Bugs & Suggestionlist (1.4 Beta)

  • Give the Orbi back it's virility!

    1. Now its much too expensive. after 30 Matches I have seen it the first time and the effect wasn't worth the 750 Points!

    Da kommt der Ritter Kunibert

    mit seinem tollen Kettenschwert

    puff, dong, klong, ratsch, hui, peng, boing, bums, rums, blub-blub, schnipp schnapp, hatschi

  • Suggestion:

    Oponnents who lagg (high latency) or those who have too high graphic settings what makes the game slow and unenjoyable should be able to get kicked out of the game and get a massage why.

    You have no chance to start a surpriseattack or something else like sporemines which need 5 sec setup time if your oponnent lagg as hell and have enough time to overwatch ALL !

    I could imaginize that some people know about that and set their graphic settings high to get a little bit more time to plan all around the battlefield.

    You should build a option in, as fear as possible, that players who got a game with people with high ping or too high graphic settings are able to kick them out of the game! Because it makes no fun to play a game witch is running in slow motion. Where you can see all in pictures, like a diashow.

    The option to kick out someone who have too high graphic settings comes too late often! Or not even pop up. And some people are lagging hard but the system doesn't count down to 0.


    Please think about it, and find a solution :) Its very unpleasant to play with those people. They should get a message after get kicked to set down their graphic settings if they wanna play online in automatches! Same with ping. (latency)

  • Global Changes:

    - Increase the HP/sec heal rate for HQs with every completed Tier tech.
    - decrease the modificator of explosive_pvp from 2 to 1.5 vs heavy_infantry / small
    - Set a ranged stance for every unit trying to attack units inside a building


    Space Marines:

    - Adust the modificator of melee_power_weapons_pvp vs heavy_infantry / small from 1.3 to 1.25
    - Adjust the modificator of melee_weapons_pvp vs heavy_infantry / small from 1 to 0.75 or 0.8
    - Reduce the requisiton costs of Assault Space Marines from 550 to 500
    - Reduce the energy costs of Assault Space Marines from 50 to 30
    - Reduce the energy costs of Devastator Heavy Bolter Squad to 20 from 30


    Eldar:

    - Reduce the costs of Shuriken Cannon Weapon Team to 20 from 30
    - I dont play Eldar, so not that many suggestions here.
    Ork:

    - Remove the cloak ability from Lootaz and increase their range to 80 to be on par with D-Cannons and Plasma Cannons
    - Increase the accuracy of Lootaz
    - Remove Suppression of the Deff Gun Lootaz
    - Increase the requistion costs for Looted Tanks to 400 from 350
    - Decrease the range of Stikkbombaz to 30 from 50
    - Move the Bomma Kit upgrade to Tier 2
    - Let Stikkbommaz throw 4 Stungrenades instead of 1
    - decrease the radius of each stungrenade
    - Increase the range of Stikkbommaz to 50 once they are upgraded with Bomma Kit
    - Decrease the Pop of Tankbuztaz from 16 to 12
    - Bring back the twin linked Shootaz of the Kommando Nobleader
    - Remove Suppression break from Recklesness
    - Recklesness should decrease the recieved ranged damage for ~5-10 seconds
    - Recklesness should increase the recieved melee damage for 5-10 seconds
    - Increase the vehicle damage of the Deff Dread slightly

    - Tyranids

    - remove the range attack from Ravener Broods
    - I dont play Nids, so not that many suggestions here.


    Sneaky, pretty and' weak. Jus' like all dem Eldar.

  • Extreme Bug:

    At the 2-Player map "Leviathan Hive" the right base-defending cannon doesnt work! (From the upper player, dont know how it is at the other side)
    So I was able to get into the base with my banshees and kill his units without getting supressed by the def-cannon.

    Please fix that !

    Edit:
    Basecamping is no problem anymore with the new reduced hq regeneration rate.. You should to annul the hq reg debuff.. :/ Now all players are able to camp in the base of others.. or set up the damage of the cannons. But do something, please.

    Edited once, last by SixxMooN (July 5, 2009 at 5:52 PM).

  • 1. Setting setting-weapon-teams, shouldn't avoid approaching reatreting units.

    When the retreating units are chased by enemy units and u set a setting-weapon in the way of retreating, so that the enemy units would driectly run in the settinsg weapons firering area, teh setting-weapon-team get hindered by readying it's heavy weapon, and ur plan to make an ambush for the chasing enemy units doesn't work, altough tat would be an interessting strategical element.

    In principle its a nice feature, taht units avoide retreating units, but in this special case, there should be an exception.

    Plasmacanonons firering behavior is absolutely crackbrained. Quite often they are aming about 3-4 Seconds, switching their target units several times and then, finally they shoot but much too late, f.e. the enemy units has approched so near, going to pass the Plasmacanonteam, taht the slow shot doesnt hit them.

    soloutions:
    Increase the Flying Speed of Plasmaballs, overwork firering/targetsearching behavior of plasmadevastators, and maybe increase the fshooting rate of Plasmacanons a bit.

    The Flying Speed of the Plasmashots is much too slow anyway. They mostly hit just the ground...


    2. The Scoutshotgun-Abillity sometimes bugges. The Shot doesnt get executed, but the cooldown runs and the energy is detracted by 60 points. Thats fatale against melee units, that are about to reach the scouts!

    Da kommt der Ritter Kunibert

    mit seinem tollen Kettenschwert

    puff, dong, klong, ratsch, hui, peng, boing, bums, rums, blub-blub, schnipp schnapp, hatschi

  • First of all :
    Great work, gameplay feels much better now.

    Bugs :
    -Sometimes the hero doesn't react to your commands and doesn't fight, he just stands and do nothing.
    -After the patch the game sometimes doesn't start, although every member has finished loaded and you can see the map.

    Suggestions :
    -The plasma canon of the techmarine is MUCH too strong, plz fix that
    -The "heavy armor" of the Space Marines makes them very weak because many units in T1 have energy waepons.
    -Assault Space Marine costs should get reduced, they are too uneffectiv to be so expensive.
    -The ravener brood is too strong (makes too much deamage,softcounter against vehicels and a lot of hp)

    Edited 2 times, last by tid4ne (July 7, 2009 at 2:24 PM).

  • One thing concerning Orks or the Waaghboss more correctly. If you equip him with Angry Bits and trigger the Ability while standing next to a HQ or a Techmarine´s Relais his Healrate is increased incredibly. You are able to "heal" your Waaghboss in a matter of seconds from really really low HP to full health.

    Other than that. Orks are fine :P

  • Bug:

    • My Scouts were standing directly in front of a power node and tried to blast it with their shotguns, but the health didn´t change until I moved them again.
    • Force Commander didn´t react anymore in melee battle??


    SM-balancing:

    - I´ve got the feeling, that my SMs don´t have any chance in melee in the long T1. Sometimes enemies posted their whole force in front of my base and I could not leave it, cause they were cut down in melee without any chance (This never happened to me before). Tacs are VERY weak and only have the chance to get more power with T2, the same for my Force Comander, quite difficult to reach against opponents who know to use this advantage the right way. ASMs are also too expensive right now, they are not worth anymore.

    At least the cost / benefit ratio is very bad in T1 for SM, except of the scouts.

    Also wenn ich im T1 meine Tacs verliere, dann passiert im Anschluss für gewöhnlich folgendes:

    8o --> 8[ --> ;( --> shift enter --> gg --> enter --> Menü --> Spiel Aufgeben --> Aufgeben --> zurück --> Spiel suchen

  • Suggestions:

    set a limit for evry single Unit, its just shit that you win a game while just building 10 times 1 unit, theres realy no fun to play against this, and its also impossible to win when the unit is overpowerd (like slugga boys).


    Bug: once on Outa Reaches my Hive Tyrant bugged while runing across a smale wall, after this he was not able to use any kind of skills till the end of game.

  • Scouts are running in close combat instead of using their SHOTGUNS

    Heavy Bolter turns around to attack power node, ignoring the army coming from in front of them.

    Units do not attack the units they should. Ordered to attack a LowHP WarriorSquad but my army attacked a FullHP Hivetyrand who was much more away from them -.-"

  • Bug: If you watch a replay and a space marine upgrade his force commander with terminator armor then another squad will be displayed as hero in the interface (scouts for example) and the hero as a normal unit.

    das ist wie bei nem Getränkeautomat. Du weißt dass wenn du ne Münze reinwirfst und nen Knopf drückst, ein Getränk rauskommt. Aber wie das alles so funktioniert, wie aus der Münze ein Getränk wird oder gar wie du selber einen Getränkeautomaten erschaffen könntest: kein Schimmer.

  • Buglist


    Common:

    - mapnames (match setup, replay browser, loading screen) must be standardize picture

    - contrast of the minimap to bright picture

    - mousepointer for unitcommands (repair, jump etc.) will shown as the red cross although the movement is possible

    - unitsymbol (grenade) for the tecmarine will not change if you switch back from Orbs of the Omnissiah picture

    - Forcecommander with "terminator upgrade" dosen´t grand any xp points or a level up picture

    - Forcecommander "Battlecry" has no visible effect to Terminator Squads

    - Forcecommander upgradedescription "Artificer Armor" promisses Proximity Mines picture

    - Forcecommander upgrade "Teleporter pack" has no german translation

    - Tacmarines upgrade "Rocket launcher" promisses fragment rockets upgrade picture

    - Scouts "pumpgun upgrade" and "sniper upgrade" promisses the cloak ability (blue text) picture picture

    - if you grand more than 10 units they will no longer assign to the hotkeys picture


    Replaymode:

    - unitspeak dosen´t match to the selected team (like in 1.3)

    - warlock and farseer somtimes didn´t have an unitsybol picture

    - Forcecommander with "terminator upgrade" will no longer display in the commander slot picture

    - more than 7 units won´t shown in the player overview (need a scrollbar or something)

    - tech level overview is missing

    - third upgradeslot (unitdetail) is broken (upgradediscription only popup in the first thirds of the box) picture

    - pause button (UI) should have the same funktion like the paus button (keyboard) not like the F10 or menu button

  • - Squads now get separated more frequently. Appears to affect squad leaders mostly, but I also experienced a divided Hormagaunt squad because one member got stuck near my starting position on Capital Spire.

    Mach schon Platz, ich bin der Landvogt!

  • - after you assigned a Squadleader to the scoutsquad his picture(trainoption) is still listed (red) in the trainmenue( where you can choose from shotguns sniperrifle, sergant and cloak) it should disapear like the pictures from Tac- and ASM- Squadleaders.
    - Baseturrents didn't stop to shot at a building after the units in there left it. They still shot at this building even if other units attack the base or the turrents itself. I saw this bug 1 time on Angels Gate ( 6P).
    - units get stuck in mapelements (walls) after jumping or teleporting, they cant attack or move. You can free them if you jump or teleport again. ( saw 3 times on new and old maps with FC and ASMs)

    - Squads now get separated more frequently. Appears to affect squad leaders mostly, but I also experienced a divided Hormagaunt squad because one member got stuck near my starting position on Capital Spire.

    - I like to add: even in a fight single squadmember run away from their squad to a position in the fog of war. After the squad gets a order to move the member returns.

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