Metal Distrubution and footprint bug
Discuss maps & map creation - from concept to execution to the ever elusive release.
14 posts • Page 1 of 1
The other day I lost a game and watched the replay. Turns out one of the enemies sniffed out our start locations but doing the "hover the mex build icon over likely starting metal locations to see if it is buildable" trick. I'm not so upset about that, although I wouldn't do it myself, but it made me think. If more maps are made with the metal distrubuted over larger areas and the mexxes have radiuses over 100 or so this trick would be more troublesome to pull off. Of course, this has probably been brought up before. I admit that distrubted metal makes me nervous when I play because I get concerned about whether or not I'm exploiting my metal to the fullest.
Why are you so hostile?smoth wrote:not a bug... it is a sploit.
However, if that is the reason you lost then you need more work.
Anyways, please re-read my post, I didn't say that was why I lost. Usually when people mention two things and want to indicate a cause and effect relationship they will use words like "because" or "therefore".
This actually annoys me. I mean, I know it's cloaked... but currently, the _only_ way to see a cloaked mexx in AA is to use exploits. The cloakradius is less than the footprint. Imho, that's a problem. Once a unit is standing right next to the cloaked mexx, it should be able to attack it. I always get annoyed when I send a conbot to build a mexx, find out it's been taken by a cloaked one (by the building error messages) and then find out I can't order my conbot to just reclaim the nuisance - so I have to find a combat unit and order it to go over and blow up the invisble target, and baby sit it so that it doesn't keep pounding the debris to kingdom come.Rayden wrote:Additionally you can use the "walk over the mex and see the weird pathing"-trick
But really, that's a discussion for the AA thread.