I spent all day trying to fix the units in CSG issue. I felt that was the bigger issue. There are still cases where units can get stuck, but it should be harder to do now.
I didn't think they were that good at it. They'll shoot but they can't really hit a moving target. Maybe it means they can kill air fabbers though. I'm not seeing the bug where they get stuck or where a group can't move if one unit is stuck. I had two doxes get really confused and run in a circle when they found the edges of a rock, but that's nothing new and easily fixed by just giving a new order to manually path around it. Build looks good to me!
On the metal planets there are some places you can still get pushed into. But the mountains all seem good.
What? I thought sorian's AI would have invented time travel by now so you can extend your work day. He must be slipping
Played on FFA, ruled the world with Dox (and eventually some mixed adv. bots) Some terrain hangups, but it didn't feel like as many were as stuck. - Fabber build arm turn rates increased, usually 2x - As has been observed, assault_bot_tool_weapon targets WL_Air - Several new stock systems in the 6+ player range - Otherwise, the game name is really about it for inspectable changes. IMHO, i'd rather see Dox nerfed back a little bit rather than have their cost increased; having a cheap swarm unit is kind of fun.
If you have dox patrolling your base, they sure seem good to me, but they are not practical for countering snipes if that's what you were thinking
Just fought an AI game. AI still spawns in, shall we say... less than perfect areas. It's worth noting that he was able to get out of that area, when I eventually sent some tanks to deal with him he did move out to attack them.
Metal planets still have a known issue with that as one of the most significant possible problems. There's already a fix, but since we're in hardcore "all checkins are reviewed first", it'll probably be a hotfix if this build goes live. Because overall, PTE is still looking a lot better than current stable.
We will have to wait and see. I usually prefer to wait a week or two before really judging the balance. Things just don't turn out the way we expect. For example, I see dox used now but people still say they are terrible. As for the build itself, it looks good. I say pull the trigger on it and give the tournament and kotp players something new to deal with!
Trust me, dox spam pulled off in pte can kill a hard tank guy like me very very fast. Any news on redeem button?
The changes in PTE will not fix the issue where units can get pushed over a "wall" into another pathable area that is completely walled in. I hope that makes sense. I will be attempting to fix this issue over the weekend. I know what the problem is, but need to find a way of fixing it that doesn't break something else.
Could you maybe explain why it isn't as simple as - this area is unpathable under no circumstances may anything enter it, what makes it so complicated to keep things going from where they arent supposed to?
Because the area in question is pathable. You know those flat areas next to the metal planet trench that goes around the equator? Those are pathable areas, but have walls that go all the way around them. Units, if they get pushed hard enough, can be pushed over the wall far enough that when we fix up the units position they are already sitting on the walled-in pathable area, so they get fixed up there. Make sense?
PROBLEM DISCOVERED: Porting 3k dox through a portal causes a server crash. Right at the part of the game where it was getting REALLY interesting