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New 1.3 Bugs Version 2

Started by Wingflier, November 22, 2004, 04:10:05 AM

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Wingflier

These are the newest 1.3 bugs / suggestions that I have come up with...notice that I have called it *version 2*....that is because when I believe I have found them all (all being a relative term), then I will make an accumulated list containing all the bugs that I have found...
Version 2 will have none of the bugs posted in version 1 in it, only the accumulation will have bugs from previous posts...

Remember, I am just trying to help, again, no flaming...

Here goes:

1)Constructor Bugs.
a. Constructor sometimes does not build at all when you tell him to build...and takes your money...
b.Constructor(so I am told) has red wireframe buildings next to allied buildings...
plz fix.

2)Empty Scouts when configured/changed via the menu 'inside' the recycler, cost 60 scrap...I don't know if this is on purpose but don't you think that this is a little ludicris?  Especially when normal scouts cost only 50 when configured/changed...
My suggestion would be to change configured empties to 45 scrap (20 for the scout, 20 for the chains, 5 for the time)...
Hopefully this way they wouldn't get 'abused'.
plz fix.

3)Avengers do not cost any more configured than they do as default...I don't know if this is intended, but just so you know...

4)Empty Scouts definitely lag more than normal scouts...I do not know why, but please fix.

5)When you change a nav name inside the antenna/relay bunker, the name stays for all navs made afterwards, whether thats what you wanted the nav to be or not...
for example...
If I'm in the antenna, and I make a nav called 'repair' and place it on the dower...then when I get out of the antenna and go to place a nav somewhere else on the map (in my ship obviously) this nav will be called 'repair'.
plz fix.

6)When you configure/change a ship via inside the building(s) with 1.3, there is a bug.  Lets say that you configure a scout with chains for example...if somebody destroys your armory that scout will still come out with chains...
I don't know if this is intentional or not, but it is probably unfair...
plz fix.

7)*Suggestion*  If you have ever played the G66 mod then you will know what I am talking about:
I think that it would be very beneficial to BZ2 if you were to add the ISDF Puma and the Scion Dragoon to the arsenal of ships buildable in the game.
These ships are really fun as I'm sure anybody who has ever played G66 knows.
I believe that these ships would add a new (and fun) perspective to the game without affecting the overall balance of it...
Please give me your feedback on that one...

Well, that's all for now.

Once again thanks for all the hard work.

Adam :sleep:

Commando

Quotea. Constructor sometimes does not build at all when you tell him to build...and takes your money...
I've seen the same thing too.  Unfortunately, a reproduceable case of this occurring is required.  If you can get it to occurr on command, post the steps so GSH can see what exactly is going wrong.  Does this happen for you in multiplayer or in single player?  If it is in single player, do you have /multiworld enabled?

Bull Dog

sometimes what happens is becuase bz2 responds every 1/10 of a second you can have the retical on a green spot press space and in under a tenth of a second move the reticle to a unbuildable spot.  The cons walkes over and wonders how in the !@#$% he is supposed to build there.  He get pissed and just decides to fritter your scrap away.

Commando

Yeah, I've reported that numerous times.  That bug can also work to your advantage, I won't go into detail because I and I'm sure most, will consider it an exploit.  I think it has been posted in the past though.

PhoeniX-FlamE

well here goes:


2. known, they considered it "balance issue" and since the public beta v1 isnt for balance issues it wont be changed imo - although I belive its a easy odf tweaking, and 45? your crazy, better off builing a scav and demolishing it for the 10 scrap (if you got 2 pools) and get a full
my suggestion would be 30 or even 25

3. its intended - no need to touch it anyways, its balanced the way it is

4. still not sure about it, empties get used later ingame --> more lagy anyways

6. intended and leave it that way too

7. I think they should stay in mods. dragon seems to be wacky and laggy and the puma. hmmmm I'm not too sure if 1 ship having both a cannon and a rocket is a good idea, maybe though - I still think they should stay in mods though

Bull Dog

To be blunt about the Extra ships.  Things are more or less balanced right now.  Don't break it.

APCs r evil

Quote from: Wingflier7)*Suggestion*  If you have ever played the G66 mod then you will know what I am talking about:
I think that it would be very beneficial to BZ2 if you were to add the ISDF Puma and the Scion Dragoon to the arsenal of ships buildable in the game.
These ships are really fun as I'm sure anybody who has ever played G66 knows.
I believe that these ships would add a new (and fun) perspective to the game without affecting the overall balance of it...
Please give me your feedback on that one...

No need for them, the balance is decent as-is, and in my humble opinion adding those two ships would have a pretty big impact on balance. Imagine a Sabre with Blast that you can't escape (Shadowers).And the Dragoon completely obliterates the reason to build a Lancer, even though there never really was one. Plus Dragoons can have assault Gauss and combat Stingers at the same time, weapon switching with them would deal out a lot of damage. Well there's my feedback. :mrgreen:

Spawn

hey, lets just add in furies and gorgons!!

PhoeniX-FlamE


Wingflier

APCs argues:

1)"Sabres with blast you can't escape (shadowers)"
--First of all, most scouts and tanks come equipped with Phantom anyways, shadowers are not that big of a deal by the time you could get a Puma.

2)"Dragoon obliterates reason to build a lancer"
--No it doesn't.  First of all you can get lancers much quicker than Dragoons.  Second of all the AI would use the Dragoon guns not the missiles, so they would have different uses...Besides...who pilots a lancer anyways?

3)"Dragoons would have guass and combat stingers at same time"
--If you are referring to the Dragoon in its unmorphed form...it is really not that powerful, guass and stingers is nothing compared to arc and guass or emp which you can get shortly after...
If you are referring to the Dragoon in its morphed form...it really would not be that powerful, especially since it would take at least 2 times as much damage morphed and morphed stingers are not really made for combat.

Adam

Wingflier

sorry didn't get to finish that post...had to go to class...

Anyways...

I think BZ2 is really in need of the Puma and the Dragoon.  Pharoh, at least, agrees with me on this one.

Think about it:
BZ2 goes like this - Empty Scout - Scout - Tank

Isn't that quite a leap?  From a scout to a tank?  It's not like there's an alternative...when people start getting tanks scouts become obsolete for dogfighting..(at least in 1.3)

Scouts still get used, I agree, but usually for hit and run attacks on extractors, and that's in the late game where the tanks would be the most dominant anyways..

I think the best way to close the gap between scouts and tanks is the puma and dragoon ships.  In my opinion both of these ships basically represent a (Scout + Tank).  Kind of like a hybrid.  It gives a transition step.  This way you are not forced to upgrade with the team who goes tank.  

A Puma and a Dragoon can be beaten by a scout, but can also beat a tank.  Does anybody agree with me?

How many games have been lost because somebody beat you to a tank and mortared your base?  There was probably nothing you could do about it....

I think the Puma and Dragoon would fix this problem, not to mention that are extremely fun.

PhoeniX-FlamE

dragons will still wont be used, its quite hard and odd to pilot them, and heck! who needs them when you can get a blinking warrior?

the puma, well - I never got in one, but am wondering, is that assult cannon or the AI is just somewhat 'smart' using rocket on units?

using a puma will take away rocket tanks in my opnion, not many people uses them anyways, and if I use them its for what the puma does only at a much lower cost and easier to control therfor IMO puma will cancel some other units

SkyNET

Dragoon is way powerful. Same for the puma. Better off without then.

Wingflier

Quote from: SkyNETDragoon is way powerful. Same for the puma. Better off without then.

What are you talking about...

I just listed above why the puma and dragoon are not too powerful...tanks are definitely better...

Spawn

Quote from: Wingflier1)"Sabres with blast you can't escape (shadowers)"
--First of all, most scouts and tanks come equipped with Phantom anyways, shadowers are not that big of a deal by the time you could get a Puma.
yes, shadowers are a big deal.  what about scion?  dual shadower makes the msl scout useless, for not it can actually fight (blast) and it is cheaper.

Quote2)"Dragoon obliterates reason to build a lancer"
--No it doesn't.  First of all you can get lancers much quicker than Dragoons.  Second of all the AI would use the Dragoon guns not the missiles, so they would have different uses...Besides...who pilots a lancer anyways?
3)"Dragoons would have guass and combat stingers at same time"
--If you are referring to the Dragoon in its unmorphed form...it is really not that powerful, guass and stingers is nothing compared to arc and guass or emp which you can get shortly after...
If you are referring to the Dragoon in its morphed form...it really would not be that powerful, especially since it would take at least 2 times as much damage morphed and morphed stingers are not really made for combat.
ok, ai uses guns or missles somehow, but i forgot really.  and dragoon uses ASSUALT guns when unmorphed, giving you a big advantage in doggies/killing pools when morphed.  Only lancer advantage is blink and ammo, so lancer would be used even less.  You can still fight WITH a great ability to kill pools, so you dont need to unmorph, not to mention how frigging jumpy they are!!


If you played in 1.2 more, with some experienced players, you would learn that scouts are very powerful, exceptional speed, great radar, can see a tank before your on their radar, much less in their range.  Empties are also useful for a quick ride or killing pools.  A scout has a sizeable advantage over a tank, enough that 2 scouts can usually tank out a full tank, or at least one will escape.  Besides, balance is close enough as is, if you want it better make a mod.