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Bugs/Issues/Feedback: March 17&18 Playtimes


13 replies to this topic

#1 AndY

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Posted 17 March 2012 - 12:06 PM

Please report here any bugs and issues you find in the Development build after participating in one of the scheduled playtimes for this weekend.

Be as detailed and descriptive as possible (and include screenshots if needed). Thanks!

#2 rickinator9

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Posted 17 March 2012 - 03:46 PM

Should we do it here or at the bugtracker?

#3 AndY

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Posted 17 March 2012 - 03:53 PM

View Postrickinator9, on 17 March 2012 - 03:46 PM, said:

Should we do it here or at the bugtracker?
For the playtimes let's just put them all in here since it's quicker. This way you can also mention things that aren't really "bugs", like balance issues, etc.. You can also post general feedback about the levels in here.

#4 AndY

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Posted 19 March 2012 - 07:28 AM

Remember to post your feedback!

#5 rickinator9

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Posted 19 March 2012 - 07:39 AM

I mostly noticed some stuff in Superfortress:

- The sniper is too overpowered. He can pretty much see 80% of the beginning phase, and is unavoidable for a big part of the map. He's also difficult to take out as he is in a high position.
- The ladder in the ruined house is blocked eventually(might be a choice by the developer).
- The overwatch can't do much against rebels taking the alternate path after the bunker.
- The overwatch has too little spawns in the final battle. The spawn numbers should be tweaked a little in the finale. I wasn't even able to counter one guy from taking out the generators.
- The rebels have a too easy fight against the gunship. The rebels without the rpg's just sit in the building in front of the gates. The overwatch can't really counter the rpg's because he can only deploy his combine from one spawn, a spawn which is indeed pretty far away.

#6 AndY

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Posted 19 March 2012 - 08:55 AM

View Postrickinator9, on 19 March 2012 - 07:39 AM, said:

I mostly noticed some stuff in Superfortress:
  • The sniper is too overpowered. He can pretty much see 80% of the beginning phase, and is unavoidable for a big part of the map. He's also difficult to take out as he is in a high position.
  • The ladder in the ruined house is blocked eventually(might be a choice by the developer).
  • The overwatch can't do much against rebels taking the alternate path after the bunker.
  • The overwatch has too little spawns in the final battle. The spawn numbers should be tweaked a little in the finale. I wasn't even able to counter one guy from taking out the generators.
  • The rebels have a too easy fight against the gunship. The rebels without the rpg's just sit in the building in front of the gates. The overwatch can't really counter the rpg's because he can only deploy his combine from one spawn, a spawn which is indeed pretty far away.

1- This doesn't seem to be much of an issue when the Defender(s) are doing their job. There is also a good amount of cover at the first objective, and the sniper takes care of some of the zombies that are trying to attack that location. He is a bit difficult to hit, but I don't think the height can be changed. Perhaps a slightly higher platform on the ground from which to toss the grenade?

2- Yeah I've noticed that too, you get stuck 2/3rds of the way up and can't continue.

3- You mean the little corridor?

4/5- The chopper's carpet bombing ability is going to be tweaked to allow for more/larger drops, though an extra spawn point might also be a good idea.

#7 leiftiger

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Posted 19 March 2012 - 09:44 AM

The only "bug" I encountered in ow_breached was that it was very hard to select the strider in order to activate the special ability. Other than that I didn't really notice anything special, except in owc_superfortress where the helicopter almost always got stuck in the combine wall door.

#8 rickinator9

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Posted 19 March 2012 - 10:08 AM

View PostAndY, on 19 March 2012 - 08:55 AM, said:

3- You mean the little corridor?

The little house with the additional weapons and stuff.

#9 AndY

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Posted 19 March 2012 - 10:24 AM

View Postleiftiger, on 19 March 2012 - 09:44 AM, said:

The only "bug" I encountered in ow_breached was that it was very hard to select the strider in order to activate the special ability. Other than that I didn't really notice anything special, except in owc_superfortress where the helicopter almost always got stuck in the combine wall door.
Were you trying to click on the Strider or box-select?

I also noticed the chopper issue and took a screenshot. We'll work with Coppermantis to fix that.

Bugs aren't the only things we're looking for, general feedback/comments/suggestions are also welcome! :)


View Postrickinator9, on 19 March 2012 - 10:08 AM, said:

The little house with the additional weapons and stuff.
The one with all the hopper mines? I've seen more people get killed there than anywhere else on the map. :P

#10 Gabe(HUN)

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Posted 19 March 2012 - 11:01 AM

I haven't got any problems with the maps, just the following things:
-General: When the server select the OW, and the player (who will be the OW) is turning around in the final second, he/she get inverted controls (same issue in the normal, but in the DEV I've got much more of this bug)
- Breached: I like the whole map, exept the combine shotguner rushes (Rape tactics),but I've got one simple question: Can You combine the two Breach map together to a big map? Because with that will be better I guess.
- OWC_Superfortress: Yep, agains the sniper is a little hard, when we haven't got grenades in the first section of the map. Also noticed the bugged chopper, and the lack of proper combine supply routes to the superfortress( That ship like thing).
- OWC_Traverse: Where can I find the second scanner spawn location? The first is near the rebel spawn, but the second near the combine gates is missing to me.

#11 leiftiger

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Posted 19 March 2012 - 12:25 PM

View PostAndY, on 19 March 2012 - 10:24 AM, said:

Were you trying to click on the Strider or box-select?
I don't remember actually, but I tried both clicking and box selection, one of them worked. But it's not feasible in a situation like in ow_breached that you have a hard time controlling your "superweapon".

View PostGabe(HUN), on 19 March 2012 - 11:01 AM, said:

- Breached: Can You combine the two Breach map together to a big map? Because with that will be better I guess.
That sounds quite fun really.

Edited by leiftiger, 19 March 2012 - 12:25 PM.


#12 AndY

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Posted 19 March 2012 - 01:01 PM

View PostGabe(HUN), on 19 March 2012 - 11:01 AM, said:

I haven't got any problems with the maps, just the following things:
  • General: When the server select the OW, and the player (who will be the OW) is turning around in the final second, he/she get inverted controls (same issue in the normal, but in the DEV I've got much more of this bug)
  • Breached: I like the whole map, exept the combine shotguner rushes (Rape tactics),but I've got one simple question: Can You combine the two Breach map together to a big map? Because with that will be better I guess.
  • OWC_Superfortress: Yep, agains the sniper is a little hard, when we haven't got grenades in the first section of the map. Also noticed the bugged chopper, and the lack of proper combine supply routes to the superfortress( That ship like thing).
  • OWC_Traverse: Where can I find the second scanner spawn location? The first is near the rebel spawn, but the second near the combine gates is missing to me.

1- We didn't have a way to reliably reproduce this in the past, and the view issues themselves have all been quite a pain in the a.. But we'll take another look.

2- I really wish we could, but the engine can't handle it.

4- I'll let Kil answer this one.


View Postleiftiger, on 19 March 2012 - 12:25 PM, said:

I don't remember actually, but I tried both clicking and box selection, one of them worked. But it's not feasible in a situation like in ow_breached that you have a hard time controlling your "superweapon".

We'll take another look at it.

#13 Coppermantis

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Posted 19 March 2012 - 05:46 PM

View Postrickinator9, on 19 March 2012 - 07:39 AM, said:

I mostly noticed some stuff in Superfortress:

- The sniper is too overpowered. He can pretty much see 80% of the beginning phase, and is unavoidable for a big part of the map. He's also difficult to take out as he is in a high position.
- The ladder in the ruined house is blocked eventually(might be a choice by the developer).
- The overwatch can't do much against rebels taking the alternate path after the bunker.
- The overwatch has too little spawns in the final battle. The spawn numbers should be tweaked a little in the finale. I wasn't even able to counter one guy from taking out the generators.
- The rebels have a too easy fight against the gunship. The rebels without the rpg's just sit in the building in front of the gates. The overwatch can't really counter the rpg's because he can only deploy his combine from one spawn, a spawn which is indeed pretty far away.

The Overwatch spawns and paths have been adjusted to give the Overwatch more power in the last phase. Specifically, there is now an additional spawn in formerly useless metal building after the second destroyed area (The one with AR2s and RPGs). Unless you're playing with that version, in which case I'm open to suggestions.

I can supply players with grenades and/or additional cover early game if that would fix the sniper difficulty. Early private testers actually said the first stage was too easy because the Sniper couldn't hit the players if they played well at all so I may have overcompensated.
Regarding chopper issues, I can fix the gateway so that the chopper can get around it more easily. I've got a variety of potential ways in mind, the most likely fix being to lower the gate to the level of the remaining walls and adjusting the helicopter avoid volumes so that it flies over the wall.

#14 Kil

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Posted 19 March 2012 - 09:22 PM

View PostGabe(HUN), on 19 March 2012 - 11:01 AM, said:

- OWC_Traverse: Where can I find the second scanner spawn location? The first is near the rebel spawn, but the second near the combine gates is missing to me.

The button is a bit far back over a rooftop to the north. It will be moved south some, closer to the action so it is easier to notice.





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