Various UI Issues with Explanatory Videos
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The one that frustrates me the most is the snap distance to cover that was introduced at the same time as the improved cover spacing mechanic. (Note: I forgot to mention in this that click-and-drag positioning can be used as a workaround.)
Another issue that has become problematic lately is how it gets harder to select buildings as they take more explosive damage (particularly from mortars).
A relatively minor issue, but one that should be easy to fix is the selection aura around caches, making them far too prominent.
As a side note, I noticed while doing these that one the loading screen tips also still states quite explicitly that side armour exists in this game, which it definitely doesn't.
Posts: 2742
As a side note, I noticed while doing these that one the loading screen tips also still states quite explicitly that side armour exists in this game, which it definitely doesn't.
It doesn't, but Relic finds it sufficient to say that the chance to hit front or rear armor when shooting from the side counts as side armor.
Posts: 2470
It doesn't, but Relic finds it sufficient to say that the chance to hit front or rear armor when shooting from the side counts as side armor.
which i think everyone understands but it's still a blatant lie that causes issues with balance discussions and should not be there. with that said, i have never, ever seen relic change loading screen tips in any of their games.
Posts: 670
with that said, i have never, ever seen relic change loading screen tips in any of their games.
I've seen they updated them several times when Brits came
Posts: 640
Although that could pose a problem where craters couldn't be used as cover, if the entire squad doesn't fit there.
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Posts: 393
They should also remove the tendency of units to bunch up very tightly in cover, especially craters. Especially with smaller squads the oneshot wipe potential is huge due to a random unlucky mortar shell etc.
Although that could pose a problem where craters couldn't be used as cover, if the entire squad doesn't fit there.
Or when you exit a building
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Posts: 107
I'd like to add another one:
The actual capping radius on all points is slightly smaller than the graphical one you can see.
So if a model stands very close to the border but still inside the UI circle, the point is not capped.
Paired with the automated cover seeking this is quite annoying.
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Posts: 365
+1 The building selection problem is especially annoying.
My spartisans would will appreciate this fix greatly
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Wow this is a great way of presenting innformation. Well Done!
Well, I had OBS all set up from early streaming and casting efforts, so this seemed like a sensible step. In hindsight, cheatmod would have probably made my life a lot easier. It was a spur of the moment thing though.
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