Crash on matchmaking cancel, UI bug, Hacked Turret bug, etc

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by StarPilot87, September 14, 2010.

  1. StarPilot87

    StarPilot87 New Member

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    I've noticed that the game sometimes crashes when you cancel matchmaking in Crossfire. I don't play Blitz with randoms, so I don't know if it can happen there or not. I think it happens most often if you cancel matchmaking when the game determines there is no game available to join and makes a new one with you as the host.

    Also, I've noticed that there is a UI bug after a match is over that causes the highlighter to become misaligned and only cycles through 1 team. If you highlight a player and they happen to leave the game when highlighted, the UI bugs out. This can also happen if you have a slot highlighted when looking at the game summary when the other team wins, and the highlighted slot is an empty slot on the other team.

    On a third note, I've noticed some bugs with the game and kills. One such bug involves the Gunner's Mortar Launcher. If you shoot a round and die before it splits and it kills someone, no player is given credit for the kill. A similar issue happens when a player uses a charge skill (or Assassin lunge) and dies before it completes. This also happens to cause the ragdolls to create friendly fire. For example, an Assassin is near an allied Assault who uses their level 2 charge to move forward faster. The Assault passes by the Assassin right when the Assault is killed. The Assassin then gets killed by the Assault's ragdoll.

    Something that I found out when playing Blitz the other day, is that a turret that has been hacked by a Support and then upgraded does not keep the effects of the hack, despite the hologram showing that it is still hacked. For example, build a level 1 RockIt turret and hack it. After hacking, upgrade it to level 2. This level 2 RockIt turret will not have the same range and increased rate of fire the level 1 turret had prior to the upgrade.

    I've also noticed that sometimes when switching from a secondary weapon (ie Mortar Launcher) to a primary weapon (ie Minigun), that if alternate fire is pressed before the weapon change is finished, your character will switch back to the secondary weapon. Very annoying when using a Gunner's mortars to damage enemy turrets when you need to get out your Minigun to deal with an enemy Pro nearby, only to have it switch back to the Mortar and do a missed grapple.

    There are also issues with general bot pathfinding. If a group of bots (let's say Black Jacks) get pushed away from their path, they will try to get back on path while walking into each other. They will end up not moving forward, and will stay like this until a hostile target is in range to shoot, or they die. This can happen in both Crossfire and Blitz, with the bots spawning in large groups in Blitz essentially getting lost and walking in circles until death. This is most noticeable with large groups of Slims, but can also happen to Black Jacks and Scramblers.

    Longshot turrets have targeting issues on Steel Peel, and they typically just end up shooting the stadium walls. Buzzers have pathfinding issues which are most obvious on Steel Peel, but also present on GrenadeIII and LazorRazor, causing them to get stuck on walls until death.


    Now for things that aren't exactly bugs, but more like ideas I have to help improve the game. Juiced Assassins can wreck base turrets far too easily, even when there are defenders present attempting to halt the attack. While I would like to see the damage a Juiced Assassin does to base turrets reduced, perhaps a way to balance this nerf is to increase damage an Assassin does to turrets that are stunned by a Smoke Bomb.

    Another thing I'd like to see is the Headshot hitbox the Sniper Rifle uses to be raised on player models a small amount. Right now it seems that the headshot hitbox is around the chin area. Hitting someone in the forehead only seems to do normal damage.

    Other things I'd like to see are team colored kill tickers, which would help players see when teammates may either be making a push or being in trouble. Another is to let Bullseye spawn in Sudden Death Blitz after round 60, as he does not appear to ever spawn after that round. Increasing the size of the RockIt Turret in relation to the Assault's Grenade Launcher would help them actually hit them. It would also be nice if when Host Migration happens, that all bots and player built turrets remain after the migration. I would also like to see the game's timer to be stopped during migration until it is done, unless the migration times in the upcoming patch are short enough to mitigate this. Also, it would help even the playing field if players that join a game in progress started with more than just the basic $300. Perhaps basing the increase in starting cash on how many Jackbots have spawned could work, or time elapsed.

    Control options like being able to turn off AutoAim, and Legacy/SouthPaw control schemes might also be nice.


    Yes this is a long post, but it's mostly copypasta from notes I've taken that I've wanted posted.
  2. zarakon

    zarakon Active Member

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    I often play assassin, and my primary goal is to be the juicing turret-wrecking bastard that you hate.

    In many cases, yes, it is really easy to wreck a whole base. However, if there are a couple of turtling supports, it becomes very difficult. Fixing either situation without totally breaking the other would be tricky.

    Hacked firebases will tear through a juiced assassin faster than just about anything else. They also take more swings to kill than most base turrets, and can be placed to cover 2-3 base turrets for stacked damage. They also add a huge amount of framerate drop from how rapidly they fire and ping you. Add to that a couple of annoying *** supports bouncing around with their hurt guns out, and it feels like you just got punched in the nose and walked into a big meat grinder.

    Besides, too many games go to overtime already. Defenses don't need any help.
  3. StarPilot87

    StarPilot87 New Member

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    Being someone who often plays a non-turtling Support and tries to control one of the bot lanes with their firebase, I don't have that luxury. Of course it is your job to wreck our stuff when we least expect it. Perhaps something else like increasing the slow effect of a hacked ShaveIce? I know their slowing range is much greater when hacked, but I've still had Juiced Assassins take out 4 of our 6 turrets.

    I actually play as any class, except Sniper because my aim is garbage. I have tried being a Juiced Assassin to wreck enemy turrets, but got wrecked myself. I'm assuming that it's because at that time I didn't have an armor endorsement for survival. I'm just throwing out ideas I have, and of course people are free to praise it, bash it, or ignore it.

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