Bugs und Ideen fürs Spiel auf Englisch posten.
###___Bugs____Patch 1.1.3_____________
-- Retreating units tend to gather behind the eldar HQ when the front is occupied by other units, causing the retreated unit to stay out of control for a prolonged timespan or to get stuck until the user interferes. Often the unit is overseen as it can easily hide behind the HQ - best would be that units are always in front of the HQ.
-- Sometimes under unknown circumstances the Warpfield of the Zoantroph can not be activated. The Button is just outgreyed even if the Zoantroph has full Energy.
-- The Energy of abilities is sometimes consumed, even when it's cast on the enemy was not successfull. This happens sometimes when the enemy is able to run out of range or is knocked back or stunned.
-- When the Fleshhook or Focused Warpblast ability is cast on a target that gets out of range or out of sight and returns immediately, the energy is consumed twice.
-- Sometimes the Focused Warpblast does damage but doesnt stun the vehicle it is cast on.
-- Units sometimes ignore every new order while the last given order "tries to be finished". E. g. After you attacked an enemy or point capture, new movement orders are not accepted when the attacked enemy, or your own unit is stunned or knocked back.
-- when a hero (apothecary) dies while he is capping, and is rebuilt after that, he somtimes runs back to the point and continues Capping and its not possibile to stop him (give commands)
-- Units (Scouts, Ork Kommando Sqaud,...) stop infiltration when a squad leader is finished.
-- Raveners Fleet of Claw icon is only visible during the retreat of the ravener.
-- The player with the highest score gets the "Champion" award, even when it's the player that lost the game but had more points. (intended?)
-- commando booby traps dont work when placed over tyranid tunnels
-- entangled assault marines can still leap into meele if the enemy is close enough (half grenade range)
-- If the Mekboy dies immediatly before or after he teleports he is sometimes not selectable and uselesss for the rest of the game. My teammates could also not select him when the bug appears.
-- There seem to be serious issues when the Mekboys teleporting is used at the same time with another event. If you teleport the Mek in the moment when a wargear is completed the Mek is (sometimes?) not able to use any of his abilities.
-- There is a serious bug with the comando nob. When he dies and an other event at the same time occurs, all abilities are greyed out. Newly researched stuff is available. BUT ALL abilities researched before are not useable anymore.
-- If the ravener gets knocked back while creating a tunnel, he stays under the earth (invisible) until he creates another tunnel.
-- Sometimes, Heros equipped during combat (like FC with Energyhammer) stop attacking when the wargear is finished.
-- If you teleport a squad, where a single member is knocked down, every other member of the squad gets teleported and then tries to return to the knocked back member, resulting in great losses as the units try to get back where you just wanted them to leave.
-- After you selected the terminator assault in the SinglePlayer campaign, there is a second commander, a terminator assault, in the main menu screen (the landing screen where you are right after starting the game), right next to the force commander.
-- if the stop command is given to scouts while they are in a certain animation they repeat the "grenade throw" animation forever and the grenade ability is greyed out.
-- Warlock Flame Ability is usable twice sometimes. (Without Providence Armor)
-- Squads loose their shortcut number if only the leader stays conscious
-- If the Squadmember who recently throw a Grenade dies, the graphical display of the cooldown and the targeticon for grenades become reseted.
-- FC with Hammer: Sometimes the epicentre of his knockback attack is on another place than his animation suggest. i.e. if a squad leaves the melee situation while the FC is in attack animation they still take the damage/knockback even if they are far away.
-- Units sometimes get stuck inside buildings
-- Thaddeus sometimes does not use abilities properly, mainly Melta Bombs and Assault Jumps
-- Sometimes a revived Ork-Hero (only seen with the Mekboy so far) cant move anymore/ is stuck on the Teleport Platform
-- There is a graphical bug where scouts only have their weapons and their head visible, the body is missing.
###___Glitches/Inconveniences____Patch 1.1.3_____________
-- Setup Weapons are moved arround by Tanks
-- Setup Weapons Crew sometimes "hides" INFRONT of the weapon, which makes it easy for enemy melee units to get in touch with them.
-- The House on Siwal Frontier near the top VP has 150hp
###___Suggestions & Improvements______Patch 1.1.3___________
-- the main menu screen (the landing screen where you are right after starting the game) should always show the hero you used the last in automatch.
-- Units attack priority should be: 1. Enemy Units, 2. Enemy Buildings - right know it's vice versa
-- Maybe units inside a transport vehicle should only be stunned and/or loose a set percentage of their health when it is destroyed. Right now when units are transported (which does seldom happen) they are only transported within abolutely safe areas. This does tremendously cut the (tactical) use of transport vehicles.
-- Warpthrow should also work stunned or knocked over units. It just does not make sense why an entrenched unit is draged over the field, while an helpless unit is "protected" against the throw.
-- Please review the Hive Tyrant Venom cannon. I believe It having the Weapon family "weapons\weapon_family\race_marine\autocannon_pvp" (same weapon family as the Space Marine Predator Autocannon uses) which uses the damage type "weapons\weapon_damage\explosive_pvp" may have been the problem in your last attempt to balance it.
-- Buildings should be deletable - but the enemy units next to it should gain the expierience they would get when destroying it to prevent some sort of abuse. There should be no requisition or energy given back for deletion. Sometimes its just very useful to delete a building.
-- The "After-Game-Statistic-Screen" should be showing the player´s TrueSkill next to/instead of the Rank. The community is very interested in the TrueSkill ranking and right now the players have to extra-check the statistics to see the opponents TrueSkill.
-- Brood Nest should also be a retreat point like the relay
-- do not fill 1on1 custom games with bots when a human player dropps.
