@relic: new grenade bug
Posts: 896
Prior to the last patch (sep 9/10) it was possible to order throw a grenade on the move. The way to do it is to order your unit to move past the target unit and as soon as that unit is in grenade range order a grenade to be thrown at it. Your unit will not stop and only 1 solider would trail behind the rest of the squad to throw the grenade and then continue on.
Now grenades on the move are not possible and ordering a grenade is like ordering your unit to stop. Note the video is recorded in game and you can see clearly where I ordered my unit to move and how it stops the second I order it to throw the grenade, even though the target is within grenade range.
PS. thanks to Dizilluzion for his help in testing this.
Posts: 1157 | Subs: 2
There is a new bug where if a grenade is ordered to be thrown on any target within grenade range it would force the unit to stop before throwing the grenade.
Prior to the last patch (sep 9/10) it was possible to order throw a grenade on the move. The way to do it is to order your unit to move past the target unit and as soon as that unit is in grenade range order a grenade to be thrown at it. Your unit will not stop and only 1 solider would trail behind the rest of the squad to throw the grenade and then continue on.
Now grenades on the move are not possible and ordering a grenade is like ordering your unit to stop. Note the video is recorded in game and you can see clearly where I ordered my unit to move and how it stops the second I order it to throw the grenade, even though the target is within grenade range.
PS. thanks to Dizilluzion for his help in testing this.
Yeah I've noticed this right away, it telegraphs your grenades so god damn hard. Is this intended or not?
Posts: 896
Yeah I've noticed this right away, it telegraphs your grenades so god damn hard. Is this intended or not?
the lesser evil would be that it is a bug.... lets hope
Posts: 1970 | Subs: 5
Update for September 9th, 2014
The following updates to Opponent AI were not included in the notes for Tuesday's update. We apologize for the omission. Those notes have now been updated.
AI squads now move to ability max range before starting an ability. This prevents the AI from throwing grenades at the position the target was at when it started moving to ability range.
related?
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Maybe they want you to sacrifice DPS for the chance of wiping 2-3 models of a squad? I'd be nice to get this clarified by a Relic dev.
That would make a good excuse for a bug ^^ Even the original grenade bug has been there since release.
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Or i lied and some change in squad AI has caused this as a byproduct.
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Most units would not benefit from being able to continue to move while throwing a grenade. Only shocks and they're goddamn strong anyway. When they keep moving and throw a grenade, it's very hard to see the animation and know you should move.
I say keep it this way.
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Just being able to throw a grenade and continue moving has a much better flow.
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But hey at least the AI is better now or something
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Relic, Cynthia?
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Posts: 1355
I don't think it's a bug. I think it was intended, and with the current cover system it also might be required. Grenades can squad whipe easier now, and I don't think this is right. So the compensation is: a little more warning. Bug or not, I actually think it's allright.
I would love to hear it from a Dev please so we know for sure!
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