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Thread: Plasmans Bugs!

  1. #11
    Buuuuuugs!

    - Opening unit menu on AA level 3 then clicking to take control of the turret automatically launches the first weapon, as if the mouse click to take control was registered immediately as a fire command. Interestingly also seems to launch it down into the turrets base, as if the fly-in of the camera as you take command of the turret is making that first missile shoot towards where the center of the screen was facing, ie downwards.

    - Might do to tweak the timeframe in which shell cam mode disables hot swap. I wanted to accelerate the shell immediatly when entering shell-cam, but it seems that for the first half second, as the camera angle is starting to follow the shell, hot-swap is still active and instead of having a sped up shell ASAP it hot swaps me away.

    - When the timer for NAPALM counts out without activating the napalm, the ability just goes away. I was assuming that the timer would run out then force the napalm strike to hit wherever it was currently aimed? That seems like a much better idea.

    Also why such a long timer? When the player activates an aimed ability like they, they should already know where they want it. They shouldn't be faffing about for a whole 20 seconds!

    - Good work, shell cam for guided missiles is now not-OP and is suitably clunky to guide the missiles. I guess this isn't a bug report dot point at all

    - Still no word on being able to "prime" the next weapon fire whilst the crew is realoading? (holding down the fire button as the crew reloads an Anti Tank 3, for example, so that the next missile fires as soon as very first "ready to fire" frame is activated.)

    - When a turret menu is open, right clicking to escape that menu wasn't really intuitive to me. I was trying to press ESC or SPACE to get out of the turrets menu. Perhaps trialling having the player able to move the camera away from the turret, and this also closing the menu?

    - Any chance that one turrets that allow you to control the camera view with W and S, that you could also map it to the mouse wheel? Seems intuitive to scroll the mouse wheel to change the camera in a turret, since that controls camera height in normal play.

    - Oh actually... W and S to change the camera angle when using certain turrets doesn't work, as these keys also still work as hot-swap.
    Last edited by PlasmaDavid; 04-06-2014 at 12:17 AM.

  2. #12
    Community Manager Omg Lazer Kittens's Avatar
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    :O Thanks so much for the organized list! This is really helpful to our QA team.
    We're really working hard to get all fixed
    Becky | Community Manager | Over Level 9000

  3. #13
    MORE bugs and suggestions!

    - Could you make the turret name and description appear in the turret menu? Would be.... cool.

    - Reload animation for US AA2 when used by the AI (as in it fires diagonally opposite rockets) doesn't display correctly.

    - Any chance of getting a counter of how many barbed wire sections the player is allowed to place and/or a shaded visual indication indicating where wire may be placed

    - Still no way to rotate the camera when in tilt shift mode

    - Right clicking on the end of level score screen makes a "pressed button sound" but does nothing. Being able to click through the score screen in addition to space bar would be nice.
    Last edited by PlasmaDavid; 04-08-2014 at 07:32 PM.

  4. #14
    - Right click in the turret museum acts as the "back" button and brings up dialogue to exit the museum. Right click has to be held to rotate the turrets in the museum, so releasing the right click after rotating then brings up the "leave" dialogue.

    - When taking control of a turret in the museum, the turret descriptor text etc remains onscreen. Not sure if intended. Combos and turbocharge can be gained, but no popups indicate combos.

    - Being able to hotswap and get silly combos in the museum would be very cool, as would the ability to test out barrages.

    - Hell, having museum descriptors for the barrages would be very cool. Text that is half real-history and half silliness, of course!

    - For some reason, wiping out an infantry wave with the minigun in the US museum starts a particle effect source in the center of the spawning area-thing. It's like a blue smokey explosion with a few chunks that simple plays over and over. Seems to happen for every turret I think.

    - Player can fire weapons at the US flag in museum mode. As a non-US this highly amuses me, but surely it upsets some people greatly and the game should be banned and all profits be donated to US veteran organisations.

    - Mouse scroll wheel makes the camera do whacky things when in the museum default viewing mode.

    - Add a button for the turret museum so the player can view each turrets reload animation from third person, on-demand?

    - When rotating one turret in museum default viewing mode, all other turrets also rotate. A bit cool and a bit stupid... AT THE SAME TIME.

    - IMPORTANTAs a big fan of the STALKER games, I DEMAND that you do whatever it takes to secure more voice acting and insert the Russian dialogue "cheeki breeki iv damke" into the Russian voicepool.

    - Commando in survival mode commando - Sprinting with the commando and ramping off an object to get airborn, releasing sprint whilst in the air and then landing, the commando keeps making his hilarious sprinting noises even though you're no longer running.
    Last edited by PlasmaDavid; 04-13-2014 at 01:23 AM.

  5. #15
    - Naval Helo on the final Evil Empire mission missing SFX? Might be as intended, but it seems very quiet...

    - Can't change camera angle when controlling a Biological turret, not sure if intended but being able to zoom out a bit in TS1 was very nice, handy for seeing if soldiers were slipping past you.

    - Russian AA2 reload animation isn't fully function. Please fix, it's a very cool style of turret and the reload animation is nice!

    - Pleeeease add in a Russian klaxon alarm or something for the SCUD turret reload. It would be cool, and be a handy indication to let the player know that the reload animation is about to end.

    - Not sure if intentional, the Russian jet on final level of Evil Empire has really stiff/low sensitive for turning on default settings.

    - Built a Russian Anti-Tank 1 on Evil Empire, tanks were within range. The turret fired an RPG immediately as soon as the turret was built whilst starting towards the nearest tank. From memory there should be a brief pause with new turrets so they have a chance to face any nearby enemy and not instantly waste their first shot?

    - B52 tail turrets being static and not shooting player MIG makes me sad :P

    - Orbital laser noise-loiter is still a thing. Also there was no evident way to exit using the laser mid-barrage, so I mashed everything and I think escape got me out.

    - Orbital laser also does not effect aircraft, which isn't fun since the GLOWING DEATH RAY simply passed through capitalist pig helicopters.

    - No evident message to inform player when a turret is destroyed when you're off in a vehicle.

    - Boss music for US tank on final level of Evil Empire cuts out? Or perhaps it is only supposed to play for 20 odd seconds? It started playing again when the tank did a circuit and started down the hill for the second time.

    - Range for the Russian SCUD seems quite short, only marginally longer than the Level 2 artillery, not sure if intended.

    - The mouse scroll mapped for changing camera height on turrets that support it is very good, but the increment of camera angle is very small. You need to scroll heavily to make a difference. Personally I can click my mouse wheel into free-spin mode, but I'm not everyone. Either upping the amount of zoom that each mouse wheel notch counts for OR setting two or three camera heights to snap between using the mouse wheel might be good.

    - When I open the build menu for a turret location, then find myself wanting to exit the build menu without selecting a turret, I find myself naturally right clicking to try to escape the build menu. This acts as a left click for whichever turret is highlighted. A right click would feel naturally to get out of the build menu.

    - Any chance of mapping the TAB-zoomed out camera view to the mouse wheel "normal" camera pre-sets. Often end up forgetting that TAB even switches the camera to birds-eye, and it feels like the zoomed-out-birds-eye would be more accessible and more used it were mapped to be the third "mouse wheel scroll out" camera angle. I think TS1 PC employed this control technique.

    - Player is unnecessarily able to select driveables in General mode. Forever mocking the player, unable to be used. Could vehicles be removed so they're less of a tease?

    - When "holding focus" on a bombing run barrage whilst in a Level 2 US machine gun, I was able to fire the MG at the bomber, with the bullets firing at the center of the screen as if it were aiming normally. Lulzy!

    Holy moly the tank boss is brutal, a big challenge but one I was satisfyingly able to defeat at the very last second with a lonely SCUD missile that finished reloading in time
    Last edited by PlasmaDavid; 04-16-2014 at 05:17 AM.

  6. #16
    Community Manager Omg Lazer Kittens's Avatar
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    Did I mention how awesome this is? Keep them coming! We appreciate the list while we work out the kinks in Early Access!
    Becky | Community Manager | Over Level 9000

  7. #17
    Nothing brings greater pleasure than being able to help improve a great game. No matter how great a game is, or how much you might love it, you always start to find ways it could have been improved or balanced or tweaked after playing it for a while, and here I get to contribute so that Signal really comes out with a crowning achievement to last the ages!

    - Not sure if working as intended - In the first, tutorial level, when the game variously goes slow-mo and displays text information, at one point I was in an AT level 1 turret and could fire and rotate the turret normally, whilst the enemy and other turrets were all slow-mo.

    - Also the MG sound of my level 1 MG turret was normal rate of fire, as it fired in slow-mo. Having slow-mo SFX would be very cool.

    - Hell, slow time as a barrage ability would be very, very cool! Chrono-field? aka the Please Don't Sue Us Westwood Studios barrage

    - Tutorial level again, Casual mode, no visible health bars for the first wave of infantry-drop helicopters

    - Boss on tutorial level, you can lock onto the boss with AA missiles when it is on the ground. Not sure if intended, or if it's a required bit of coding to allow the player to target the boss as it flies into the level, but it's a bit silly and makes the boss quite a bit easier than if the player were simply juggling his artillery piece angles and using AT turrets/helicopter all by himself.

    - AI anti air tracks the boss but doesn't fire.
    Last edited by PlasmaDavid; 04-16-2014 at 10:57 PM.

  8. #18
    I'm not really sure how much you want reported for the initial TS1 content. Do you guys use a ticket system? If so, I'll just throw EVERYTHING that I perceive as being wrong at you so you can enter it into the system.

    Otherwise I'll just try to tell you things that I think are bugs OUTSIDE of the stuff that is obviously placeholder/incomplete content.

    - On Hill Cote, the second time I played it, the first wave of Elite infantry ran up the hill then turned around and fled back into the river! They seemed to be heading all over the place! This didn't happen in my first game. In the second game I had a flame turret on the middle of the first 3 build sites, a machine gun on each site flanking the square hill-crest, and a level 1 anti air ON the hill crest, which I was sitting in at the time shooting planes with.

    BONUS COLD WAR BUG

    - When you exit commando whilst running, he keeps running!
    Last edited by PlasmaDavid; 05-10-2014 at 04:34 AM.

  9. #19
    TS1 content bugs!

    - Level 2 anti air, the crew hilariously have their bodies crunched up and their heads spin!

    - Camera is completely borked on level 2, it's always birds eye. Can tab out to actual birds eye mode though.

    - german mortar on level 2 fires FULLY AUTOMATIC stun rounds, which is hilarious.

    - game crashed when I upgraded to level 2 MG on level 2. And now I'm finishing this "Plasma plays the latest version and spouts out a bug list on the forums" because the game keeps on crashing! I even reset my game progress in-game to see if it would stop the crash on the rail-yard level, but now the game is crashing more!

    - Before I reset game progress, I went to load up the first boss in level select, but it crashed before the loading screen!

    - No, I'm a sucker to keep trying. Seems like the game crashes reliably when you try to upgrade to Machine Gun 2.

    - No wait, now it crashed when going to load into level 3 as part of continuous campaign.

    And bonus TSCW bugs!

    -I finished the game whilst in Commando mode, and when I returned to the level select screen (as opposed to continuing on with the next level of the campaign) the COMMANDO TIME EXPIRED text was on display in the level select menu.

    - I finished the second level of TSCW in General mode, then had to go back to level select as I had not unlocked the next level yet. So when I started the next level on Normal mode, the keyboard was completely nonresponsive and I had to ALT+F4.

    - Probably a repeat post here, but Artillery 1 and 2 are still firing prematurely when a target comes into long range. This is an annoying issue in the harder game difficulties where every shell counts! Increasing their aim and first-fire time by .5 of a second would fix this.

    As I asked above, can I get comment on how many/what degree of bug reports you actually want?
    Last edited by PlasmaDavid; 06-02-2014 at 04:47 PM.

  10. #20
    More TSC WW1 bugs -

    Level 3 MG was tracking air targets on the first air level (level 4)

    Level 2 anti-air now fires single-shots, like the anti tank gun? Odd and fairly useless.

    Level 3 MG able to take out gunshield creeps and planes (whilst they're taking off on the other side of the map) instantly, which is very OP. Level 2 also feels a bit OP in the same way, getting lots of OVERKILLS.

    Tanks on level 3 (Tsar tank level) took multiple hits from lvl 2 Artillery to kill. From memory in original TS they only took maybe 3 level 2 shells to kill, they feel very much OP now. Would be great to see better "armour" variation, ie the creep-shields are mildly resistant to MG bullets and level 1 artillery, Scout cars are tougher against the same, and tanks more or less require artillery 2 and 3 or anti tank to destroy.

    German mortars on level 2 fire FULLY AUTOMATIC, which is hilariously broken. Also they have weird model stretching artifacting going on.

    No more triple-shell magazine for the players when controlling mortars?

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