ARCs can drive through bone wall

AmbAmb Join Date: 2012-11-09 Member: 168647Members, Reinforced - Supporter
<div class="IPBDescription">is this intentional?</div>I find it hilarious that a train of ARCs can just walk through a 10 foot tall bone wall like it doesn't exist and yet a skinny marine cannot? Was this a design flaw or was it intentional?

Comments

  • LamboLambo Iceland Join Date: 2012-08-07 Member: 154915Members, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Hardly doubt it's intentional.
  • KovenKoven Join Date: 2007-04-20 Member: 60677Members, Constellation
    They also drive over a wall of clogs like they were pebbles.
  • KovenKoven Join Date: 2007-04-20 Member: 60677Members, Constellation
    They also drive over a wall of clogs like they were pebbles.
  • AmbAmb Join Date: 2012-11-09 Member: 168647Members, Reinforced - Supporter
    UWE needs to fix this exploit.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    To busy making creep look nicer to fix it
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited January 2013
    All units seem to ignore player-blocking things.

    Arcs, Macs, Whips, Drifters will all happily move (and the drifters will shoot enzyme) through closed doors, clog walls, bone wall, etc. They seem to ignore obstructions which aren't other commander-placable structures.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2056856:date=Jan 6 2013, 04:24 AM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Jan 6 2013, 04:24 AM) <a href="index.php?act=findpost&pid=2056856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All units seem to ignore player-blocking things.

    Arcs, Macs, Whips, Drifters will all happily move (and the drifters will shoot enzyme) through closed doors, clog walls, bone wall, etc. They seem to ignore obstructions which aren't other commander-placable structures.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I imagine UWE went overboard in trying to make sure the non-player units never got stuck. They used to get stuck ALOT.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    <!--quoteo(post=2056831:date=Jan 6 2013, 03:57 AM:name=Amb)--><div class='quotetop'>QUOTE (Amb @ Jan 6 2013, 03:57 AM) <a href="index.php?act=findpost&pid=2056831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->UWE needs to fix this exploit.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's a bug, not an exploit.

    If arcs are en route to a location already and the khamm drops a bone wall, and the arcs ride over it, the marine comm is hardly exploiting. It's unavoidable.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    <!--quoteo(post=2056829:date=Jan 6 2013, 01:51 AM:name=Koven)--><div class='quotetop'>QUOTE (Koven @ Jan 6 2013, 01:51 AM) <a href="index.php?act=findpost&pid=2056829"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They also drive over a wall of clogs like they were pebbles.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I saw this once, and was too flabbergasted to respond to a skulk nomming on my head. I died.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Yea the clog wall not stopping them has been known. Kinda sucks for obvious strategy reasons.. but i dont see the 5 seconds worth of a bonewall as an equivalent priority.

    TimMc is right, there were too many issues with getting stuck. (even after this change there were still issues that got worked out)
    I'll bring this bug to a higher priority
  • AmbAmb Join Date: 2012-11-09 Member: 168647Members, Reinforced - Supporter
    edited January 2013
    <!--quoteo(post=2057065:date=Jan 7 2013, 09:32 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jan 7 2013, 09:32 AM) <a href="index.php?act=findpost&pid=2057065"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but i dont see the 5 seconds worth of a bonewall as an equivalent priority.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you've GOT to be kidding right? You know how much distance aliens can cover in 5 seconds when it comes to responding to an impending rush? 5 seconds means life and death for a hive.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Not saying it shouldn't be fixed.
    I said its not an equivalent priority compared to clog walls, which generally take up the majority if not all of one person's clogs to accomplish in a very well thought out strategic position that the gorge typically plans on defending, sitting there static until destroyed.
    Compared to a commander who reactively clicked in a panic for a temporary casted ability.

    i.e. its far more depressing to meticulously setup a thought out strategic clog wall for nothing, compared to a reactive and impulsive click for a casted ability.

    But like i said they both should be fixed and they are both reported.
  • JowJow Join Date: 2011-06-23 Member: 106032Members
    Leftover from the path finding issues from the alpha I think, they should be able to fix it more elegantly now.
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