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Re: Infiltration Rework Ideas

Posted: Mon Jan 26, 2015 12:39 am
by slapshot
Siretu wrote:Are you saying that if the infiltrator launches, boards the enemy ship and then launches and goes back to it's own BC, it will have lost its items? In that case, it's a bug.
yes (or atleast last time I checked it did that) - actually, it never manages to actually make it back to it's own BC, because it can't use shields/flares or other items, since they somehow disappear

Re: Infiltration Rework Ideas

Posted: Mon Jan 26, 2015 12:55 am
by Dreadnought
slapshot wrote:
Siretu wrote:Are you saying that if the infiltrator launches, boards the enemy ship and then launches and goes back to it's own BC, it will have lost its items? In that case, it's a bug.
yes (or atleast last time I checked it did that) - actually, it never manages to actually make it back to it's own BC, because it can't use shields/flares or other items, since they somehow disappear
The dissapearing part is always weird as hell

Re: Infiltration Rework Ideas

Posted: Mon Jan 26, 2015 4:20 am
by Degra
It's not a bug, Siretu.

You designed the Infiltrator with 0 inventory slots.
The hangar menu sometimes shows 6 slots and you can actually fill them and use the items in space, but when you dock, all items disappear, due to them being in invalid inventory slots.

Well it kind of is a bug, but only in the sense that you can actually load items into an infil in the first place.

Re: Infiltration Rework Ideas

Posted: Mon Jan 26, 2015 7:27 am
by Siretu
Never heard of this before. I'll check it out.

Re: Infiltration Rework Ideas

Posted: Mon Jan 26, 2015 7:36 am
by Siretu
Degra wrote:It's not a bug, Siretu.

You designed the Infiltrator with 0 inventory slots.
The hangar menu sometimes shows 6 slots and you can actually fill them and use the items in spaaaaaace, but when you dock, all items disappear, due to them being in invalid inventory slots.

Well it kind of is a bug, but only in the sense that you can actually load items into an infil in the first place.
I can't confirm this. Putting shields in an infiltrator, launching and then docking, will not cause the shield to disappear. However, if you board and then launch from the enemy BC, they disappear.

Re: Infiltration Rework Ideas

Posted: Mon Jan 26, 2015 8:05 am
by Siretu
Found the problem. Due to how the hangar inventory works, it's basically stored in another data structure separate from the ships and when you dock/launch it transfers them between them. This is split in two different sets of inventories, one for each team, and when you launch from the enemy BC, it tries to pull it from the wrong team's inventory.

This technically means that you can get an enemy ship's inventory when you launch.

It's been fixed in the dev version.

Re: Infiltration Rework Ideas

Posted: Sat Feb 07, 2015 8:04 pm
by slapshot
So.. can we please fix the ridiculous HP on the marines, and make it unable to launch while under attack?

Re: Infiltration Rework Ideas

Posted: Sat Feb 07, 2015 10:19 pm
by Dreadnought
so ya, 2 problems
1) Wall exploiting (fixed in dev version yay)
2) Needs better entry/leaving for infiltrater, it should randomize where you enter in the hangar area and places a beacon where you entered (only you can see it), you need to exit by entering that beacon. if you get hit it cancels you trying to exit.

Also drones take forever to kill, reduce them to 50 health IMO

Re: Infiltration Rework Ideas

Posted: Thu Feb 12, 2015 1:25 pm
by slapshot
Dreadnought wrote: Also drones take forever to kill, reduce them to 50 health IMO
not just drones, humans as well - it's almost impossible to kill an infiltrator (or for an infiltrator to kill another human), it just takes too long to deal damage - why was the health raised from 45 to 100?

Re: Infiltration Rework Ideas

Posted: Thu Feb 12, 2015 3:26 pm
by Siretu
My plan is to raise dps by like 50%, make drones not attack-move while refining and make getting attacked cancel infiltrator launch, but maybe reduce the launch time a tiny bit.

How does that sound for initial changes?