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Main: Comet Chaser
Level: 2441 Joined: Thu Mar 03, 2005 1:30 pm Posts: 15 |
#1 Slumber chromes, level 600 ones, breaking AI behaviour, straight thrust to infinity and beyond. Old bug - seems to go hand in hand with their sprite de-synching with their server position. Seen this multiple times, but only for slumbers.
#2 Infinite health bosses @ 50% .... old bug. Saga DG, 9 holes, Forgone boss. Currently happy to never die once you get it to 50% damage. #3 Clefts + large hot suns = AI behaviour gets weird. Since they're immune to the damage, they sit right on "top" of the sun, at a huge angle, sniping down on you; the player, of course, takes damage from the sun, and cannot seem to hit them (even with OHL / eth) due to angle of elevation. Seen it twice now. #4 Inferno missiles. Currently the AI spam x3 launches of fast missiles [275 can barely outrun them] at 1-2 min intervals. Totally broken without end for the level range ~ 8 in a DG can take off 70k shields within two salvo's. Broken, broken, broken: needs fixing or you'll drive off newbies. Who, you know, rely on capping those AI #5 Maggots - one hit me (wearing fireshield) for 1.8k. Critical? Anyhow, nice damage for a level 8 AI. #6 Icepick Sentry Towers Placed right on the DF line of MF Basils / Rosies. If you need these at uni start, put a TIMER on them; e.g. 72 hrs. Easy to do, and otherwise you're penalising newbies trying to level. DF 140-170 for them is retarded. #7 Worm holes in DGs. Can rarely get "stuck" right on top of a huge sun, making warping very tough. #8 2,5D mapping bump of client now breaks certain bases docking. i.e. The planet is large, the station is small, the "bump" accelerates you. Tested with a gelato in Sol, extremely painful to dock @ 20 on even the small Earth. When tested on a larger planet, impossible. Will effect gelatos, thatches ~ and, ironically, Nihilite. Nihilite currently very very hard to dock at if you're not wearing docking augs. #9 AI now target missiles even if I have aggro. i.e. The AI will switch targeting to my missiles instead of me on launch. Since incoming fire already damages them (thus leading to circle kiting) this leads to at least a 50-100% loss rate. Way to nerf non-spamming non-Capship gunners more. #10 Nexus - three / four broken missions at the moment: Twin Pillars Run -- after Translator droid, no package is given Amush! -- target AI never spawns Vorian's Plan -- no Paximinis spawn #13 Nexus - new ships / Eq lists breaking. Multiple people, new chars it seems. Last edited by Lady of Ice on Fri Dec 23, 2011 9:16 am, edited 2 times in total. |
Wed Dec 21, 2011 5:07 am |
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Member
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Rank: Peon Main: Dindu Nuffin Level: 3522 Joined: Mon Mar 14, 2011 4:44 pm Posts: 2156 Location: Californication |
#1 happens to BGs and MFx3 BGs and picks
_________________ Death to Pirates! http://img850.imageshack.us/img850/2103/mutes.jpg |
Wed Dec 21, 2011 5:28 am |
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over 9000!
Team:
Rank: Councilor Main: Churchill Level: 5620 Joined: Sat Dec 09, 2006 10:36 pm Posts: 11706 |
#5
Roughly half of all ai's have some sort of super item. JeffL has already stated he wants ALL ships to have one, in addition to whatever other "good" items are on it. Like, a super item without taking out the panther aura. The supers allow for lots of variations with ai's so they can be a different experience. They tend to either be high DPS weapons, or a type of tweak, or a combination of both. Inferno missiles are quite unique. #6 It extends from DF140 to DF300. JeffL did say they were annoying, and will probably be removed(not high priority), so expect next uni. As for right now, I, and you should too, level alts in Wild Space :\ _________________ Salt Assault drew this conclusion from the latest devblog. [img]http://oi62.tinypic.com/33208ex.jpg[/img] |
Wed Dec 21, 2011 9:21 am |
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Team:
Rank: Officer Main: number666.5 Level: 8923 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
why do noone ever look in bug posts? this might be the 10th post with the first bug
_________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Wed Dec 21, 2011 12:58 pm |
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Team:
Rank: Main: the speed of dark Level: 2833 Joined: Sun Nov 05, 2006 12:42 am Posts: 707 Location: University of Texas at Austin |
Yes #1 is annoying. Luckily it only seems to be (in a DG) affecting half or less, so I have enough keys to continue.
as for the one about difficulty traveling through wormholes on suns, if you select the wormhole then right click its floaty or the selection box (upper right corner) then you will "astral travel" through the wormhole regardless of whether there's interference or not. But I still agree that they should be moved away from suns. _________________ |
Wed Dec 21, 2011 3:48 pm |
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Main: Comet Chaser
Level: 2441 Joined: Thu Mar 03, 2005 1:30 pm Posts: 15 |
<bump>
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Fri Dec 23, 2011 8:26 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
I believe the Twin Pillars mission is not actually broken, but you have to pick up a secondary mission from the hidden base in Deep Space.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Fri Dec 23, 2011 1:32 pm |
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