General IG Gripes Thread
Posted: Sat 03 Oct, 2015 12:45 am
I know how much you guys love it when I show up to complain so here is some more stuff that burns my ass.
1 - My IG sergeants keep running off from the squad
It seems to happen at random, although often when my squad is repairing a sentinel. I'll be hunkered down behind cover, repairing my sentinel as it fires, when suddenly I see my sergeant running out into the enemy lines. He ends up in combat and my squad now behaves as though it is tied in CC. I know the vanilla game had issues with HWT extras behaving strangely due to their desire to engage in combat but having no weapon, perhaps the sergeants are behaving this way for similar reasons.
2 - HWT extras still move forward when I don't want them to
On the previous note, HWTs no longer rush into cc like they did in vanilla, but because of the short range of their lasguns the extras sometimes move forward in a way that can cause problems. Is there anyway to make them stay put and only have the guy with the heavy weapon do the engaging?
3 - Ogryns
They also knock allies back. If Ogryns could not knockback allies would they now be really OP?
4 - Sentinel collision can be very poor
Sometimes sentinels can be incredibly frustrating to move when there are commanders and units around them. Sometimes the mere presence of a bulky commander or another vehicle near my sentinel can cause it to stand still or spin around helplessly. Since sentinels are very easily melted from midgame on, every second counts when you need to move your sentinel out of the firing line. These aren't bulky dreadnoughts or tanks, these are like metallic ostriches, they shouldn't be this poor at turning and moving around other units. I know this may just be part of the games pathing code and not something that can be fixed easily.
5 - Commissar Execution
Its a great ability in many circumstances, but the inability to retreat is a real killer if you dont have a chimera or some other reinforce point. Retreating is a non-optional part of this game, and having your squad unable to do it for that long is really harsh. I believe in the concept of risk reward for games like this (I would like to see more), but between this and the indiscriminate ogryn knockback, it feels like some races get a much larger dose of risk with their reward.
1 - My IG sergeants keep running off from the squad
It seems to happen at random, although often when my squad is repairing a sentinel. I'll be hunkered down behind cover, repairing my sentinel as it fires, when suddenly I see my sergeant running out into the enemy lines. He ends up in combat and my squad now behaves as though it is tied in CC. I know the vanilla game had issues with HWT extras behaving strangely due to their desire to engage in combat but having no weapon, perhaps the sergeants are behaving this way for similar reasons.
2 - HWT extras still move forward when I don't want them to
On the previous note, HWTs no longer rush into cc like they did in vanilla, but because of the short range of their lasguns the extras sometimes move forward in a way that can cause problems. Is there anyway to make them stay put and only have the guy with the heavy weapon do the engaging?
3 - Ogryns
They also knock allies back. If Ogryns could not knockback allies would they now be really OP?
4 - Sentinel collision can be very poor
Sometimes sentinels can be incredibly frustrating to move when there are commanders and units around them. Sometimes the mere presence of a bulky commander or another vehicle near my sentinel can cause it to stand still or spin around helplessly. Since sentinels are very easily melted from midgame on, every second counts when you need to move your sentinel out of the firing line. These aren't bulky dreadnoughts or tanks, these are like metallic ostriches, they shouldn't be this poor at turning and moving around other units. I know this may just be part of the games pathing code and not something that can be fixed easily.
5 - Commissar Execution
Its a great ability in many circumstances, but the inability to retreat is a real killer if you dont have a chimera or some other reinforce point. Retreating is a non-optional part of this game, and having your squad unable to do it for that long is really harsh. I believe in the concept of risk reward for games like this (I would like to see more), but between this and the indiscriminate ogryn knockback, it feels like some races get a much larger dose of risk with their reward.
