Jump to the 13:40 mark and check out all the Dox stuck in that crack I've had this happen a lot in my own games as well. Would love to see this get fixed.
yeah that would be awesome. I've had some sort of reproducable pathfinding issue as well, here is a replay of me doing it: http://pastats.com/replay/13430091605034948301 I've had that spawn and did a very similar build in at least 2 games today and in both cases I had to help the 2nd engineers to get around the factory. It starts in 1:56 at 2:01 I notice the issue and give a move command to help the engineers get around the factory. the red marked engineer was just build. Now it was given the task to build mex to right, but it fails to get around the factory and tries to move straight to the right, so straight through the factory.
Yeah, this game was quite interesting actually in that it highlighted quite a few of the different issues still with PA today: 1) Pathfinding issues - units getting stuck in cracks 2) Despite being over 40 minutes, no t2 being built at all 3) Very little unit diversity - same ~6 units being used over and over again 4) No orbital at all/expansion to the moon 5) No proxy bases or any type of interesting/unique strategy on display And it's not like these guys are newbies... I would recommend passing this game around the office at Uber. Maybe even get everyone to sit down around a screen as a team watch it, and take some notes. Why didn't t2 built at all? Why did no person try to go to the moon? Why were no interesting strategies being used? etc. I think just in this game alone there is a lot that can be learned that can go in to shaping future balance & gameplay changes.
I see your point on the game, this is how PA is played 1 v 1 on small planets. We must also consider though that the balance (and in this I'm talking *usefulness of all the units*) is totally different on larger maps, or with more players. We (Promethean) have been playing large team games all evening and using pretty much every unit in the game with the notable exceptions being 1: Grenadiers, 2: Naval in general (and these issues have been gone over so I won't being them up now). In my experience of playing a few 'TA' type games competitively 1 v 1, there are particular strategies on particular maps, at the moment the map pool is limited which is restricting play. It's also fairly common to use a fairly small unit set in a 1 v 1 depending on circumstances. Lots of skirmishing with fast raiding units (i.e. dox, in TA it was the peewee / flash thanks / AK), with a main force made up of a stronger unit (PA = Bolo, TA it was often long range units like Slashers or Samsons, maybe Rokos / Storms for bot players, BA plays more on Stumpies / Raiders as the heavier unit). You then changed up your build as needed (they go bombers, you make AA- or you prompt them to). PA played in teams is quite a varied experience, lots of orbital, expansion, gates, boom bots, mass air, t2 etc.
And that's making me somewhat unhappy currently, 1vs1 should feature more than that. We had better times for sure. Though I am positive we will have better times again.
Yeah I agree with you, though based on comments from Uber in another thread, bigger 1 v 1 maps are coming I just think it's worth pointing out that the "balance" isn't necessarily the issue, but more the way they games themselves are being set up. Making t2 common for the current 1 v 1 maps for example, would likely make it totally OP in all other situations (or more crucially remove t1 from larger games which is where we were a while back).
Tvinita in another thread about unit cannon: "At the cost of three advanced factories, I don't expect to ever see this in 1v1 games. I'm not complaining about that, but is this intended? 1v1s in general right now tend to see little in the way of advanced weaponry, especially at higher level play. One of my main objectives right now is figuring out what I can do to change that. Stay tuned. Considering this is created for multi-planet game play I'd say we wouldn't see it in 1v1 games either way, unless we get larger 1v1 maps. I've got at least one 1v1 map cookin' that I'm look to address this with. Again, stay tuned."
Nah I can see t2 work out with the economy changes I suggest and they in fact only touch the t1 economy, so I suspect they would only have a very small effect on bigger team games