Drifter goes where the stuff go.
UncleCrunch
Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
Hi,
If you teleport a harvester to another location but it was still under construction (the drifter).
1 the harvester get teleported to the new location.
2 the drifter goes there as soon as the harvester is fully teleported.
You can loose drifters over this.
Would be nice to add this on Trello. For me it's more a bug than a feature.
If you teleport a harvester to another location but it was still under construction (the drifter).
1 the harvester get teleported to the new location.
2 the drifter goes there as soon as the harvester is fully teleported.
You can loose drifters over this.
Would be nice to add this on Trello. For me it's more a bug than a feature.
Comments
1) Code and interruption in the drifters job when the object is echoed. 2) Limit echo to only work on finished structures.
(1) is the more direct fix. It fixes the problem without affecting the game really. However, I'd like to argue for (2) as the better fix.
Yes, you won't be able to echo away your unfinished spurs during an attack, that can potentially have major outcome consequences - but for the better in my opinion.
Poor awareness should be punished in NS2, and if you let the enemy in your base while you're growing your shells, you've made a mistake. Moreover, you have bonewalls and all kinds of other pve crap to prevent shell sniping. Echo in this scenario is a redundancy.
With (2) you fix the annoying instance where you have 2 whips, one finished one under construction, and since you can't select which whip to echo, it will some times echo the unfinished one.
this pls. please make it prioritize those with the highest maturity level as well.
If you're not aware there's a drifter on the RT you're echoing, you get punished (or you just have to press E>F>click).
Working as intended *toothless grin*