It's a bit dissapointing that it cannot fire through/above unit wreakages, this makes it not so usefull as it could be in a late/mid game when field contains tons of wreakages. Can we fix it somehow?
+2 / -0
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Guass can fire through live units, not firing through wreakages make no sense.
+6 / -0
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Also funnel has some annoying bug when one of his gauss cannons miss target even if it has direct loss fro an ally unit. Happens not always, but most likely.
+0 / -0
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I think the wreckage bug has now been fixed.
+0 / -0
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Can we change dgun behaviour to not affect allied units, please? It makes unit hard to use, especially for newbs, I always get teamkilled by some funnel web noob. It's annoying.
+0 / -0
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For those of you who were not watching, this is because of B200823 20 on DeltaSiegeDry Deluxe V3 where sfireman's dgun com got thrown all the way across delta siege by a funnel web. I disagree with making it only affect enemy units because then you cannot use it as a mass roach launcher.
+0 / -0
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IMHO, funnelweb doesn't need its dgun, since shieldballs and other armies don't mix well with it at all. That part of the funnelweb should be split into a separate unit.
+0 / -0
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quote: That part of the funnelweb should be split into a desperate unit. |
... and put into jump factory as their riot/support, called the Placeholder.
+0 / -0
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If funnelweb is support strider, why not add some bulidpower into it. Like 2 caretakers (20/s) and let it only reclaim/repair things (so it will not bulid porc or something).
+0 / -0
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Actually you can move units backwards, but mostly this applies to cars. I've used this repeatedly to reposition slashers, micro scrubbers, etc.
+0 / -0
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It might need a different dgun then, because the current one has no relevance at all the what the unit does. It's a short range riot dgun on a shield support.
+0 / -0
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Just in regard to not firing in wreck fields, Scalpel has same problem, which is strange as it is indirect fire ?? It makes it useless in groups of more than three or four. Or am I just doing something wrong lol?
+1 / -1
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I think, it's all spring engine related problems :\ Silly spring devs
+0 / -1
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If a unit's reverse speed is fast enough that turning around and going forwards would take longer, the unit will choose to reverse. Since vehicles take longer to turn, they are more likely to reverse if the waypoint is behind them. Reverse speed is set by the game and can be done per unit. If you wanted to you could make a unit with reverse speed equal to its forward speed, or even faster.
+0 / -0
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i like the idea of units having a faster speed when moving reverse! like double the speed. imagine a beyond all sanity microed reverse moving panther! how awesome is that!
+0 / -0
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I dont care about reverse speed> I'd just like to have any possibilty to tell units to go backwards, no matter how long it will take. @Carrepairer I think it doesnt affect all units. Im not 100% sure, but funelweb is turning around every time. So either it has 0 reverse speed or... it cant reverse (thats pretty the same, but whatever)
+0 / -1
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"like double the speed. imagine a beyond all sanity microed reverse moving panther! how awesome is that!" I'm afraid that engine would automatically move that units backward, all the time, because that would be faster. And someone would ask "how can I move that unit forward manually?"
+3 / -0
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