I have witnessed the same bug happen to me and to other Cybran players during different matches:
Basically, if you have a Boomerang built in the vicinity of one or more Anti-Nuke silos (and you have ample Boomerang missiles AND lots of Anti-Nuke missiles built and ready)... for some reason, any Nuke missile that does NOT get redirected by the boomerang can enter your anti-nuke zone without being detected... which has the rather odd effect of landing directly into your fully anti-nuke protected base untouched doing game-changing damage.
It's not clear to me why the Anti-Nuke missiles aren't firing at the Nuke but it appears to have something to do with the presence of the boomerang because when there is no Boomerang every Anti-Nuke silo works works correctly as it should.
And just so you know: YES, the Nuke is DEFINITELY landing almost centre-spot in my Anti-Nuke radius and to make matters worse, it doesn't matter how many Anti-Nuke silos you have built (on the last occassion I had 4 Antinuke silos and 3 Boomerangs)... 4 Nukes got shot at me, the 3 Boomerangs intercepted 3 of the Nukes (sending 1 back and 2 into space) and the remaining Nuke just floated straight into the centre of my base while all 4 of my Anti-nukes (all within range) failed to pick it up.
It's as though there's some kind of control or attribute in the anti-nuke which gets nullified by the use of one or more Boomerangs.
I'm guessing that the DLC pack wasn't fully tested before release because the Boomerang has other problems as well (ie. it often redirects nukes into space instead of the opposing player). Overall, these bugs defeat the purpose of using the Boomerang - it would be nice if the developers at GPG could do a little more testing as these issues are very easy to replicate.|||The redirect to space bug is when the opposing player self-destructs the nuke launcher before the nuke hits. The nuke is redirected to the launcher, but if the launcher does not exist at the time of redirection, it is redirected into space.|||What x-cubed said in reference to the space thing is true. As for the nukes landing where you have anti nukes silos, did they have missiles in them? I'm only asking because I never experienced that issue. If you still have the replay, or can recreate it and save the replay, can you post it so we can look at it?|||You can just turn your anti nukes off (hold fire) until the boomerang had done it's job, then turn your antis on.|||This seems like a bug where the boomerang has to target more than one nuke coming at it. I'm guessing that the all anti-nukes puts a "lock" on incoming nukes when they are firing at it so other antinukes cannot target it and antimissles are not wasted. Thus, if the boomerang's "lock" code was just copied from the antinukes, it probably over its head in what it can handle, saying "I got this" to nukes that actually will overwhelm its RoF.
...Just guessin'|||Quote:|||sovietpride|||Lol
Only the GPG Devs can tell us how the Boomerangs attributes are conflicting with the Anti-Nukes but it's definitely an issue that renders the simultaneous use of both Boomerangs and Anti-Nukes useless when playing against more adept players or Hard computer opponents (which is always a multi-nuke fest).
As for your suggestion (TheWord) to turn anti-nukes off (hold fire) until the boomerange has done it's job - this is something I've not tried and I guess if I was desperate enough to keep playing Supcom2 I'd try this and any other workaround I can think of. However, I'm giving Supcom2 a break until the GPG Dev team fix some of the DLC bugs which I think are a direct result of poor (or possibly even non-existant) secondary testing. Come on guys - I'm happy to pay for new content but it needs to work!!!|||Not sure about this bug - ask funk. I had antis + boomerangs working just fine next to each other... (under a large nuclear storm)|||sovietpride|||I'd rather not get this bug thread confused with a discussion about whether or not Boomerangs are OP etc... that's not the point of my post.
I used the words 'intermittent but frequent' because on previous occassions everything has worked correctly and yet, it recent times (the last 3 games I've played) it has not.
My brother kept a recording of the last game where it happened so I'm going to ask him to get it posted up here - hopefully the GPG Devs will take a look at this issue and get it resolved soon
|||Post the replay. www.gamereplays.org As they say, REPLAY OR IT DIDN'T HAPPEN|||Less the replay or it didn't happen, but get the replay, so GPG can get a look at it and fix it. My post was that i've yet to encounter this PARTICULAR bug. (boomerang missiles going into space for a lap around the planet is anotherone...)|||Here is the replay in question:
(First attack is 30mins in.)
http://www.gamereplays.org/supremecomma ... =tips#disc
Video/Avi's:
("Right-Click" & "Save As")
1) https://personalbucketstorage.s3.amazon ... -49-25.avi
2) https://personalbucketstorage.s3.amazon ... -13-93.avi
He had four anti-nukes with two nukes built (per silo) when the first one got through. In the second attack (during the same match,) two of the nukes are boomeranged(?) into space but the third still somewhow gets through the remaining three anti-nuke silos!
It's definitely a bug...
Perhaps all those shield generators prevented the nuke from launching?
It's a shame however that the UI is so streamlined that we cannot even see in a replay by mousing over a silo - what is inside of it. However this is not a duscussion about the merits of a seasoned player, nor is it one about User Interface design.
The bug; whether or not you choose to accept it, is that multiple anti-nuke defences failed to pick up an incoming nuclear strike despite being capable of doing so. Whether or not a boomerang has some affect on the equation is unknown but it may be a good place to look for a solution to the problem.|||In preparation for the usual AI (Hard) opponent, I had built 2 Anti-Nuke missiles which we're ready to fire in each and every silo, not to be confused with the Nuke missiles of which I had purchased 1 for each silo - and YES, they were all complete and there was no cooldown clock in progress.
For the fanboys and trolls here that might read this, you are more than welcome to confuse me with a moron if it makes you feel happy. I would like to point out that I only joined this forum to post this Boomerang bug (of which two are demonstrated in the videos) so that the GPG Devs can do something about it in their next patch.
Of course, it is the GBG Devs prerogative to ignore and or dismiss any bug (such as the one demonstrated in this video) should they choose to do so - and equally it is my prerogative as a somewhat frustrated customer to not play Supcom2 again (perhaps even uninstall it) until such time as this and several other bugs which have already been posted about here on the forums are correctly addressed (if ever).
As both a gamer and a games developer, I'm not very impressed with the lack of testing that's taken place on the DLC prior to release but I suspect that financial pressure is the real reason for this (as it unfortunately almost always is). Hopefully, the Supcom 2 devs are still being paid by the Producers (Chris?/ Square Enix?) to clean up the DLC code that was clearly rushed for release.
In any case - I've provided enough information here to get something done about this and I don't care for discussing the topic any further. Hopefully something will get done about it soon - if not - well, who cares I guess.
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