shaulani Posted March 19 Share Posted March 19 Spawn 1 im forge and attack with 1 master archer. As soon, as your unit is getting knocked away, hit "f". The unit will deal 0 damage from now on. it might need to hit at least 2 units to deal damage? I've tested it with mountainer vs master archer and it worked as expected. Firedancer works as expected too (though it's extremely weak compared to mountainer once that trick is used). I think I've spotted that but on a fire dragon a few times too. Suddenly starting to deal 0 damage vs 1t units. Link to comment Share on other sites More sharing options...
Kubik Posted March 20 Share Posted March 20 That is intended behavior, designer described it to me as an feature, instead of a bug. Link to comment Share on other sites More sharing options...
shaulani Posted March 20 Author Share Posted March 20 A "feature" that is not explained at all and makes no sense when you compare it to the other units? Was it always the case or did you add it to make rvpe and ls maps in general easier for people who know about this bug? Sounds for me like selling a car having a hidden second reverse gear without telling customers about it. This Is Halloween_2 likes this Link to comment Share on other sites More sharing options...
LEBOVIN Posted March 20 Share Posted March 20 It was like that since EA days, can be used strategically and hence was left intact. Some player card variants like Windhunter have suffered from this interaction and are being changed one at a time. Link to comment Share on other sites More sharing options...
Cocofang Posted March 21 Share Posted March 21 23 hours ago, shaulani said: A "feature" that is not explained at all and makes no sense when you compare it to the other units? Was it always the case or did you add it to make rvpe and ls maps in general easier for people who know about this bug? Sounds for me like selling a car having a hidden second reverse gear without telling customers about it. It's a behavior that emerges from the odd implementation of squad health. Each squad member has their individual health pool but they also share their health. Weird things start to happen if squad members are too far away from one another, like through knockback. It doesn't really make sense but that's how it was originally implemented and as a result it started to be used to make squads invulnerable against AoE attacks that target individual entities. The squad mechanic itself is somewhat bug ridden. Like, there is also the issue where if flying squads get knocked back their targeting-box becomes massive. Link to comment Share on other sites More sharing options...
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