Pathing:
No not the god awful 'improvements' that were introduced (although it may be a part of it), units will path in a way that makes no sense whatsoever, units will ignore a door and run past it to enter a building from the door that's furthest away along with vehicle pathing doing... This:
http://www.twitch.tv/itslatch/v/49524003?t=01h59m58s
Even though I reverse moved away from the enemy, the AEC decided to spin around and go around an obstacle when it could have simply reversed and made its way to the point faster and safer.
MG Set up:
If you use normal move with an MG and it encounters an enemy once it has reach its destination it will setup and begin to fire. This often leads to MG wipes as the auto setup seems to be off center. Now, I don't have a video of this but I am sure it's easy to replicate, just A move an MG (Happens to me with Vickers) and it will set up with the enemy basically outside of the cone or best case scenario, at the very edge of it.
Elevation (I think):
Not the U2 song, but simply the way some maps are designed, tiny bumps in the terrain can often cause AT rounds to miss despite there being no reason at all for the gun to miss (least, I speculate this is the cause). Example:
http://www.twitch.tv/itslatch/v/49524003?t=02h10m27s
It can also make it impossible to attack structures that are placed on higher ground, the at gun will simply shoot the ground without taking into consideration the height of the terrain. If this is intentional then it needs to be changed so that the AT gun will keep moving towards the destination UNTIL it CAN get a clear shot.
Notice here how the AT guns hit far more than they miss:
http://www.twitch.tv/itslatch/v/49524003?t=02h16m36s
What is the cause of this? Please dont tell me it's RNG as thats insane if so.
Fences:
Squads will act retarded when you give them the command to hurdle a fence, more so and sort of off topic slightly, the indicator to snap to cover at a wall or hurdle it can often be frustrating to perform the former. Anyway, here is what I mean by the stupid behaviour:
http://www.twitch.tv/itslatch/v/49524003?t=44m23s
I give them the order to hurdle the fence and then pan away, when I return I see they have not hurdled the fence so I issue the order again only for a lone member to run around the fence and hurdle back to the starting point.......
Repairing:
I dont know the variable that causes this, it could either be reinforcing a squad that is repairing, or, the loss of models, either way issuing a repair order will sometimes due to the above be canceled despite no actual input from the player, see here:
http://www.twitch.tv/itslatch/v/49524003?t=23m17s
(Note how they repair fine until only 1 man is left and I issue them to reinforce, after which, they stop repairing)
Glider landing:
The indicator is very misleading, on some maps (for the life of me I can't think of the maps name (the one with the VP in the center surrounded buy buildings and to the right of it there is a church surrounded by a wall with a VP infront of it and to the right of that still, the fuel for the northern player) being on the trying to call in a glider inside your base at the back or sides, even though there is more than enough room, you cannot call it in. the landing indicator needs extending to fix this as I believe the code is checking if the glider may skid out of bounds but the visual aid does not represent this. (I find that hard to be the case though as often it will refuse to land at a location when there is no risk at all, none).
A typical example is shown here:
http://www.twitch.tv/itslatch/v/49524003?t=26m21s
For now, thats it, I have many, many more but I will post again when I have visual evidence of them in action so its easier to replicate. Thanks for reading (and hopefully fixing).
Some observations that need addressing...
24 Feb 2016, 02:00 AM
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