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Showing results for 'capacity slots'.
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I was thinking about increasing the population limit in order to attend to make viable squad (men battalions) builds because there are many intresting squad units that are not being played for obviouse reasons and i woulds like to see them being viable in game and not just being played by beginners for a short ammount of time. I'm sure there are many other ways of making squads more viable but I think increasing the pop cap maybe just for them is worth a try. What do you think?
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NAME: Lobby issues when readying up and changing slots at the same timeSEVERITY: 3LOCATION: Lobby REPRODUCIBILITY: ALWAYSDESCRIPTION: When one player in a lobby readies up, while at the same time another player moves to another slot, a certain player in the lobby (not sure if there is some kind of pattern there) will be put into 'Unteamed'.
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That's not a new one, but it wasn't posted yet. Just didn't want it to get ignored. NAME: Entering 'full' Lobby while not all slots are occupied (until I come up with a better name) SEVERITY: 2 LOCATION: Game-Lobby REPRODUCIBILITY: Have seen in 3 times until now as people are normally occupiing a slot by default when entering a lobby and have to manually leave/release it. DESCRIPTION: It seems to be possible to enter a full lobby when there are still spots left. In this specific case today, the creater of the lobby was not on a slot (for whatever reason, maybe he wanted to take the last spot that noone wanted to play. idk, didn't ask him). Meanwhile 4 additional player (including me) were able to join the lobby and occupy a slot. To be able to play, the leader/lobby-creator kicked 1 player. Another one voluntered to leave for him at the same time. Even with those 2 players gone, the creator of the lobby wasn't able to join any slot (anymore). ADDITIONAL INFORMATION: After that the normal dc stuff happened as we had to leave the party, which leads to dc 98% of the time. SCREENSHOT: