Commander Bugs 1-7
Hunter.S.T.
Join Date: 2012-05-26 Member: 152596Members
<div class="IPBDescription">Merged topic</div><b>1: Random sound issue when alt tabbing from hive</b>
I have only experienced this when alt tabbing from a hive.
A sound is played at some point when i am alt tabbed. The sound is some random ambient backrgound sound, normally a low back ground hum, but this sound is made incredibly loud. It doenst stop on its own, it doesnt stop wwhen u get in and out of the hive. The only way to stop it is to f4 to the lobby, and rejoin your team. Its deafening.
I have only experienced this when alt tabbing from a hive.
A sound is played at some point when i am alt tabbed. The sound is some random ambient backrgound sound, normally a low back ground hum, but this sound is made incredibly loud. It doenst stop on its own, it doesnt stop wwhen u get in and out of the hive. The only way to stop it is to f4 to the lobby, and rejoin your team. Its deafening.
Comments
<b>2: Buildings move to new location when placed and/or rotate</b>
This happens with buildings which can be rotated after placement, i.e. they require 2 clicks to place. (turret factory, and phasegates). When you try to place one of them, especially when it is near a wall, the game will often rotate the placement 90 degrees. Sometimes, it will place it in a completely different spot like in the middle of the corridor when u placed it near the wall, and with complerelty random rotation.
This is quite a serious issue for phasegate placement. And isnt helped by bug 3.
<b>3: Can only place phasegates facing certain directions</b>
This bug has been around for a long long time, you click to place your phasegate, even in the middle of a nice big empty area, try to rotate it so that marine exit the phase gate towards the hive, and find that for no visibile reason, you can only place that phasegate facing towards the wall.
Or worse, you can only place the phasegate if you just click twice without trying to rotate, and just pray that it is facing the right way.
THis is a rare bug, ive only had it happen to me once this build. I placed a protolab in sub access, and it showed up as killed on the kill reports in the top right, i lost my 40 res. Very rare, no idea how to recreate it.
Needs to be added in. Pressing shift should have the following functions:
instance1: nothing on the screen is currently selected, or a built structure or marine or group of marines, or combination of marines and structres is selected.
pressing shift: Adds people or built structres to the group when they are clickeed upon.
instance2: You are trying to place a new building, assistance pack, or weapon.
Pressing shift: Now when you place that building, assistance pack, or weapon, you only need to left click to drop another, instead of selecting another building, assistance pack, or weapon from the menu.
Pressing shift: Also disables left click from being able to select any object that is allready placed on the map, such as marines, placed buildings.
This would make medpacking, and occasionally building bases, SO much easier.
There is already a mecahnism in place for this, the only probem is that if you have this ioption turned on, you also get a lot of extra "help tips" around every marine and alien structres showing its upgrades, these buttons are easy to hit by mistake, dont show all upgrade options, and are annoying.
I know i know i can turn them off but.... being able to see exactly which marine needs ammo, this is abtually bloody useful! so useful that i keep it on!
I would love an alternative, which would allow me to see which troop is calling for ammo, without requiring me to have to spen extra time making SURE i click the armory and not shotguns when im trying to put it on a group shortcut for the first time.
I am not sure if its just that i am too focused on other parts of the map, or that sometimes there is no warning. Either way, somethings needs to be done as a fix! everyone one else on the team that isnt the commander get far more warning than the comm, when hes the person who most importantly needs to know!!!!!
I would lvoe to see this as a solution. The comm can stick buildings on shortcut keys, these structures are now displayed in teh bottom left. I would like these buttons to flash red when that specific structure is under attack. Perhaps also display text message warning on screen, perhaps also play warning here, perhaps also make a different warning to play here.
Kinda ties into the last point, the alien khamm should be able to select ANY strcutre and add it to a group, why can i add spurs, shells and veils to this group, al least i could see when they are destroyed this way, and the alien comm almost allways has unused groups.
6 would be nice, but it has to be done without cluttering the UI.
5, I'd rather just see a one-click medpack/ammo solution. Instead of having to do e,s,mouse1 you'd just click bind1 and presto! a medpack appears.
It's rather silly and unintuitive that there is no way for the alien comm to see what upgrades are alive. When a shade is in a hive room, even seeing the structures is difficult...
<!--quoteo(post=1939498:date=May 28 2012, 06:22 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ May 28 2012, 06:22 AM) <a href="index.php?act=findpost&pid=1939498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can hit F1 in-game to get to the official bug reporting tool, getSatisfaction. Might take a minute to load.
As for your ideas, please post them as individual threads, in the appropriate forum(s).<!--QuoteEnd--></div><!--QuoteEEnd-->
That's an easy counter, but I would say that if audible cues are in game, I'd prefer them to work.
I am not sure if its just that i am too focused on other parts of the map, or that sometimes there is no warning. Either way, somethings needs to be done as a fix! everyone one else on the team that isnt the commander get far more warning than the comm, when hes the person who most importantly needs to know!!!!!
I would lvoe to see this as a solution. The comm can stick buildings on shortcut keys, these structures are now displayed in teh bottom left. I would like these buttons to flash red when that specific structure is under attack. Perhaps also display text message warning on screen, perhaps also play warning here, perhaps also make a different warning to play here.<!--QuoteEnd--></div><!--QuoteEEnd-->
is there a priority system as far as warnings go? for example, if an upgrade finishes, you'll hear upgrade complete, but if it finishes and your base is being attacked, the base message will cut out the upgrades and should play over that sound.
Sometimes it seems as tho the unit is picking the quicker path, when i want it to go the longer path.
As a work around, i try to pick a point to send the unit to that is a halfway point of where i actually want it to go, and then try to send it the rest of the way.