Search found 174 matches

by HEVcrab
Mon Apr 15, 2025 7:24 pm
Forum: Bugs and Support
Topic: Bug Thread Developer build
Replies: 81
Views: 8224

Re: Bug Thread Developer build

Some minor bugs: 1) If a unit is ordered to do a weapon upgrade (SMG for metrocop/shotgun and AR2 for rebel or soldier) but the upgrade cannot be done (requirements not fulfilled/insufficient resources etc.), the upgrade sound is played despite the upgrade fails . 2) The power cell plays the lightni...
by HEVcrab
Sat Apr 13, 2025 3:15 pm
Forum: Bugs and Support
Topic: Known Bugs
Replies: 106
Views: 11972

Re: Known Bugs 2.0.9

Maybe it's time to fix gamelobby elements persisting on the screen in-game? :)
by HEVcrab
Sat Apr 13, 2025 5:53 am
Forum: Suggestions and Ideas
Topic: Unit Balance and statistics Discussion
Replies: 125
Views: 12018

Re: Unit Balance and statistics Discussion

Make sense, will add reason to build more powerful units like RPGs and Striders. I forgot to mention: 4) (maybe) a 50% de-buff of Vortigaunt shock against synths and buildings, because now Vorts are better counter-synths and demolishers than even RPG guys. 5) The shotgun upgrade should cost 1r 1s f...
by HEVcrab
Thu Apr 11, 2025 9:24 am
Forum: Community Maps
Topic: [finished] hlw_mine (2 players)
Replies: 36
Views: 5341

Re: [finished] hlw_mine (2 players)

but hlw_wasteland is not? What is hlw_wasteland? If you mean hlw_outland, I remember something like that, the scrap point being in the same map sector as the base. Maybe it has the same issue, though never played matches on it, can't tell exactly. Scrap points are well-positioned on Forest, Slums a...
by HEVcrab
Thu Apr 11, 2025 6:35 am
Forum: Community Maps
Topic: [finished] hlw_mine (2 players)
Replies: 36
Views: 5341

Re: [finished] hlw_mine (2 players)

The map is faction unbalanced, combine have no chance against rebels because scrap points are near the bases. Rebels harvest scrap easily and get AR2s faster than combine, winning in early game.
by HEVcrab
Wed Apr 10, 2025 7:15 pm
Forum: Suggestions and Ideas
Topic: Unit Balance and statistics Discussion
Replies: 125
Views: 12018

Re: Unit Balance and statistics Discussion

After some test matches, I think the following balance tweaks should be done: 1) Increase basic rebel recruitment time to 30 seconds; 2) Change the metrocop SMG upgrade cost to 1r (it isn't as strong a powerup as a manhack). 3) Buildings (including turrets) should take 25% damage from bullet and 50%...
by HEVcrab
Wed Apr 10, 2025 7:07 pm
Forum: Bugs and Support
Topic: Bug Thread Developer build
Replies: 81
Views: 8224

Re: Bug Thread Developer build

More bugs noticed in some 1v1 and 3-player FFA matches with Pandango and Sergeant_Toni: 1) Soldiers got confused when targeting the armory and tried to enter it, so my units faced Pandango's soldiers stuck in Toni's armory and defending it from me, how weird)) 2) That armory placed around the power ...
by HEVcrab
Wed Apr 10, 2025 6:58 pm
Forum: Bugs and Support
Topic: Bug Thread Developer build
Replies: 81
Views: 8224

Re: Bug Thread Developer build

Yurtex wrote:
HEVcrab wrote:Ah, I thought you meant an incorrect shutdown on exit.


Yea confirm this bug too.


UPD: for me it persists, I still have to Ctrl-Alt-Del sometimes when it hangs, and in the end I get the incorrect shutdown message either way.
by HEVcrab
Mon Apr 08, 2025 6:50 pm
Forum: Bugs and Support
Topic: Bug Thread Developer build
Replies: 81
Views: 8224

Re: Bug Thread Developer build

Ah, I thought you meant an incorrect shutdown on exit.
by HEVcrab
Mon Apr 08, 2025 6:35 pm
Forum: Bugs and Support
Topic: Bug Thread Developer build
Replies: 81
Views: 8224

Re: Bug Thread Developer build

Sandern wrote:Reverted CEF Library to an older version to hopefully fix a crashing issue for some users.


This worked partially) I don't have to Ctrl+Alt+Del, but that Windows incorrect shutdown popup persists (it's not the case of Alien Swarm).
by HEVcrab
Thu Apr 04, 2025 5:28 pm
Forum: Suggestions and Ideas
Topic: Replenishing of heavy deployables (floor turrets, mines)
Replies: 2
Views: 534

Re: Replenishing of heavy deployables (floor turrets, mines)

You're right) I have some further ideas to prevent this micromanagement: 1) on a deployment command, make the metrocop automatically go to the armory, retrieve this particular weapon and then head for the deployment spot if he hasn't got this weapon on his back yet (in case you want to load the unit...
by HEVcrab
Thu Apr 04, 2025 4:56 pm
Forum: Suggestions and Ideas
Topic: Replenishing of heavy deployables (floor turrets, mines)
Replies: 2
Views: 534

Replenishing of heavy deployables (floor turrets, mines)

I'd like to suggest a different gameplay mechanic for the powerful deployable weapons (floor turrets/ 3x hopper mines) to prevent spamming them (that can occur in Annihilation matches). This mechanic is based on the fact that they're physically cumbersome and heavy, so that a single unit is unlikely...
by HEVcrab
Wed Apr 03, 2025 7:36 pm
Forum: Bugs and Support
Topic: Bug Thread Developer build
Replies: 81
Views: 8224

Re: Bug Thread Developer build

ProgSys wrote:Don't know, feels a bit cheap :P


You already made the rebel effect team-colored, but removed the color now. Why? It looked OK, both the shape and the color.
by HEVcrab
Wed Apr 03, 2025 6:54 pm
Forum: Bugs and Support
Topic: Bug Thread Developer build
Replies: 81
Views: 8224

Re: Bug Thread Developer build

ProgSys wrote:I am just trying stuff out, i dont realy have a good idear for the rebel autocast buttons. So if someone has a good idea, i want to hear it :mrgreen:


Well, the Combine effect is blue and rotating clockwise, let the Rebel effect be yellow and rotating counter-clockwise))
by HEVcrab
Wed Apr 03, 2025 5:37 pm
Forum: Bugs and Support
Topic: Bug Thread Developer build
Replies: 81
Views: 8224

Re: Bug Thread Developer build

After recent changes, some more bugs appeared:

1) Combine response to order/ability sounds of units are not played (response to move order, manhack deployment etc.)

2) In rebel HUD, the effect of autocast buttons 'on' state is grey, not HL2 yellow-orange. For combine HUD, the effect is blue.

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