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View Full Version : Minor CE issues


Madcow
2004-03-15, 10:30 AM
Okay, I'm trying to work out the different issues that are either ongoing or popping up with deployables. Some of them seem like simple fixes, some I have no idea.

1. After triggering a boomer, a new ACE does not pop into your pistol slot. I still have no idea why this is the case.

2. Motion sensors seem to do nothing any longer. Either they aren't alerting people that they've been detected, or they're just window dressing at the moment. You can run past them full speed without ever getting the 'radar' icon.

3. Spitfires seem to be misfiring more often than usual. I've watched a spitfire pump rounds out at a stationary cloaker inside an interlink for 20+ seconds without the cloaker dying. I ended up setting up a second spitfire which did take him out.

4. Mine placement is dodgy at times. If a mine has recently detonated in an area, the game seems to still recognize it's placement as if it's still there. You can be nowhere near an active deployable and still get the message that you're in the interference range of an active deployable.

SilverLord
2004-03-15, 10:34 AM
That boomer problem pisses me off too, I want fast boomers. :) I haven't tested the rest of those issues though.

Majik
2004-03-15, 11:40 AM
Agreed that a replacement ACE should pop in place once a boomer has detonated, opening the inventory to get another could get the inf killed.

Glad to see I am not imagining that all the Sensors I am placing don't seem to be doing anything anymore. I place a huge sensor net on a base/tower, only to have an armored target come right in and no one know he is running through blasting people.

My issue with some mines is that you occasionally come up to an nme mine, hit it with 6 jammers, shoot the hell out of it, and it just sits there....until you walk past it..then BOOM.

HawkEye
2004-03-15, 03:20 PM
yea the boomer prob sux and the motion alarms do nothing

Madcow
2004-03-15, 04:02 PM
5. Mines seem to detonate about 50% of the time without actually damaging vehicles.

BlackHawk
2004-03-15, 05:15 PM
Is it just me, or do mines 1 shot MAXes now?

I've always had the "no replacement ACE after boomer" thing, though. I thought it was natural since the item in your holster is a trigger, rather than an ACE.

Madcow
2004-03-15, 05:20 PM
Is it just me, or do mines 1 shot MAXes now?

It's not just you, the new mine damage is a huge shaft to MAXs.

Lartnev
2004-03-15, 05:33 PM
MAXs do usually have a better chance of avoiding them though as they move so slow, not saying 1 mine should kill em though (at least not unless it kills infantry in one go too).

And I think what they mean is after you've pressed the trigger, you get out a new ACE. Which makes sense.

BlackHawk
2004-03-15, 05:37 PM
Oh that's what I meant too, Lartnev. You press the trigger and lose it. The game, wanting to replace your item, looks for a new trigger, but doesnt find one, so it doesn't put anything in your holster. Or maybe its like the Decimator, and simply doesn't want to replace it. Either way, I definitely agree, a new ACE should go in your holster.

Krinsath
2004-03-15, 05:44 PM
Did they ever bother to fix the bug with boomers where they won't do anything unless placed on the floor? I remembered people being highly upset that when they put boomers onto walls and on the top of doors that the detonations did nothing. I really dislike that all an enemy has to do is look at his feet to get around a trap you set. :mad:

I agree that an ACE should be added to the Inventory (if you have another ACE and no more triggers) after a boomer has been detonated. It happens with the other 3 deployables and while the boomer is a bit different, it should still follow the same general rules.

Lartnev
2004-03-15, 05:55 PM
I do remember that bug Krinsath but I can't remember if they fixed it, best way is to try it on yourself. :(

Madcow
2004-03-15, 06:08 PM
It's still there, although I'm not sure they consider it a bug. You can still kill people with a boomer placed on a wall, although they have to be really stinking close to the wall for it to work. It's good for a laugh on occasion, that's about it. Ceiling boomers are completely useless. Apparently the explosion just goes upwards regardless of boomer placement, so ceiling boomers just go into the ceiling.

For a stupid boomer trick, try this:

4 boomers on the part of the wall that the phalanx turret sits on, just above the little outcropping (you place from ground level outside the base). Even though they're nowhere near the turret, 4 boomers will kill the turret. I can't take credit for it, a friend found it. I also can't find any true use for it.

Lithpope
2004-03-15, 07:39 PM
I know this is perhaps not the thread but, I sure wish that mines within a base got a resistance check against Jammer grenade or CR 3 EMP and only blew up a certain percentage of the time. Irritates me all to hell to spend precious time setting up a well placed minefield and some cr3 cloak kills it in about 2 seconds flat.

On the plus side with mines doing more damage you do not have to place as tight of a minefield as you used to if your intended target is vehicles, htus saving at least a section of your field.

Cauldron Borne
2004-03-15, 07:46 PM
^ taking out manned turrets as you get too close to the wall for the turret to nail you. Also, it would be safer than gettin into the base as a cloaker and trying to nail the turret from behind, could be spotted. I'll have to try that.

As for motion sensors: they catch cloakers, nothin else, not even reguler foot infantry. And mines will one-shot a mossy, too. Really annoying to me because i like to hug the terrain in an effort to keep missle locks off me.

Krinsath
2004-03-15, 08:12 PM
Another annoyance with mines:

If you set up proximity mines on a bridge and an aircraft (or mag/thresher/deliverer I suppose) goes under the bridge, it will detonate the mines on top. Don't know what happens if friendlies get caught in the blast, but that could be a lot of undeserved grief...imagine if you mined a bridge to hell and it blew up a vanguard convoy because a mag just went under the bridge.

Dharkbayne
2004-03-15, 08:41 PM
Uhhh.. correct me if I'm wrong, but you don't get grief if your mines blow up, right?

Madcow
2004-03-15, 08:49 PM
You used to get grief, you don't any longer.

Jaged
2004-03-15, 09:02 PM
hehe, a cloaker should drive over too an enemy air tower and place mines on the pads. when the half dead planes come for repairs, boom!

jsloan31
2004-03-15, 09:06 PM
There was one smart NC (or TR, forget which :p) who put a mine on the AT Vehicle Pad in the caverns (where the vehicle constructs, not at the controls).

I went there, got my Reaver, only saw the mine midway through construction...

Oops.

Krinsath
2004-03-15, 09:08 PM
Thought you still got grief if your mines damaged/killed friendlies (really only happens if they're standing next to a mine that an enemy triggers). I wouldn't mind if that wasn't the case, I don't get to put down too many minefields, just noticed this bug on my pilot character as I was trying to dodge the innumerable lock-ons by hitting the deck. As I flew under the bridge, I heard the mines go off (the bridge was totally under enemy control). Could have been a cloaker, but I think it was the plane. If anyone wants to go to the test server and try, just let me know.

Madcow
2004-03-15, 09:08 PM
hehe, a cloaker should drive over too an enemy air tower and place mines on the pads. when the half dead planes come for repairs, boom!

Hey now, we've been doing this for a while already ;)

LimpBIT
2004-03-15, 10:22 PM
In accordance to the first post i would love to have quick boomers me being a cloaker and all. :groovy: I need it now.