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This news article is being set up as an ad hoc forum for people to post bugs and feeback for the land beta.

Posted by the_Farseer on Dec 11th, 2011

If you find a bug, please be as thorough as possible when describing it (ie: list units involved, what commands issued, even what sound effect may have been playing, etc). This "forum" space is NOT a place for people to tell me how awesome I am or how...less awesome I am. If all you have to say is "neato" or "you suck," please post that in the comments section of the actual download

I am not going to reply to every post so if I don't reply to yours, don't email me asking if I've seen your post... Just because I don't reply, doesn't mean I haven't taken it into consideration.

Any posts about merging with other mods will be deleted.

Any posts that do not provide criticism or a bug related issue, will be deleted.

Any posts about adding things from Halo Wars will be deleted or, at best, ignored...

Any posts asking how to install or play the mod will be deleted. Post these in the download's comment area.

Thank you in advance to everyone who bug hunts for me and provides constructive criticism! Let's make this mod one of the best out there!

Post comment Comments  (100 - 104 of 104)
silentgamer64
silentgamer64 Jul 10 2013, 12:28pm says:

Not sure if youre still working on this, but I downloaded the most recent version with the June patch and noticed a few things that could be tweaked:
-Fuel Rod Shade is way too op. Unless Im mistaken, each shot is as powerful as a gauss cannon shot, and it fires 3 IN A ROW. This is enough to kill a scorpion tank in one burst. Make its rof the same as the gauss cannon (single shot) and it should be fine.
-It is nearly impossible to build anything. If I send my units over to the building/mine building site, the little hammer symbol doesn't show up unless my units are standing a certain place. Theres also no indicator of where I can build turrets, and Ive only been able to build a gauss cannon once from dumb luck of standing in the right place at the right time, while the ai know exactly where to build them and cover their whole base with them.
-Add AA Turrets! Shade/MGT are good for anti infantry, and gauss/FR Shade are good for anti vehicle. Use the rocket hog turret for the unsc and the anti air shade (the shielded one from the New Alexandria level in Reach) for covies.
-In addition to AA turrets, try working in some infantry and vehicle healing stations. As of right now, the only one available is the transport hog.
-Banshee needs a more effective strafe run. If I switch to the FRG and tell it to attack a building, it will fire the missile once and then fly around it in circles not firing at all. I would also suggest giving the hornet a similar secondary missile mechanic so it isn't firing both weapons all the time (Ive noticed that this makes it kinda op)

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silentgamer64
silentgamer64 Jul 10 2013, 12:30pm says:

I also have a few additional suggestions:
-Maybe you could allow marines to ride on the treads of the Scorpion like in the games. The marines could be loaded onto the tank kinda like how Garm Bel Iblis' tank works, except the marines can shoot enemies for support. Id make the same suggestion for the hornet, but it looks like the falcon will serve as the air-transport role if Im not mistaken.
-I noticed some of the upgrades mention unseen vehicles like the Revenant and the Scarab. Will those be included eventually? And what will balance with the Scarab? The Elephant?
-Engineers? If they are added, maybe they shouldn't affect units that are already shielded (Elites, Spartans, brute chieftains) so they don't become bullet sponges. But it would definitely be a great strategic asset for either side. Maybe you could even make it like a neutral unit that sides with whichever faction is present/captures it. Maybe its special ability could be self destruct?
-Suicide grunts. Just for $h1ts and giggles :D

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capt_fordo
capt_fordo Jul 20 2014, 10:48am says:

Make the AI spawn use less hunters, all I fight is hunters, which is really hard

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