Small suggestions topic
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Work is being done to work on the suggestion of @Giebmasse , see also this and this pull request on Github. And from another topic a pull request emerged about adding an ETA timer. We're getting there to implement some of these suggestions. Note that some suggestions appear small, but they may be difficult because they require engine changes. We can't do that for the average suggestion.
@wikingest said in Small suggestions topic:
Suggestion do load nukesubs automaticly.
I'll ask around if this is desirable.
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@jip said in
I'll ask around if this is desirable.
make sense to me to load them automatically. Nuke launchers and smd on land load automatically. A nuke subs only real purpose is to launch a nuke so yeah autoload please
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@scout_more_often It makes sense - IF - the cost of the missile is included in the cost of the unit. This should be true of any unit which is required to 'build' ammunition. SMD, SML, TML or otherwise.
We implemented this choice into LOUD some years ago, allowing players to determine IF missile units were to be autoloaded, and by how much. Needless to say, autoloading does encourage certain behaviors.
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While on the topic of nuke sub, should they be able to make anti-nukes (smd) as well? So the player could have an option to either make a nuke or anti nuke from the nuke sub.
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That's more of a balance change
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@thecore i like this idea, would be great if the balance team could consider it. Would give an option to build smd for water areas of the map
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Suggestion: Make the factory engineer attack not ending.
Engineers lose this sweet sweet mode when they canĀ“t find any mass or sometimes randomly.
The annoying part is, you have always to watch if there is still mass on the ground, if you are 2 secounds to late
the engenieers go idle and leave the attack mode, despite you would like to send them to another mass.When they donĀ“t lose the attack mode you can be more relaxed and move the factory attack waypoint just later.
I donĀ“t know if this is an issue, but someone could send some engineers to a location as a weapon and try to eat enemy units,
but this would be probably a very bad deal. -
The increase in am range from factory is a bug, so I kinda doubt one could make it continue after re issuing a am
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That's the punishment for not properly managing your engineers. Move them before they go idle to keep the attack range.
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Oh god please change it so when someone readies or unreadies in the lobby that the Game Quality score doesn't slowly redraw. Just have it constantly on show
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Maybe there is already a way to do it and I am too noob and stoned to figure it out but when your HQ dies and you are left with a support factory that factory can only build t1 units until you have a new HQ. Can there be an option to convert the support factory to an HQ rather than have to build a new t1 factory and upgrade that? It could work like the upgrade currently does and cost the same M/E but is just more convenient especially if it's already ringed by Pgens.
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@lightbearer said in Small suggestions topic:
Maybe there is already a way to do it and I am too noob and stoned to figure it out but when your HQ dies and you are left with a support factory that factory can only build t1 units until you have a new HQ. Can there be an option to convert the support factory to an HQ rather than have to build a new t1 factory and upgrade that? It could work like the upgrade currently does and cost the same M/E but is just more convenient especially if it's already ringed by Pgens.
This thread probably not the right place for this suggestion but I second the suggestion for sure
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I feel like thatās a balance change because it makes it less punishing to lose an hq
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Not sure if it is a quick fix but I whatch a lot of replays. Would be nice if there was a rewind option.
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Without access to the source code, the rewind is not possible, very unfortunately.
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Even with the source code that does not sound like a āsmallā change to me
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can the fire beetle have a better blow up range
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also i think the soul ripper could use a little better aa.
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sometimes vision doesnt work right, when a unit is in range of vision but almost out it will go in and out of vision when it should always be visable I didnt get a couple killed because of this one and made me die. would be great if this one got fixed!
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@RowanMorseYT
- No balance changes, there is a separate forum section for that.