So I have returned to BB2 and played over a dozen games to check what was in this build and how it will change in next Build (tick tack, tick tack, probably 3 weeks ahead?). Also have made a list of bugs which hit me and other suggestion if something wasn’t a bug but in my opinion shouldn’t stay as it is now. Bugs probably were reported many times, so this topic is in feedback (moved to bugs after all), not in bugs section. Probably most of bugs are fixed now. Maybe some of ideas are already implemented in the development build, and maybe developers have better ideas of how to solve some issues, but well maybe I will give at least one good idea. So here it is (about last 2 I only heard off - couldn’t recreate them):
no. | element | type | issue |
---|---|---|---|
1 | enemy | bug | Two enemies spawning in the same spot |
2 | enemy | bug | Enemies spawning in places from where they can’t move or act |
3 | enemy | bug | Bleeding enemies not bleeding (or at least there is wrong UI representation of damage done) |
4 | enemy | bug | Queen and sometimes crabmen freeze and don’t know what to do, she often has it after spawn, and her minions after some fight - they are not under panic or didn’t lost weapon, but they just stand and just end their turn (do they use some kind of ability or what?) |
5 | UI | bug | Wrong calculation of move range with missile launcher - often after moving to edge of blue move range I couldn’t shoot |
6 | UI | change | Change UI to have counters (HP, ammo, TU) |
7 | ability | change | Manual aim in close combat is not user friendly - maybe increase field of view? |
8 | ability | change | Fire - let us decide if soldier should be making “step out move” during aiming, now it sometimes work and sometimes doesn’t, definitely not when you use free aiming without enemy |
9 | ability | change | Move - let us decide which side our soldier or vehicle is facing after move - it would allow us to protect soldier weapon, maybe set overwatch in particular direction, set Armadillo with more armored side to the enemy |
10 | ability | change | Overwatch and Return Fire - let us limit area in which they are working |
11 | ability | change | Make mech arms stun attack less effective vs Queen and other bigger creatures |
12 | ability | change | Some abilities end turn and some not - can you change it, so none of abilities will end the turn unless we will click “end turn” for each soldier? If you don’t want players to use any ability after such Full-Turn abilities, then maybe set some variable to block all abilities after that Full-Turn ability, but please don’t end the turn for soldier, as players sometimes might want to check inventory, take a glance at new soldier’s surrounding etc. |
13 | equipment | bug | PDW is not destructible - it should be like other weapons |
14 | equipment | change | Missile Launcher - don’t you think that it should fire in more straight line, not like mortar in arc line |
15 | equipment | change | Magazines disappearing during reload, we should retain them |
16 | equipment | change | Disappearing equipment after destruction - do they disintegrate? Make them stay in inventory, but add property “not equippable” (like magazines), in full release it would be great if we could repair them in the base |
17 | equipment | change | Please make some difference in inventory for moving bigger objects or moving many objects - now picking up Machine Gun, Missile Launcher, 5 magazines, medkit and grenade cost the same amout of TUs as picking up magazine for pistol - also switching all items from items wheel to those in backpack cost the same as reloading a weapon - as it is fun in terms of not limiting you in annihilation of enemies, it is also definitely strange even for simplicity logic. The same idea could be applied to dropping items - ok, you can drop prepared items to ground for 0% of TUs, but dropping all prepared items and emptying your whole backpack should take some time |
18 | turret | bug | Turret not regaining HP after repair - visually it is, but few times I had situation where my turret had 10 hp after repair and was destroyed with shot doing 2 or 3 damage |
19 | abilityt | bug | Deploying turret cost no TU - can it be so simple? |
20 | turret | change | Add reload ability to turret and allow us to see it’s weapon statistics |
21 | turret | change | Soldiers loosing willpower after turret’s death, it’s like they all were to loose willpower after destruction of sniper rifle in sniper’s hands (not likely to happen? Unless there is AI within the turret, which is friend of those soldiers and it screams during destruction) |
22 | props | bug | Crates sometimes still allow picking up items through walls |
23 | props | bug | Crates sometimes are not accessible even if they should be |
24 | props | bug | You can enter some objects like car, “batmobile”, concrete walls |
25 | props | bug | Sometimes soldier can’t move in few squares around him, but he can run through them to squares which are more away (back of the open map of abandoned base) |
26 | props | bug | Queen not knowing how to go around pits |
27 | queen | change | Change Queen damage after one of her pincers is destroyed - now it doesn’t affect her except small bleed and loosing few HP from main pool |
28 | armadillo | bug | Queen not knowing how to move around Armadillo |
29 | armadillo | bug | Armadillo often get stuck after ramming |
30 | armadillo | bug | Entering Armadillo takes no time (TU) except depleting the rest of TU. It says it require 100% of TUs, but you can use it having 0 or 1% of soldiers TUs |
31 | armadillo | change | Create such funcion as vehicle driver and allow for switching Armadillo’s drivers - when they change take maybe 50% of each of switching soldiers TUs |
32 | armadillo | bug | Soldier in Armadillo can’t end his turn - let us end his turn without him getting out of vehicle |
33 | armadillo | change | When game switches to next soldier please make the driver of Armadillo inactive |
34 | armadillo | bug | Armadillo uses separate TU than driver, please combine APC TUs to driver’s TUs (so if shot from turret takes 50% of TUs then both APC and driver use 50% of TUs - APC move range is of 24 squares, if driver enters it (which also should take TUs) with 37% of TUs left then allow APC to move only for 37%*24 = 9 squares in straight line. AND I’m not sure if all soldiers TUs shouldn’t be tied to APC TUs used for move (and only move) because everyone inside of APC is loosing time when the vehicle is moving, they should not be allowed to move with the driver, then jump out of the vehicle and also shoot, move and do other things if the driver can’t do that. Also binding APC and driver TUs will prevent switching drivers and spamming from gun so if first driver used 50% of TUs then vehicle too, and even if there will be next driver with almost full TUs vehicle still will have only 50%. |
35 | armadillo | bug | Soldiers get crash or stuck when entering Armadillo without anything in the items wheel - then if APC moves they die |
36 | armadillo | change | Armadillo is not taking any damage while ramming heavy objects - please add some property which will compare density of environment elements and vehicles and bosses, and calculate more damage to those things with less density/power and less to those more durable during collision |
37 | armadillo | change | Armadillo should be able to run pass and stop at smaller enemies or soldiers even without ramming, maybe not killing them but definitely making some damage (if he will stop on enemy then enemy can be immobilized and take damage per turn) |
38 | armadillo | change | Change ram ability - First of all create an indicator showing what it will destroy during ram attack, and what is maximum range of it - it would be great to be able to set the distance lower than this maximum range, ability should also trigger only after moving some minimum required distance and in that minimum distance it can make damage from point 37 of this table, so sometimes ramming would not be possible if there is not enough space because of some big building or wall, why i want this change? because it is stupid to kill enemy after moving one tile or attack the queen with ram ability standing in the same place, damage of ram could also increase with the distance |
39 | armadillo | bug | Armadillo stops while spotting enemy, and sometimes after that it can still activate Ram ability |
40 | props | bug | Objective can be reached through the wall (outside of building in which objective is located) - easy example is building where objective is on the 1st floor |