Edited by Damfoos, 16 February 2017 - 11:17 AM.
MO 3.3 // Game Bugs
#281
Posted 16 February 2017 - 11:16 AM
#282
Posted 16 February 2017 - 11:28 AM
Siegfrieds deploy is buggy, doesnt work half the time
same with adepts
You can't deploy immediately after attacking. Many deploy button shares same CD as the main attack
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#283
Posted 16 February 2017 - 12:19 PM
Can you see something wrong?
Don't mind me, I'm just pretty broke nowadays...
#284
Posted 16 February 2017 - 12:28 PM
Is it Uragan or the multiple Yuri Primes?
#285
Posted 17 February 2017 - 02:08 AM
Can you see something wrong?
Spoiler
WTF is this. this is clearly a very serious bug if yuri prime is in the co-op mission
#286
Posted 17 February 2017 - 02:11 AM
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#287
Posted 17 February 2017 - 02:40 AM
P.S. My ally had a Cyborg Commando too...
Don't mind me, I'm just pretty broke nowadays...
#288
Posted 17 February 2017 - 03:27 AM
So it needs a renaming
ImBalance of Power
Also, spotted a Zorb. Is the co-op bugged or is he cheating?
Edited by Handepsilon, 17 February 2017 - 03:28 AM.
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#289
Posted 17 February 2017 - 06:18 AM
Don't mind me, I'm just pretty broke nowadays...
#290
Posted 18 February 2017 - 06:47 PM
#291
Posted 19 February 2017 - 03:30 PM
just noticed this, looks like foxtrot missiles can target air units randomly (rocketeer in the videa 8:43)
Edited by TeslaCruiser, 19 February 2017 - 03:30 PM.
#292
Posted 19 February 2017 - 04:04 PM
#293
Posted 19 February 2017 - 04:11 PM
Yeah they can, sometimes they hit other Foxtrots as well. The whole "hit random target, no matter if friend or foe" thing is quite annoying tbh.
*coughuragancough*
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#294
Posted 19 February 2017 - 08:17 PM
Yeah they can, sometimes they hit other Foxtrots as well. The whole "hit random target, no matter if friend or foe" thing is quite annoying tbh.
This is actually a reason why I (quietly) disagree that the Foxtrot needs a nerf. Yes, they have a fair bit of power, and yes, they release multiple (3?) missiles at a time. But while they can be handy taking out isolated targets, I've yet to find them much good when it comes to airstrikes into the enemy base. One missile hits the intended target, the other 2 go after something completely different and nothing takes much damage.
The lack of accuracy definitely offsets its raw power in my opinion.
#295
Posted 19 February 2017 - 08:25 PM
Edited by Damfoos, 19 February 2017 - 08:27 PM.
#296
Posted 20 February 2017 - 01:16 AM
i don't know if the random-aa-atack is an issue.. but the change from 0,75 to 0,25 in the accuracy from the random missiles should make it much more rare.
Btw this decrease in accuaracy can be considered a buff when attacking groups of enemies resulting in a higher spread of napalm flames
#297
Posted 20 February 2017 - 05:53 PM
#298
Posted 22 February 2017 - 06:20 PM
#299
Posted 23 February 2017 - 02:12 PM
i don't know if the random-aa-atack is an issue.. but the change from 0,75 to 0,25 in the accuracy from the random missiles should make it much more rare.
Btw this decrease in accuaracy can be considered a buff when attacking groups of enemies resulting in a higher spread of napalm flames
You can't change the accuracy of those missiles. Reapersplit logic gives no control of targeting between friend/foe or checking for target validity, which is why Foxtrot's this erratic (TI's MRLS Waler does this same, or again, the TS Cyborg Reaper).
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#300
Posted 23 February 2017 - 03:38 PM
you can't? so what this line means then? - nerf: Foxtrot missile random targeting accuracy decreased from 0.75 to 0.25
and just to be clear: the issue i was talking is the ability of foxtrots to damage enemy air units via random targeting (a minor problem for sure) jets are supossed to do not atack air units in mo
Edited by TeslaCruiser, 23 February 2017 - 03:48 PM.
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