chromeada
Consul
[ Heroes of Steel Supporter ]
Posts: 96
|
Post by chromeada on Jul 24, 2012 22:00:30 GMT -5
In the level where you first talk to Malloc the rogue trader, the one after you have to hold position on the elevator, there is an invisible wall blocking the most direct path (the left-hand corridor of the middle section of the map). Its really a good spot for an obstacle, but there should be some representation so we (I) don't waste cp.
On an unrelated note, there seems to be something wrong with the way defensive cp degrades. It makes sense that if you don't use one of your two, one will disappear, and that seems to be how it works if no Templar uses their first def. cp, but, for example, if there are two Templar with 2 def. cp and a xeno moves within range of one, that Templar is activated with cp and the other Templar immediately loses 1 cp. So if the first Templar chooses to he may use 1 or 2 of his cp or none. After that found is finished the first will be left with 1 cp if he users none, no cp if he used 1 or both. I believe that is the proper way for this to work. The problem is that the second Templar is penalized twiced, at the start and the end of the sub-round, leaving him with no def. cp at the start of the second sub-round.
So to summarize, if there is no contact in the first sub-round of the xeno turn, def cp goes down by one. If all Templar with def cp make contact in the first sub-round, then they all have full control of both cp, and are penalized one at the end of the sub-round. If one Templar with def cp makes contact, but another does not the one who made contact functions normally but the other(s) are penalized two cp for the sub-round.
|
|
|
Post by fallen on Jul 24, 2012 22:27:01 GMT -5
chromeada - thanks for the reports. I will check into these tomorrow!
|
|
|
Post by Cory Trese on Jul 28, 2012 13:36:34 GMT -5
My testing shows that it is working the way I want it to, per the difficulty designs, however, I can understand what you are saying.
Logging it as TA-406 and we will discuss if we want to change the rules or if we ultimately feel it is balanced as is.
Thank you for the detailed report!
|
|
|
Post by fallen on Jul 28, 2012 14:16:40 GMT -5
chromeada - about the invisible wall -- is it as circled in this screenshot? Attachments:
|
|
chromeada
Consul
[ Heroes of Steel Supporter ]
Posts: 96
|
Post by chromeada on Jul 28, 2012 14:39:45 GMT -5
Fallen, yeah that's it! Please tell me I don't just need to look closer to see that closed door! That pic makes me think I'm losing my mind. I could've sworn I even checked it twice!
Corey,are you saying that what I described is as designed or that in your testing it functioned properly (and differently than what I described)?
|
|
|
Post by Cory Trese on Jul 28, 2012 17:29:04 GMT -5
About the door -- that is an issue with the map having the door in the wrong layer. I will fix it.
As designed is as you described it ... modeling squad tactics with CP.
|
|
|
Post by fallen on Jul 29, 2012 16:03:58 GMT -5
chromeada - should be fixed in the new release of TA. There is really supposed to be a closed door there. That route is not meant to be accessible in the level.
|
|
chromeada
Consul
[ Heroes of Steel Supporter ]
Posts: 96
|
Post by chromeada on Jul 29, 2012 18:53:48 GMT -5
Good to know. Thanks.
And as far as the cp (non)issue, if that is how it was intended, then I will say nothing more!
|
|
|
Post by Cory Trese on Jul 29, 2012 19:23:40 GMT -5
Well I owe you at least taking a shot at testing it with a change that penalizes differently.
Maybe you're right!
|
|
koles
CKF Backers
Posts: 449
|
Post by koles on Oct 7, 2012 2:23:23 GMT -5
chromeada - about the invisible wall -- is it as circled in this screenshot? looks like this is still unreparied today I also hit this invisible door
|
|
|
Post by Cory Trese on Oct 7, 2012 13:48:02 GMT -5
chromeada - about the invisible wall -- is it as circled in this screenshot? looks like this is still unreparied today I also hit this invisible door On the same level? Where? We can fix but I can't find it with testing
|
|
|
Post by kolo on Oct 7, 2012 15:42:16 GMT -5
its in the place on screens above, that's why I quoted Andrew ;) problem is on map in game - there is not any door, only normal tunel
|
|