing.

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Fri Aug 26, 2011 10:47 pm
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Post Re: Seer Mines
It stops...like 7minutes later.

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Fri Aug 26, 2011 10:50 pm
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Post Re: Seer Mines
I just shut down client and reopen and it goes away.

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Fri Aug 26, 2011 10:56 pm
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Post Re: Seer Mines
thats not a bug thats a feature


Sat Aug 27, 2011 12:44 am
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Post Re: Seer Mines
Does popping a tweak fix it? Sounds like the bug with Nate's mags.

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Sat Aug 27, 2011 2:21 am
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Post Re: Seer Mines
Seer fails so hard the administrative team decided they need a weapon which requires the opponent to close their client to give them an edge. :mrgreen:

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Sat Aug 27, 2011 3:23 am
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Post Re: Seer Mines
shawn_mccall wrote:
Seer fails so hard the administrative team decided they need a weapon which requires the opponent to close their client to give them an edge. :mrgreen:


You should see BaG in colo then.

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Sat Aug 27, 2011 8:55 am
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Post Re: Seer Mines
Depresser wrote:
thats not a bug thats a feature

This guy.

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anilv wrote:
Antilzah wrote:
But Scyron also said Bad at Games class is pretty good at group content.


We can code an exception for BaG. I'll let Jey know.


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Sat Aug 27, 2011 9:04 pm
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Post Re: Seer Mines
Quote:
<Jey> find me a way to reproduce it without the ai (so that we can eliminate the exact cause). like mcing 2 char and firing on myself with alby wep or whatnot


I think it's the same thing as Albatross' weapons, Jey said that.

More information?

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Mon Aug 29, 2011 3:36 pm
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Post Re: Seer Mines
It's not the weapon that's bugged, it's gremming that's bugged. The mine gives a specific grem time, and trust me, it's much less than a minute.

I get the same problem when PvBing, char (specifically SD) gets a perma spin and i have to relog.

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