MO 3.3 // Game Bugs
#261
Posted 10 February 2017 - 09:30 PM
#262
Posted 10 February 2017 - 10:14 PM
So i play Act 01 Mission 7 Idle Gossip
I using wolfhounds and V4 to attack enemy.
When i notice that 3 Engineers walking around small tent like they want to go inside as normal unit/or to fix it.
Attacking them don't change that , they stop when they was dead.
Such a loyalty for the cause.
i have only this lame photo of them and the tent as my pc is too wooden to record.
Oh and i don't touch this tent before so it was on full hp and empty for the beginning
Edited by Dawbra, 10 February 2017 - 10:24 PM.
#263
Posted 12 February 2017 - 06:23 AM
I think i just found another bug, hope it is not some sort of intended stuff (as it shouldn't be)
In the map (2) Dimension W, the bridge repair huts are completely useless as it doesn't fix the bridge even if you send in engineers
#264
Posted 12 February 2017 - 11:24 AM
Found some bugs on Co-op Mad Monster
1. When the timer runs out, the apocalypses are not back to the Soviet's control (tested with Spies already on the player's control)
2. The 'Field Bureaus' that we need to infiltrate is not a Field Bureau at all, but the old Soviet Radar Tower.
Also, found some glitch in Mind Control mechanic. Nablis123 and I were playing as HQ and PsiCorps respectively. Then suddenly this happened to his Colossus.
I can't add any more brain link to that tank
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#265
Posted 12 February 2017 - 12:14 PM
Speaking of glitches, I saw a bug with indestructable mind control object once. My friend put an Adept into a Catastrophe which I then destroyed. The Adept died with the tank, but the mind control link didn't break. There were no objects on the link's end, it just led to an empty (no stealthed objects) tile.
UPD: Found a screenshot:
Edited by Damfoos, 12 February 2017 - 08:05 PM.
#266
Posted 12 February 2017 - 06:04 PM
Wait, you mean in Mad Monster, the Field Bureau's actually still use the Radar Tower graphics? Because I remember it mentioned that some levels just look out of place without Radar Towers, but I thought that the graphics itself is "gone".
#267
Posted 13 February 2017 - 12:35 PM
I made the assumption that the mission is outdated because of the not working triggers, the difficulty of the map (even though we choose medium difficulty ) and the radars.
however I was able to yolo a spy in the southern radar without any protection on it, just by luring every terror drone to the defensive lines so we can kill them.
ALSO : I had 2 engineers in the mission and so did handepsilon, so I took the war factory and a refinary but had no power, so the progress of the mission was so slow because I was making tanks at half of their production speed which is why we ran out of time.
#268
Posted 13 February 2017 - 12:51 PM
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#269
Posted 13 February 2017 - 04:05 PM
May I ask you, did you use your initial engineer to repair the bridge? Or did you just forget that it's in your Archon?I made the assumption that the mission is outdated because of the not working triggers, the difficulty of the map (even though we choose medium difficulty ) and the radars.
however I was able to yolo a spy in the southern radar without any protection on it, just by luring every terror drone to the defensive lines so we can kill them.
ALSO : I had 2 engineers in the mission and so did handepsilon, so I took the war factory and a refinary but had no power, so the progress of the mission was so slow because I was making tanks at half of their production speed which is why we ran out of time.
Don't mind me, I'm just pretty broke nowadays...
#270
Posted 13 February 2017 - 04:36 PM
He repaired the bridge, then I capped a radar dome the mission recommended us to capture. So we spent both our initial engies
It probably was a bad idea, but hey, we didn't know there would be an abandoned outpost AFTER the dome.
Edited by Handepsilon, 13 February 2017 - 04:36 PM.
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#271
Posted 14 February 2017 - 10:08 AM
Zubr cannot move into shrouded area while all other amphibious transports can. Not sure if stealth bug, or inconsistent nerf. Otherwise, it's not mentioned on site page. And also, the description of each faction's amph. transport mentions that it is "lightly armed" while only the original 2 factions have weapons on them. Or the writter meant that they are lightly armoured? Which is also not true, as they have medium type of armour.
This is what I see when anyone misspell Fury Drone as Furry Drone
I made a youtube playlist of songs that may have inspired mission names (at least 50% is correct and seen by Speeder himself)
#272
Posted 14 February 2017 - 10:34 AM
Zubr cannot move into shrouded area while all other amphibious transports can. Not sure if stealth bug, or inconsistent nerf. Otherwise, it's not mentioned on site page. And also, the description of each faction's amph. transport mentions that it is "lightly armed" while only the original 2 factions have weapons on them. Or the writter meant that they are lightly armoured? Which is also not true, as they have medium type of armour.
Will be fixed. It's listed in the upcoming patch notes. Driller can also move on shrouded area, when it shouldn't be
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#273
Posted 14 February 2017 - 11:39 AM
Zubr cannot move into shrouded area while all other amphibious transports can. Not sure if stealth bug, or inconsistent nerf. Otherwise, it's not mentioned on site page. And also, the description of each faction's amph. transport mentions that it is "lightly armed" while only the original 2 factions have weapons on them. Or the writter meant that they are lightly armoured? Which is also not true, as they have medium type of armour.
Will be fixed. It's listed in the upcoming patch notes. Driller can also move on shrouded area, when it shouldn't be
Oh. Must have missed it then. Thanks for info.
This is what I see when anyone misspell Fury Drone as Furry Drone
I made a youtube playlist of songs that may have inspired mission names (at least 50% is correct and seen by Speeder himself)
#274
Posted 16 February 2017 - 02:56 AM
Can't use Domination and Tempest at the same time - when one activated I've got message "Psyhic Domination is already active" even in case, when I'd used Tempest. Also - sometimes I can and sometimes I can't activate Storm and Tempest at same time.
I can't build Drop Control in some cases, when I capture US Conyard. And I can't build Chrono Legionnaires when i send them to Field Bureau.
Edited by Qeit, 16 February 2017 - 04:00 AM.
#276
Posted 16 February 2017 - 06:53 AM
Tempest is a clone of Dominator, which is why technically they can't be both used at the same time, just like you can't use two Dominators at the same time or two LIghtning Storms.
Wasn't the Tempest an actual CLONE of the Weather Device?
#278
Posted 16 February 2017 - 09:05 AM
Meaning you can't change that?
Is it possible at least to change string to "You can't activate Tempest/Dominator"?
#280
Posted 16 February 2017 - 09:45 AM
Siegfrieds deploy is buggy, doesnt work half the time
same with adepts
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