<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?
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.
<!--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.
<!--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.
<!--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.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 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
<!--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.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 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.
Comments
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.
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.
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.
I saw this once, and was too flabbergasted to respond to a skulk nomming on my head. I died.
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
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.
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.