View topic - I am SO SICK OF THIS #$@$&%^@#$



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PostPosted: 08 Nov 2009, 08:50 
A.N.T.S. Developer
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Joined: 26 Sep 2009, 20:26
Location: Ukraine
CA is a great way to relax by having some lolz. However, people keep exploiting this #@(*&$^*(@&#^$*( AHHHHHHHHHH FUCK bug where lab hitspheres are big enough to hide scouts inside of. Look at this picture:

Image

THIS MAKES ME WANT TO DO THIS:

Image

but the dgun is DISABLED WTF?

Please fix this annoying problem or enable dgun and com explosions by default so I can end this kind of game with a proper dgun to the face.

kthxbai

>:O


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PostPosted: 08 Nov 2009, 09:53 
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Joined: 07 Apr 2009, 11:43
You can always ctrl-a ctrl-d your way out of anything.

Or wait...!


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PostPosted: 08 Nov 2009, 12:20 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
lol giant ass-pictures.
that is still possible? I thought they invented this "fix lab hax widget" or something. or does that still only fix units being inside the lab?
anyway, at least antiswarm gatling and some other stuff can hit those scouts by force firing outside the hitspere, some projectils/splashdamage will hit. still gay, yea.


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PostPosted: 08 Nov 2009, 12:32 
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Joined: 12 Oct 2007, 08:24
Quote:
I thought they invented this "fix lab hax widget" or something. or does that still only fix units being inside the lab?
There's a simpler fix for units outside labs which doesn't involve gadgets; Increase footprint size without changing the hitbox or reduce hitbox size. In fact factory hitboxes are 8 elmos smaller on all sides in test, afaik excessive chilli bugs are holding up a new stable. If that was a test game then reduce hitboxes further or edit hitspheres model side.

Anyway the BB in your picture could force fire in front of the lab to splash damage the jeffy so really what are you complaining about?


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PostPosted: 08 Nov 2009, 12:35 
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Joined: 19 May 2009, 20:10
Not sure if all hit box problems are fixed in test. Possible workarounds for current stable: Dgun, reclaim/self-d the lab, bombs (k-bot/air...) or gerneral weapons with huge aoe like (e.g. BB, EDIT: nuke yourself).

Default com does not have dgun (it's not disabled). You can morph it to get it.
There are also options to start with other coms like CATcom (they have dgun + bigger explosions).


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PostPosted: 08 Nov 2009, 15:41 

Joined: 17 Sep 2008, 03:36
Location: your imagination
Use capture newb

If you are core though this bug can be very irritating. The other day I had to napalm bomb my own base just to kill a venom that got stuck in some hitbox somehow.


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PostPosted: 08 Nov 2009, 19:02 
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Joined: 26 Sep 2009, 20:26
Location: Ukraine
Thats unacceptable. I thought this was a lulz spam game not a game where I have to fix something by clever micromanagement when that something shouldnt even happen.


For all my complaints people keep saying "Test, test, test, test". Lets please see this test be stabilized soon guys!

Cake and cookies!


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PostPosted: 08 Nov 2009, 19:07 
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Joined: 08 Dec 2007, 17:39
Location: UK - England
YOU HAVE FAILED ME FOR THE LAST TIME.

Image


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PostPosted: 13 Nov 2009, 13:38 
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
Google_Frog wrote:
Anyway the BB in your picture could force fire in front of the lab to splash damage the jeffy so really what are you complaining about?


yeah, that's optimal :roll:


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PostPosted: 18 Nov 2009, 03:24 
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Im not going to have a bb in my base at 1:00. dumbass


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PostPosted: 18 Nov 2009, 14:38 
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Joined: 28 Nov 2006, 13:22
As everyone knows insults are the best way to get developers to fix bugs.


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PostPosted: 18 Nov 2009, 15:10 
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Joined: 12 Oct 2007, 08:24
d_b wrote:
Im not going to have a bb in my base at 1:00. dumbass
I wasn't referring to a 1:00 minute base. The "Dumbass Shit" includes a BB which is able to kill labhaxxed jeffies.


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PostPosted: 19 Nov 2009, 07:10 
Zero-K Developer
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Joined: 14 Mar 2007, 03:44
Location: Fillydelphia
The Stardust can hit them as well with its AoE if you want to get technical about this.


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PostPosted: 19 Nov 2009, 07:58 
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Location: Ukraine
the point is, i shouldnt have to do this at all.


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PostPosted: 20 Nov 2009, 01:29 
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Joined: 12 Oct 2007, 08:24
The emp tacnuke has 3 missiles. You could emp the jeffies for long enough to reclaim and rebuild the lab.


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PostPosted: 20 Nov 2009, 07:54 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
No no, the solution is clearly to aim the Starlight back and forward over the factory until the laser hits the jeffy. Or if the factory explodes, well, bonus, that kills the jeffy too.


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PostPosted: 20 Nov 2009, 08:01 
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Gadget.

Get Factory positions.

Get Units in square of Footprint.

If not your Team, teleport them out, far enough that they can't just drive back in.

Run once per half-second.


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PostPosted: 20 Nov 2009, 08:04 
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Joined: 07 Apr 2009, 11:43
Teleport... How far exactly then? :D


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PostPosted: 20 Nov 2009, 19:26 
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Joined: 19 May 2009, 20:10
JohannesH wrote:
Teleport... How far exactly then? :D

Into the next nearby factory.


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PostPosted: 20 Nov 2009, 19:43 
Redacted
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Joined: 11 Jul 2007, 16:47
you could check if units are close to factories every half second, then check the close units every frame and keep them from entering


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