Topic
Terran (annoying) Glitches
|
Originally this was posted by someone else but i think theese problems should be taken a better look at.pliz blizz ;)
If you miss drop a mule which is really easy to do, you have to wait 3 seconds till u can click on the mule, why?@! If you drop a depot and then click a unit to move past it too quickly the units AI will freak out and run to the other side of the map. If you have a group of buildings selected with 1 of them in the air and you right click to rally the flying buildings will move there, why can I not set a rally point of a building that is flying?@! If you want to unload a medivac via the most efficient method to unload on itself so it can heal while dropping or move, then to queue that command is only possible if the medivac is currently over droppable ground, bug! If you want to tab through your groups, marines and marauders will take up seperate tabs even though they have the same abilities, why?@! There is a small period of time while a tank is sieging/unsieging where you cannot queue commands, for no reason. If you tell a viking to land and immediately tell it to move afterward, the land command is negated. |
|
oh, so ä if you have a grou of buildings selected etc etc... like our rally points with overlords? we have to send ovies at another place when our army goes to that place... lol
this is very small buggs that dont effect the game so much. and reason u cant click tanks whle sieging is becuse of they cant do anything. |
|
So what is the logic behind keeping these annoyances?
Add this: A building looses its rally point when you lift it off. When you lift off a building that is on a techlab, any research is cancelled. This is amazingly retarded. When you have units in production you cant lift off. When youre researching stuff you can, but autocancel the research. Units can pop out in a confined space, builders can end up being stuck when building completes. This is so amazingly stupid that I cant even describe it in words. |
You need to add up that when you try to block a ramp, usually you rally your SCV to build something else or to mine and you don't know if it will happen or your SCV will go outside your ramp and start wandering around your base. Is that difficult to make it go ALWAYS inside and follow your orders? |
That is probably more complicated, yes. I guess the pathfinding algorithm has to take into account that the rally point direction not always point to the side where the SCV should exit from the structure that is building. However, just running the pathfinding algo on both sides of the depot should be enough to find that out. Some wierd situations might arise, such as there being no direct route on either side of the wall, but then youre screwed anyway. Blizz, plz make the code open source and you'll have an amazing game engine in no time. |
I'm not sure if this is supposed to be a joke or what. Go ahead, you spend a lot of time earning money, and then throw it in the sewers.
This is very easy to do, but I don't see why would it be done.
Because the actual units spawns after 3 seconds, everything else is just an effect animation
Pathfinding "caches" a path calculated at the time order was taken, only dynamic objects will then be manevoured to avoid, buildings are not dynamic, they're as static as terrain when you issue a command. It can be changed (to re-calculate path every so often) but I again can't see why would it be done.
Because a building that is flying cannot train units, thus it doesn't have a rally option. issuing a right-click for a unit group orders a default right-click option for all of them, default right-click command for unit-producing buildings is rally point, default right-click command for flying buildings is move.
If you can't -queue- this command over water, then it's a bug I agree.
Because it groups units by type, not by abilities they share. Besides, Marines and Marauders have different abilities, they just happen to have the same ACTIVE abilities, passives are different.
Reason is probably same for both, but anyway, a bug. |
That is probably more complicated, yes. I guess the pathfinding algorithm has to take into account that the rally point direction not always point to the side where the SCV should exit from the structure that is building. However, just running the pathfinding algo on both sides of the depot should be enough to find that out. Some wierd situations might arise, such as there being no direct route on either side of the wall, but then youre screwed anyway. I know it wouldn't be easy, but come on, we are in 2012, they should overcome it. Worst of all, this problem is totally random, it's so lame. Talking about blocking, when you play on some maps, depending on the position you start, it will be easier to block and later put add-ons on your barracks or it will become a positioning nightmare. That's another random problem that they should have solved, but well, we'll have to wait for 10 years more on SC3, hoping they solve a 90s 2D videogame problem in the 3D era. |






