Ok, I will try to respond to this list, albeit it is a bit old.:
Both decoy D guns need to look like real D guns, the starting animation is wrong it seems.
The Decoy still has a smaller starting beam of the D-Gun than the real commander, but I'm not sure the point is to make the Decoy behave exactly like the Commander, originally it was just a Decoy that looked like one. You can still easily spot a Decoy from a real Commander, and now there is also talk whether the Decoy should have a lower build speed like it used to have.
Mines need to be compeletly re done.
Not very specific and subjective. Mines have had their cloak cost increased by about 500% in latest patch, I personally think that's too much, but maybe it's a fix that works. Problem with mines are that they are very efficient when spammed a lot and people get upset when their brand new unit dies. Some have proposed removing the smallest mine, limiting the availability of mines per minelayer or making the mine clearer more efffective.
Fixed
Both T1 radars leave wreck when they self destruct.
Confirmed. Will try to fix.Fixed
Jethros and samsons sometimes don't shoot land targets automatically.
Don't know how to reproduce. I've seen that jethros, crashers, samsons and slashers sometimes wrongly target land units when there's an approaching atlas with a combomb. Maybe missile speed need to be faster?
Core Eraser and Arm Spector (Kbot jammers), once turned off no longer spin even when turned on.
Tested Spectre and Eraser and they now work, so it must have been fixed at some point.
Same problem with both faction Kbot radars.
Both Marky and Voyeur (kbot mobile radars) work.
Also Deleter and Jammer (vehicle radar jammers) work, but there is a problem with Seer (Arm vehicle mobile radar), it spins no matter if you turn it off or on. Core Informer on the other hand works flawlessly.
We will fix Arm Seer.Fixed
Arm vehicle jammer has no change betwen on/off animation, always spinning in upright position.
Arm Jammer does end its spinning when turned off.
Same problem for air labs and light carriers.
Fixed for all except core T1 airlab. It also won't spin its building pad
Arm vehicle jammer doesn't have a name, just "jammer", core missle frigate is just "Rocket Frigate".
Yes. By the same token, Monty Python has a chemist sketch called 'the chemist sketch'. It's a name that too.
No Tech 2 constructors can make sub pens.
50% Confirmed. Arm T2 sub can make sub pens, but not core. Should be fixed.Fixed
Stunner needs descrption changing or the EMP to actually work. - Fixed
I wanted to discuss this although it's marked fixed in that list. How about if we make the Arm Stunner to actually stun things? Would make the game more interesting.
Some defences are built packed up, while others popped up already (anni/dmm vs popups/viper).
All defences I tested (Anni, DDM, Viper, Ambusher, Toaster) were built packed down or immediately packed down on their own when built.
T2 construction subs need water radar next to standard radar in build menu.
Core has it, Arm's water radar is located at the end in build menu.
Should be fixed but is a detail.Fixed
Core diplomat fires different rocket to the one in load animation.
Don't get this one. Diplomat fires its rockets. How are they wrong?
Core Diplomat build picture is also wrong.
Build picture is a bit different than the actual unit, and it's a bit ugly. I think the model was changed at some point.
Pelicans are seen as hovers even when walking (had *2 speed on icy run)
Confirmed. Pelicans have always been technically hovers, even in OTA. But they should not have double speed on that map. But currently, it's not possible to set the movement class to be different on land and on water, so I don't see how wee can fix this issue, other than some hacky way of switching units and making one unitdef for pelicans on land and another for pelicans at sea.
Also, when I thought about this: pelicans are amphibious units. Therefore, if map wants to give double speed to hovers (I think hovers = amphibious) then pelicans should have double speed. Maybe it's the map that needs to be fixed.
Pelicans aren't hit by torpedos.
Pelicans are now
torpable. They are hit by both torpedos and depth charges now.
Many units have a "fight" button despite not having a weapon eg: Spy bots, construction units, minelayers, jammers, radars etc.
Confirmed for minelayer and jammer. Didn't find it for any radar.
Fixed
Some structures have "Wait", "Repeat" and "Stop" despite no need, eg fusion reactors.
Fixed
Core t2 air constructer makes +11 e, arm makes +12, same for t1, arm makes 5.5, core 5. - Problem?
Confirmed but not a problem. They are after all different units.
Light carriers have "Reclaim", "Restore" and "Repair", despite not being able to do any (unless a plane lands on them).
Fixed
DDM needs 3rd weapon for model.
DDM has 3 weapons:
weapon1=CORE_DOOMSDAY, Doomsday Weapon, range=1700
weapon2=CORFHLT_LASER, High Energy Laser, range=950
weapon3=CORE_LASERH1; High Energy Laser, range=890
I think both weapons 2 and 3 are green, so it may be hard to see which is which. Maybe we could make weapon 3 red instead.
Maybe apply CA style build menu for sea/land stuff, hard to know hovers can be built on water nevermind nanos and airpads
No way. There's a reason CA doesn't exist any more :)