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Quak0r

Maschinenseher

Dabei seit: 7. Oktober 2006

Beiträge: 500

Geschlecht: Männlich

Clan: mb're

Wohnort: Würzburg

DoW III Lieblingsrasse: keine

1 Auszeichung

1

Donnerstag, 10. Juni 2010, 10:35

Bugs & Suggestionlist (Patch 2.2.3) Chaos Rising

Bitte Bugs & Vorschläge alles auf Englisch posten.

Keine Diskussionen.


Gief Feedback pl0x.
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Predator vr2

Balancethread-Meider

Dabei seit: 2. September 2006

Beiträge: 1 417

Clan: FoG

Wohnort: München

DoW III Lieblingsrasse: keine

0 Auszeichungen

2

Donnerstag, 10. Juni 2010, 13:01

Thunderhammer + Powersword and efist + stormshield still stack.
Heavy flamers aoe is still bugged (small circle around flamermodel instead of large cone).

Edit:
It seems that laserdevas can not slow Tyrant Guards.

Check Rep for Thunderhammer + Powersword and Lasdev vs TG bugs:
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  • ldeva_tg.rar (122,39 kB - 29 mal heruntergeladen - zuletzt: 30. September 2017, 01:43)
Manchmal verliert man und manchmal gewinnen eben die anderen.

Zitat

Zitat: US Wissenschaftler
"Verfolgt man Massenvernichtungswaffen und Terrorismus, kreuzen sich alle Wege in Pakistan."

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Predator vr2« (10. Juni 2010, 17:08)

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Dabei seit: 17. September 2008

Beiträge: 12

Geschlecht: Männlich

DoW III Lieblingsrasse: keine

0 Auszeichungen

3

Mittwoch, 16. Juni 2010, 23:27

Danke - more feedback etc would be appreciated. :)
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Spirit

Sturmterminator

Dabei seit: 6. April 2008

Beiträge: 2 286

Geschlecht: Männlich

Clan: FoG

Wohnort: Deutschland, NRW

DoW III Lieblingsrasse: keine

1 Auszeichung

4

Donnerstag, 17. Juni 2010, 11:03

Eldar: haywire grenades cannot be thrown at tyrant guards^when they are not in shieldwall mode. Howling banshee war shout is still bugged, the war shout can be used with 10+ energie plus instead of 50 energie ( if u fix it u also have to lower the energie cost to use the ability cause 50 is way to much, something around 30 would be gd ).

The range of the massteleport from the wse is bugged since the last patch, it has the same range as the regular teleport of the wse.


Nids: Lictor alpha is still bugged, sometimes he doesn t use the flesh hook.

Spore mines dealing no dmg to units inside of large buildings. Spore mines should not be able to kill a banshee squad for example, the dmg should be costumized to every race and unit i think, if u costumize spores u don t have to remake/remove/replace the spore mine call in in my opinion.


Orks: the health regeneration of the kommando nob is bit to high with extra equipment in my opinion.

Stikkz cannot be thrown over trees or some mountains on certain maps like on green tooth jungle, stikkz are also dealing less dmg to units on higher ground.


SM: thunderhammer + Powersword and efist + stormshield still stack.

I would appreciate it if u would higher the zeal cost to call in terminators to 375 ( not higher!!!^^ ) from 350 ( terminators for themselfs are almost fine now in my opinion ).

You should also remake the cooldown of terminator call ins of the fc, if an fc call in terminators both cooldowns ( regular terminators/assault terminators ) should be resetted to avoid terminator spam.

You should maybe lower the zeal cost of the orbital strike to maybe 425, don t lower the other nukes ( otherwise you have to remake all nukes wich will change the gameplay to much in my opinion ), just the nuke of sm, don t buff the nuke or something it s almost fine as it is, but it cost to much zeal at the moment, every sm will get terminators/venerable dread instead of using his nuke cause it s not competetive to other nukes and terminators cost still to less zeal. Maybe u can speed up the animation of the orbital, i mean the animation take like 20 sec or something....

The barrage of cyclone terminators is still a bit to bad in my opinion, i guess u should think about changing it again.

The venerable dread is not competetive to other super units or walkers atm so u should maybe think of rework the dread as well.

Additional suggestions of ChokoBambus ( the best 1v1 player there is in my opinion =) ):


choko_bam: sporemines should not block unit movement
choko_bam: zaap of the wierdboy should not bugging out and being useless sometimes or raping armies


Btw. the last patch ( 2.2.3 ) was phenomenal rly gd work guys, i just have one more wish pls remake/rework the matchmaking ( maybe some sort of a range system, +10/-10ts max or something ) and true skill system ( there is still very much ts push and stuff going on ) in the future it rly pisses gd players of.... almost everything else is running very well now, thank you guys again for this great patch =)

Gott hat den Menschen erschaffen, weil er vom Affen enttäuscht war. Danach hat er auf weitere Experimente verzichtet.

Dieser Beitrag wurde bereits 57 mal editiert, zuletzt von »Spirit« (27. Juni 2010, 20:57)

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HohesHaus

stolzer Besitzer eines Tentakels

Dabei seit: 1. Oktober 2004

Beiträge: 1 918

Geschlecht: Männlich

Clan: FoG

DoW III Lieblingsrasse: keine

3 Auszeichungen

5

Donnerstag, 17. Juni 2010, 13:17

LA Fleshook bugs when the enemy model disapears in the fog of war, just in time when the Fleshhook should happen. The LA don't Fleshhook then, but the ability is used and starts with cooldown.

Fleshhook don't work well in CC.

Sporemines should get instant explosion back, but they shouldn't do any damage to units in the outside. Like the Barbled Strangler, vs. Garnission 500% or something like that.

The Haywire works only on Tyrant Guard when it is in shieldwall modus (sure the armor is Vehicle then) not sure if this was this way intented ...

Liktor T3 jump does no damage, but LA jump does.

T3 Liktor gets visibel when it is close to a enemy unit. Not quite a good idea for a CC-Unit. (Should be the same like LA Invisibility).

LA: It can happen when you hit the enemy with Toxin Sacs, and then switch the weapon to corosiv claws, that the debuff (on the enemy unit) changes also. Sometimes, after switching the weapon, a unit that have been hit some minutes ago instantly gets the debuff from the new weapon for the whole duration of the debuff.

Zoanthroph attack animation and the real shoot has a delay of 1 second.

When you give a unit an attack order on an enemy, that is half in the Fog of war (so you only see 3 of 6 models), RC Units don't attack the enemy. They walk near the point where the enemy has stood.

Crippling Shoot of Termagaunts is bugged. Sometimes they won't shoot. Exspecialy in CC.

Crippling shoot don't work on units that are on higher grounds. The Termagaunts pretend to shoot, but they don't and their ability cooldown starts from new.

Illum Zar has a energy bar but no abilitys that would use energy.

FC can bee exploitet with E-Fist and lolhammer (don't wanna explain so others in this forum can do that but I'm sure you heard about the stacking bug)

In invisibel mode the LA has problems to attack big unts (walker and hive tyrant etc.) that walk straight into is direction.
Walker ---- > < ----- LA
When he is near the unit, he let bypass him and walks behind him. Sometimes he forget to attack in this situation. Thats quite annoying cause often you depent on the weapon debuffs of LA.

Bio-Plasma of HT and Carnifex are still bugged. Often they stuck in enviroment and don't explode


Replay contains LA Bug. Minute 6 on the lower left side of the map. And at the and at the Chaos Predator. In both cases LA dont wanna attack.
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  • LA vs CL.rec (411,48 kB - 25 mal heruntergeladen - zuletzt: 30. September 2017, 01:43)
Damals im japanischen Spät-Mittelalter (1603) wurden Holzschnitte mit surrealem pornographischen Inhalt verbreitet. Wir "Tentakel-Liebhaber" sind Förderer einer alten annerkannten Kunst, zudem verbindet der "Tentakel-Hentai" auch 2 Vorteile: 1) Gangbang ohne close-ups auf Männerärsche 2) Bukkake! Wir sind nur "kunsthistorisch anspruchsvolle Pornoliebhaber"

Dieser Beitrag wurde bereits 4 mal editiert, zuletzt von »HohesHaus« (17. Juni 2010, 23:54)

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Baal-Hasch

Hase :)

Dabei seit: 29. Juni 2009

Beiträge: 548

Geschlecht: Männlich

Clan: Clan Coyote

DoW III Lieblingsrasse: Eldar

2 Auszeichungen

6

Donnerstag, 17. Juni 2010, 18:22

gaunts don´t reinforce the last model when sent in a RA tunnel (reinforcment is done to 99%, so you sent the gaunts in the tunnel and the last model won´t show up)

termagaunt crippling shot cd is started when the model that should use the ability is killed before casting it.

fc weapons still stack.

suggestions:

remake sporemines to becaome a more useful counter to buildings on tier 1. wbbs can´t get out supression teams very well...

units should be able to retreat out of wse phaseshift (total gamebraker right now when abused)

buff seer council to match termis

increase stickbomba waaagh cost so they are not that spammable in teamgames ( 3 - 4 stickbomba squads are able to kill every army instantly, especially combined with phaseshift from wse ) maybe switch stickz to tier 1 again to give orcs a decent counter to buildings.

change foot of gork dmg type so it will harm retreating units.

change unit drops via global (knob can call in a tier 3 unit on tier 2 for 300/200, ravener alpha can call in a tier 1 unit for 400/250)

split up carnifex in cc and rc version again und buff rc version barbed strangler carnifex and venomcannon carnifex are just a joke now...

maybe do something against rank 60 droppers? there are some crazy people out there that concede every 1v1 game just to get rank points. not only that it´s not fun to meet that people in automatch, also your own ts gets fucked up trough that.



greetings
:hase:
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Spirit

Sturmterminator

Dabei seit: 6. April 2008

Beiträge: 2 286

Geschlecht: Männlich

Clan: FoG

Wohnort: Deutschland, NRW

DoW III Lieblingsrasse: keine

1 Auszeichung

7

Donnerstag, 17. Juni 2010, 18:34

gaunts don´t reinforce the last model when sent in a RA tunnel (reinforcment is done to 99%, so you sent the gaunts in the tunnel and the last model won´t show up)


Same problem with webways.

Gott hat den Menschen erschaffen, weil er vom Affen enttäuscht war. Danach hat er auf weitere Experimente verzichtet.
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Soom

blöder Nidenabuser

Dabei seit: 4. Januar 2010

Beiträge: 1 468

Geschlecht: Männlich

DoW III Lieblingsrasse: keine

1 Auszeichung

8

Freitag, 18. Juni 2010, 12:03

-there is a termagauntbug. it mostly appears when you play ra. terma becomes perma-selected.
you can't select any other stuff, can't build any units etc.
you have to sacrifice the squad to get control again. that takes much time and you may lose the whole game. bigges bug in my opinion which must be fixed!

-fix the regenerationrate of t3 lictor, he regs like a single model. it takes years to heal him.

-fix darkflames plz, add a signal/warning and decrease the damage in retreat.


Weniger Drogen = bessere Admins!

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Soom« (18. Juni 2010, 12:09)

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Predator vr2

Balancethread-Meider

Dabei seit: 2. September 2006

Beiträge: 1 417

Clan: FoG

Wohnort: München

DoW III Lieblingsrasse: keine

0 Auszeichungen

9

Freitag, 18. Juni 2010, 16:07

Suggestions for possible changes on walkers.

-Reduce energy cost of chaos and spacemarines dreadnoughts to 120 energy.
-Reduce the energy cost of "Upgrade:Chaos Dreadnought Mark of Khorne" to 30-35.
-Increase both "Dreadnoughts Fist with Cannon" dps to 85 (maybe let the sm dread keep his inspiration), but still deny their splash dmg once upgraded with a rc weapon.
-Reduce the "blood rage" received damage modifier to 0.6 or 0.7 and make the ability "abortable" after 5-10 seconds.
-Fix the bug with "Missile Launcher Chaos Dreadnought" sometimes not firing as intended (doing some animation, but wont fire any missiles).

-Introduce an upgrade for bloodcrushers (costs like 50 req and 20-40 energy) to receive the "Furious Charge" ability

-Increase the "wraithswords" dps by maybe 5-10% (by decreasing "Wind Down") and give his specialattack ability knockback (matching chaos/sm dreads)
-Increase the "Shuriken Catapult Wraithlord" fotm accuracy to 0.75
-Increase the "Brightlance Wraithlord" to 20 dps, set "Disable Moving Firing" to false and fotm accuracy to 0.5 (is it possible to miss a "large" vehicle with 50% on the move that way?)

-Increase the "Barbed Strangler Carnifex" dmg to 150 and/or increase its middle aoe damage multiplier to 0.75 and reduce its cooldown and/or his reload by 2 seconds (Maybe even remove his melee attack, when in this upgrade, so he cant get "meleebinded" anymore).
-Increase the "Venom Cannon Carnifex" dmg back to 90 and maybe change its aoe damage multipliers to 1/0.75/0.5. (Maybe even remove his melee attack, when in this upgrade, so he cant get "meleebinded" anymore. Any perhaps increase its range to 46-50 to prevent "kiting").

-Maybe increase the hp buff on "Upgrade:Burnaz 'n Bitz" a bit (150-200).

-Reduce the zeal cost on venerable dread and slighty buff hp and/or dps.
-Introduce a shutdown repair ability similar to the tyrantguard or singleplayer thule.
Manchmal verliert man und manchmal gewinnen eben die anderen.

Zitat

Zitat: US Wissenschaftler
"Verfolgt man Massenvernichtungswaffen und Terrorismus, kreuzen sich alle Wege in Pakistan."
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Spirit

Sturmterminator

Dabei seit: 6. April 2008

Beiträge: 2 286

Geschlecht: Männlich

Clan: FoG

Wohnort: Deutschland, NRW

DoW III Lieblingsrasse: keine

1 Auszeichung

10

Sonntag, 20. Juni 2010, 15:17

There is a retreat issue, sometimes the units are not instantly running back to base, instead of running back to base they are regrouping, that can be rly painfull to watch and also it s painfull for the unit^^. There is also a another retreat issue, sometimes the units/heros are retreating needless behind the base so u cannot quickly engage back to the fight.


The avatar costs should be increased by 100/45 to 1100/275 ( or something about that, don t higher the cost to much and pls don t nerf the avatar in any way, he is fine now but he cost alittle to less ressources ), then u also have to nerf the guo a bit cause he doesn t cost much more then the avatar ( sure the avatar is buffing units ) but he is dealing alot of more dps and the guo got much more hp for only 400/20 more....


Soom said in the german forum that it would be awesome if you guys would try to balance each gamemode ( 1v1/2v2/3v3 ) for itself ( maybe with the next addon? ).


You guys have to do more ( and u are trying gd atm ) otherwise dow2 will going down, with your last patch many gd players came back to dow2 but this won t last for long cause there are still many bugs/issues.

Gott hat den Menschen erschaffen, weil er vom Affen enttäuscht war. Danach hat er auf weitere Experimente verzichtet.

Dieser Beitrag wurde bereits 11 mal editiert, zuletzt von »Spirit« (27. Juni 2010, 18:46)

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Predator vr2

Balancethread-Meider

Dabei seit: 2. September 2006

Beiträge: 1 417

Clan: FoG

Wohnort: München

DoW III Lieblingsrasse: keine

0 Auszeichungen

11

Sonntag, 20. Juni 2010, 15:52

-Remove the Seer Councils Leap (pointless without knockback) and reduce its global cost to 600/300 and its "general cost" too 600/100 to reduce the -reinforce costs to 60/10.

-Maybe think about improving the seers aura (Received Suppression Damage x 0.25)
Manchmal verliert man und manchmal gewinnen eben die anderen.

Zitat

Zitat: US Wissenschaftler
"Verfolgt man Massenvernichtungswaffen und Terrorismus, kreuzen sich alle Wege in Pakistan."
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Spirit

Sturmterminator

Dabei seit: 6. April 2008

Beiträge: 2 286

Geschlecht: Männlich

Clan: FoG

Wohnort: Deutschland, NRW

DoW III Lieblingsrasse: keine

1 Auszeichung

12

Montag, 21. Juni 2010, 18:02

Levitation field should not work on retreating units, otherwise catched units should take less dmg from attacking units or the ability should not last so long, doesn t matter how but pls fix it.

Shootaboys are maybe dealing a little to much dmg fully equiped on t1 ( also vs several t2 units like warp spiders ) overall: reduce T1 effectiveness, increase T2 effectiveness..

Warp spiders sometimes bugging out while teleporting ( sometimes just 1 or 2 models are teleporting and waiting for the rest..... that can cause several unnecessary losses and it also slows down the movability ).

Gott hat den Menschen erschaffen, weil er vom Affen enttäuscht war. Danach hat er auf weitere Experimente verzichtet.

Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »Spirit« (25. Juni 2010, 14:05)

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Leo

Flyyyying

Dabei seit: 16. Januar 2007

Beiträge: 436

Geschlecht: Männlich

Clan: Focus on Gaming

Wohnort: Aachen

DoW III Lieblingsrasse: keine

1 Auszeichung

13

Montag, 21. Juni 2010, 20:32

really frustrating: When you select a unit and press retreat directly it happens often, that the unit was selected before retreats and the unit you want to retreat propably dies.
It is nice to be important but it's more important to be nice.

>> Marinestheme on Piano <<
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Soom

blöder Nidenabuser

Dabei seit: 4. Januar 2010

Beiträge: 1 468

Geschlecht: Männlich

DoW III Lieblingsrasse: keine

1 Auszeichung

14

Dienstag, 22. Juni 2010, 00:28

-Units should abort a synckill when the sqauds starts retreating


Weniger Drogen = bessere Admins!
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Gurke

Brainskill deluxe

Dabei seit: 22. November 2004

Beiträge: 4 537

Geschlecht: Männlich

Wohnort: nrw

DoW III Lieblingsrasse: keine

0 Auszeichungen

15

Dienstag, 22. Juni 2010, 08:47

Zitat

Warp spiders everytime bugging out while teleporting ( sometimes just 1 or 2 models are teleporting and waiting for the rest..... that can cause several unnecessary losses ).
fixed

Zitat

-Units should abort a synckill when the sqauds starts retreating
+1
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Leo

Flyyyying

Dabei seit: 16. Januar 2007

Beiträge: 436

Geschlecht: Männlich

Clan: Focus on Gaming

Wohnort: Aachen

DoW III Lieblingsrasse: keine

1 Auszeichung

16

Dienstag, 22. Juni 2010, 15:46

maybe do something against rank 60 droppers? there are some crazy people out there that concede every 1v1 game just to get rank points. not only that it´s not fun to meet that people in automatch, also your own ts gets fucked up trough that.


Also against normal players:
It makes absolute no sense that you can loose a trueskill level although you have won.
It is nice to be important but it's more important to be nice.

>> Marinestheme on Piano <<
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Spirit

Sturmterminator

Dabei seit: 6. April 2008

Beiträge: 2 286

Geschlecht: Männlich

Clan: FoG

Wohnort: Deutschland, NRW

DoW III Lieblingsrasse: keine

1 Auszeichung

17

Mittwoch, 23. Juni 2010, 00:13

There are still some hacks going on, i played a 2v2 with caeltos vs two ork players today ( ead7/ethdon7 ), we won vs them but after the next victory we recognized that our streak was destroyed ( streak of 1 ), both of us also lost needless 7 ts points so i dropped down from 37 to 30 and caeltos dropped down from 33 to 26.

Not that ts would interest me anymore but this should not be possible.....

Gott hat den Menschen erschaffen, weil er vom Affen enttäuscht war. Danach hat er auf weitere Experimente verzichtet.

Dieser Beitrag wurde bereits 6 mal editiert, zuletzt von »Spirit« (24. Juni 2010, 15:04)

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Spirit

Sturmterminator

Dabei seit: 6. April 2008

Beiträge: 2 286

Geschlecht: Männlich

Clan: FoG

Wohnort: Deutschland, NRW

DoW III Lieblingsrasse: keine

1 Auszeichung

18

Donnerstag, 24. Juni 2010, 15:02

Range units didn t fire properly if they are to close to something, can be seen in the following replay at min 7 or something when the gu`s trying to shoot at the webway http://www.gamereplays.org/dawnofwar2/re…tails&id=129336

The 1v1 mode should maybe be reworked, there is to much capping going on in 1v1... maybe u should try to remove some req points or make them upgradeable.

The dmg of stikkbombs is to high you should lower the dmg ( not to much pls^^, otherwise no one will play with em anymore ), it should not be possible to instantly kill a sm tactical squad or devastator marines with a single throw....

It should be possible to retreat out of the phase shift... it s to easy to time attacks properly on freezed units.

All base turrest should have a 360 degrees attack area like the nid base turret.

Gott hat den Menschen erschaffen, weil er vom Affen enttäuscht war. Danach hat er auf weitere Experimente verzichtet.

Dieser Beitrag wurde bereits 5 mal editiert, zuletzt von »Spirit« (27. Juni 2010, 11:50)

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Spirit

Sturmterminator

Dabei seit: 6. April 2008

Beiträge: 2 286

Geschlecht: Männlich

Clan: FoG

Wohnort: Deutschland, NRW

DoW III Lieblingsrasse: keine

1 Auszeichung

19

Sonntag, 27. Juni 2010, 12:22

Sometimes visual special attacks are missing, fc aoe visual attack is missing sometimes also the wailing doom of the avatar for example, just the impact and the dmg of the attack can be seen.

I got another suggestion to stikkbombs: instead of nerf the stikkbombs you could higher the cooldown of the ability.


The blight grenade of the pc is a bit to effective for it`s cost, u can cause a full retreat and heavy losses for enemy units with one single grenade....

You should slightly increase the upeek of plague marines in my opinion.


The scout sniper upgrade on t2 is with 150 req a "bit" to expensive in my opinion, 140 or 135 should be better i guess.

I think the shotgun upgrade for scouts should give the scouts a slight health increase.


Im not sure but i think the range bug still excists, can anyone else confirm it?

Fire prism rly need a shield in my opinion, just a light shield.


btw. i overworked my ex-posts.

Gott hat den Menschen erschaffen, weil er vom Affen enttäuscht war. Danach hat er auf weitere Experimente verzichtet.

Dieser Beitrag wurde bereits 12 mal editiert, zuletzt von »Spirit« (27. Juni 2010, 23:44)

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Namaron

Neuling

Dabei seit: 15. März 2010

Beiträge: 44

Geschlecht: Männlich

DoW III Lieblingsrasse: keine

0 Auszeichungen

20

Montag, 28. Juni 2010, 11:58

Chaos Sorcerer:

His Mindcontroll should be "retreatable" for HIMSELF, if you see mass meele coming or something u retreat.. so you dont have to watch your sorcerer Die...

Heretics:

If you upgrade them with grenadelauncher, sometimes you give them "attack that" and they just stand there and doing nothing.. even if you click more times.. i also let them get more distance, maybe for min. distance to shoot... but didnt work (only happens if squad have only 3 or 4 members left).

Chaos Space Marines:
The Mana of them should be removed, or give them abilitys to work with, otherwise its useless.


Kommando-Squad:
The Nob-Leader should get a rangeweapon too, no use for his big hammer i think.

Stormboys:
Stormboys should get a knockback when they do the "Jump".
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

General Things:

If you have Big Squads (like Heretics, sluggas) it often happens if you say them they should attack there or cap this, 1 or 2 of them running forward, rest standing still and waits a couple seconds then also starts to move... They should have a "max. Spread range" that 1 or 2 couldnt be that far away from rest.

The Pathfinding of tanks and other HUGE things are really buggy sometimes... He moves forward backward forward turns a bit, and moves again.. and i just clicked a couple meters behind him.. (nothing was in his way only Grass and bushes).
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