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Metal Barricades Inconsistency #5229
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this was added intentionally and plasteel cades were overlooked |
Definitely not a bug. On the contrary, it's more likely that the ability to repair several folding cades (not only plasteel) is a bug. Not that I want anyone to fix this, but buffing engineers by allowing them to repair multiple metal cades at once seems unreasonable either. |
I'm quite unsure- again it's the sole exception to the rule- for example you can dismantle up to four walls simultaneously from a corner. There's also the issue how whoever did it coded it- you can repair 9 plast + 1 metal cade simultaneously but the second you repair the metal cade it prevents repairing new foldable cades. That's just bad implementation imo. As it stands if metal cades weren't made consistent then technically the optimal gameplay plan is to have your last line of defense to be 100% plasteel cades with its edges reinforced walls/walls- outside cades should all be made of pure metal. Then again I assume that if you made a line of pure foldable cades you'd be able to repair 100% of them simultaneously as well. |
Dismantling walls is irrelevant for balance, but repairing cades is crucial for FOB siege gameplay. You are not going to realistically have 9 plasteel cades because of the cost so it's also not a big deal, but I agree it was probably an oversight rather than deliberate decision. |
hopefully this will fix it or part of it... |
…n when trying to fix them with welder. (#5609) # About the pull request fixes: #5229 1-replace a bunch of single letter variable and in the same movement standardize it for all the parent/child object... 2-create a proc that is a group of check to see if you can start fixing a barricade with a welder. 3-implement this proc on metal,plasteel and deployable to have all the check be the same as we want them to all react the same way... <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game # Testing Photographs and Procedure i tested welding different different cades at the same time seem to work i had some weirdness but it's working. <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: refactor: refactored files with the aim of making fixing barricade with a welder more constant. fix: being unable to repair more than one metal barricade at the time. /:cl: --------- Co-authored-by: Julien <[email protected]> Co-authored-by: Birdtalon <[email protected]>
Testmerges
NA
Round ID
NA
Description of the bug
Basically- you can repair/dismantle walls foldable barricades plasteel barricades and reinforced walls one after the other & simultaneously.
Metal barricades are the exception to the rule as repairing one prevents starting new repairs. I don't think it'd be that huge of a buff considering gas & acid still forces engies to move away. Furthermore you can repair for example about 9 plasteel barricades and one metal barricade but if you repair the metal barricade first you can only repair one metal barricade. Bad design!
What's the difference with what should have happened?
Should be able to repair multiple metal barricades.
How do we reproduce this bug?
1.Repair multiple plasteel cades or walls
2.Enjoy
3.Repair multiple metal cades
4.Don't enjoy
Issue Bingo
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