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Metal Distrubution and footprint bug

Posted: 27 Jun 2006, 04:30
by jackalope
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.

Posted: 27 Jun 2006, 06:33
by Das Bruce
WTR.

Posted: 27 Jun 2006, 08:49
by LOrDo
I agree, this should be fixed, and I think it can be done easily as well.

Posted: 27 Jun 2006, 10:52
by unpossible
small divide anybody???

Posted: 27 Jun 2006, 12:16
by Rayden
Additionally you can use the "walk over the mex and see the weird pathing"-trick :P

Posted: 28 Jun 2006, 03:18
by Min3mat
for cloakable mexes? f4 is a lot easier :P

Posted: 28 Jun 2006, 03:54
by smoth
not a bug... it is a sploit.

However, if that is the reason you lost then you need more work.

Posted: 28 Jun 2006, 05:19
by FizWizz
smoth wrote:not a bug... it is a sploit.
...
Can you say "+1"?

Posted: 28 Jun 2006, 09:02
by jackalope
smoth wrote:not a bug... it is a sploit.

However, if that is the reason you lost then you need more work.
Why are you so hostile?

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".

Posted: 28 Jun 2006, 09:06
by smoth
Not meant to be hostile... this is kind of a repeat complaint. It has been discussed at lenght.

Posted: 28 Jun 2006, 17:24
by Min3mat
lets face it thought this exploit can be REALLY useful sometimes

Posted: 28 Jun 2006, 18:59
by smoth
I never understood how, I always use scout planes to see what the enemy really has.

Posted: 28 Jun 2006, 20:48
by SinbadEV
it's mostly just a matter of knowing if an area you are going to move your con into is still safe

Posted: 28 Jun 2006, 20:53
by Pxtl
Rayden wrote:Additionally you can use the "walk over the mex and see the weird pathing"-trick :P
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.

But really, that's a discussion for the AA thread.