It looks to me like T2 bots are a better (i.e. bigger) size compared to T1 now. I was one of those who complained when the T2 vehicles were made smaller, but because they aren't too detailed it made sense aesthetically at least, to scale them down. I'm hoping we get some beefier T2 vehicles soon too though.
Oh wow! They really look awesome! Adv combat fabber have a cannon in front of them! Does that mean they can shoot?
Completed AI game without crash. Seemed like I would send a group on a multi point path to the enemy base, and then come back later to find they had stopped at the first point. Could be user error, or could be my shift key going, but I never noticed this before, and it happened several times. Still often seeing unit icons under the icon of the factory constructing them, which makes it harder to tell which factories are on and which ones I forgot to put on loop. Yay ammo bar - although having the health appear while charging make me think the unit took a little damage. Saw the health/ammo for enemy pelter in fog of war. Didn't notice any other issues, but forgot to pay close attention. Balance wise T1 feels pretty good - turrets don't mean "oh well, turn around; nvm all dead", or that I can ignore my own base defense. My AI games were ending just as I was getting to T2, so not much comment there.
No, they don't shoot. They also cost 8100 metal but are made of paper. They get 2 shotted by commanders (and insta-killed by most things), so I wouldn't want to use them in my army.
I noticed too that AIs Pelters health/ammo bar can be seen through FoW. Also radar blips disappear when I zoom closer when unit icons are set to range dependent. First I thought that there was something wrong with my radar or energy. I also had problems shooting down Astreus when it landed over a wreckage. When wreck was removed AA shot it down with ease.
Why can I build an advanced factory with 5-10 fabbers and it doesn't put my economy into the negative. But when I order 1 adv fabber with the factory (no assist), my economy makes an incredible nose dive? I can build T2 factories way before I can actually use them. I find this odd and will be confusing to new players.
You can't :/ I assume it's a bug/accident. I've been whispering something along these lines in Meta's ear for a while now. In most PTE games I've played I've just got the T2 factory to get one T2 fabber out. BUT, sniper bots only cost 540 now (another bug I think), so because of rolloff times it might be worth having a T2 bot factory running.
Bugs: I noticed a couple of pathing bugs. units just stopping all of the sudden, they also get stuck really easy. There is something wrong with icons within the fog of war, they don't always show while they are within radar view distance. You can't build an orbital factory. Inferno's stop moving when you give them an attack command. Sound bug (I don't know what exactly). Personaly: The metal eco is going the right direction but right now it is stalling to quickly and the game progression/pace has become a lot slower than before, that makes it a bit tedious. I also think Ankers are OP, you need a lot of orbital fighters to take down one Anker (I think its like 6) but an anker is a lot cheaper and faster to build than 6 orbital fighters and can also shoot at ground units. A big spam of orbital fighters takes 4ever to build so.... ZZzzzZzzz..
Yikes, I think a lot of stuff wasn't noticed when a lot of other stuff was changed. Let me list ones I read: -Pelter ammo though fog of war -Sniper price pre-PTE, economy post-PTE? -Advanced orbital units weren't placed in the blueprints buildable by orbital fabbers, the orbital factory is gone
A lot of units need less energy to run, so you don't need to spam that as much, that speeds things up a bit. Not as much as 5 metal/s metal extractors slow it down, BUT you can up the metal spot count in the system designer to get it going again. If you love T2 so much why don't you marry it, the cost of T2 (nearly) everything is too expensive considering the much lower metal income and T1 unit buffs, so I can understand, if you used to use a lot of T2, why you think the game is slower now. Uber has found the extreme for T2 cost, and need to back it down to somewhere in between live and PTE builds.
Bot Fabbers act a little funny. When guarded, bot fabbers will sometimes decide to walk in in tight circles doing a dance. I issued build orders for a group of fabbers mixed between T1 and T2 bots to build some T2 mex. The T1 units beat the T2 bot to the build area but once the T2 started they just sat there. The T2 unit built a few without getting any help. The "F" key does not select these idle fabbers, they just sit there.
Scout description needs to be changed, its default action shouldnt be attack. If you tell it to attack a unit it stops. I like before when it would follow the unti until you fioghters got there.
The description should be changed. Also, it should have an "attack range" and believe it is attacking, but actually not have an attack, that way it does follow. I think maybe it should even have a "weapon range" 90% it's field of vision, so it without micro spies from the edge of it's vision on it's target. Make ideas where there are problems.
@clopse So was I. The problem is attack causes them to immediately just stop and land (as if a naval unit was given a command outside of it's water). The solution is give them the belief they can attack without a weapon so they pursue like they used to, and to improve that to set their nonexistant weapon range higher (like old bomb bots being given a range outside their range) so they pursue from the edge of their vision without microing.