wow, thats almost like slapping yourself in the face repeatedly. i think i would rather build towers along the way, than do that. lolTenoh wrote:Yes, sensors go insane on me as well.No offense Zarel but you guys should have fixed this small thing long ago.Till it gets fixed just build wall around the sensor unit or use tank traps, they cant get out of that ^_^.
How to make sensor tanks behave sane?
-
XHero_of_ChaosX
- Trained

- Posts: 100
- Joined: 30 May 2010, 09:16
- Location: Kentucky
Re: How to make sensor tanks behave sane?
What is at a peak is certain to decline. He who shows his hand will surely be defeated. He who can prevail in battle by taking advantage of his enemy's doubts is invincible. ~Cão Cão
-
Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: How to make sensor tanks behave sane?
It was added by Cyp somewhere around 2.3 beta 8. I'd fix it to respect the Hold Position system, but it's one of those bug fixes that were too big of a change to go into 2.3.0.stiv wrote:"Should but don't" is pretty much the definition of a bug - something that is not working as it was meant to.
The sensors charging in to attack behavior is new since I've started playing the game. I don't know where it first crept in, but it was somewhere in the 'fixes' for the orders system.
-
Crymson
- Trained

- Posts: 289
- Joined: 18 Mar 2010, 21:08
Re: How to make sensor tanks behave sane?
What does that mean?Zarel wrote:It was added by Cyp somewhere around 2.3 beta 8. I'd fix it to respect the Hold Position system, but it's one of those bug fixes that were too big of a change to go into 2.3.0.stiv wrote:"Should but don't" is pretty much the definition of a bug - something that is not working as it was meant to.
The sensors charging in to attack behavior is new since I've started playing the game. I don't know where it first crept in, but it was somewhere in the 'fixes' for the orders system.
You have a new fix but the fix won't be applied to a version that has already been out, but it will be applied to 2.3.1?
-
Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: How to make sensor tanks behave sane?
It means office politics.Crymson wrote:What does that mean?
You have a new fix but the fix won't be applied to a version that has already been out, but it will be applied to 2.3.1?
It won't be applied to 2.3.1. It might be applied to 2.3.2.
-
Tenoh
- Trained

- Posts: 359
- Joined: 18 Nov 2008, 15:06
Re: How to make sensor tanks behave sane?
I dont see how this can be too big unless i miss something,care to explain for all those who enjoy using sensor units?
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
-
banson
- Rookie

- Posts: 23
- Joined: 16 Jan 2009, 02:07
Re: How to make sensor tanks behave sane?
why would you not fix some thing like that, it seems like it would be a key element to the game that made the sensors usefull.
as for stoping them, just build towers all over, or just demolish one part of a wall to make a hole for him to get out
as for stoping them, just build towers all over, or just demolish one part of a wall to make a hole for him to get out
-
icyflames
- Trained

- Posts: 46
- Joined: 28 Aug 2009, 13:22
Re: How to make sensor tanks behave sane?
Simplest solution: use sensor towers: automatic, longer range and no such nuisances as "disappearing".
-
Alpha93
- Trained

- Posts: 261
- Joined: 02 Aug 2008, 20:23
- Location: Italy,in YOUR computer
Re: How to make sensor tanks behave sane?
I used 1 scout in the whole campaign, and it ended up being an hero scout, so derp.
Didn't notice this charge into the enemy during the campaign nor the multiplay (vs AI that is) either.
Didn't notice this charge into the enemy during the campaign nor the multiplay (vs AI that is) either.
Xfire-->chris37killer