1 |
2
issues
with
lobsters.
|
1 |
An
issue
with
lobsters.
If
the
lobster
has
been
told
to
attack
an
enemy
unit
-
perhaps
because
you
were
just
moving
it
around
on
the
map
and
happened
to
click
on
one
-
then
the
lobster
will
keep
that
enemy
unit
as
its
target
and
[i]continually
launch
to
it[/i]
whenever
that
enemy
unit
is
in
range,
even
if
you
click
away
from
the
enemy
unit
to
move
the
lobster
in
a
different
direction.
The
last
game
I
played
it
resulted
in
throwing
a
low-health
Grizzly
into
the
enemy
shieldball,
instead
of
launching
it
away
from
the
shieldball
where
I
told
it.
Lobsters
should
launch
when
you
have
just
pressed
d,
and
at
no
other
time.
I
see
there's
already
an
option
to
make
the
lobster
not
respond
to
attack
orders.
This
option
should
be
on
by
default.
|
2 |
*
You
tell
them
to
launch
to
a
spot,
they
launch,
and
then
they
continually
keep
launching
to
that
spot.
This
results
in
units
being
tossed
into
a
fight
that
the
player
didn't
want
tossed
in.
It's
happened
several
times
to
me
now
where
I'm
using
a
Djinn
to
feed
units
to
the
lobster
to
throw
into
the
enemy
base,
and
the
lobster
throws
my
Djinn
into
the
enemy
base,
killing
it.
Lobsters
should
just
throw
once
when
you
use
their
d-ability,
and
not
repeat
it.
|
2 |
|
3 |
*
If
the
lobster
has
been
told
to
attack
an
enemy
unit
-
perhaps
because
you
were
just
moving
it
around
on
the
map
and
happened
to
click
on
one
-
then
the
lobster
will
keep
that
enemy
unit
as
its
target
and
[i]continually
launch
to
it[/i]
whenever
that
enemy
unit
is
in
range,
even
if
you
click
away
from
the
enemy
unit
to
move
the
lobster
in
a
different
direction.
The
last
game
I
played
it
resulted
in
throwing
a
low-health
Grizzly
into
the
enemy
shieldball,
instead
of
launching
it
away
from
the
shieldball
where
I
told
it.
Lobsters
should
launch
when
you
have
just
pressed
d,
and
at
no
other
time.
I
see
there's
already
an
option
to
make
the
lobster
not
respond
to
attack
orders.
This
option
should
be
on
by
default.
|
3 |
(
edit:
at
first
I
thought
that
lobsters
automatically
repeated
their
d-orders,
because
that's
the
behavior
I
observed
when
throwing
units
into
an
enemy
base.
But
it
seems
that's
just
the
result
of
an
accidental
attack
order
too.
)
|