The remote turret recycling is horribly bugged. How does it work when the engineer has enough skill to have two turrets? You would need a submenu to come up asking you if you want to recycle turret 1 or turret 2; maybe even include the (A1) style coordinates of the turret to make sure it is the one you want to get rid of. Just a thought...(still waiting on that response to join the dev team...)
Actually, such a menu would already have to exist: You can recycle more than just turrets, remember. I think we can safely assume the devs have it covered. Me, I'm looking forward to hearing about these new research and balance changes.
Empires is the only thing on Steam that I play anymore. If anything were ever to happen that would send Empires spiraling downward or that would knock it out of existence, I would be a sad panda. Thanks for the solid update and insight to the Empires development. If there's anything further we can do to ease the process or improve your productivity, aside from sharing our experiences & suggestions, please let us know. Keep up the great work!
Awesome update dev team! I'm glad to see development is still rolling ahead full steam! Err... no pun intended... Anyway, hopefully with this update I'll be able to pull the SVCHS clan back to Empires. Some of them got pissed at exploits and converted too... *shudder* TF2....
http://en.wikipedia.org/wiki/Sniper_rifle I am sorry, but whoever said that a "scoped bolt action rifle" isnt a sniper rifle, is as stupid as dirt.
Oh I totally still think of it as a sniper rifle. I just found the 'scoped bolt action rifle' conversation amusing. I could have sworn it was one of the devs who told me the scout was never intended to be a sniper....I'd look it up but I don't want to drag this off topic.
Love the way that people that see one screenshot of 2.2 can so easily decide that somethings horribly bugged... just to prove my point: Note: mods feel free to remove that picture if you dont want it to be shown to people, i thought id post it to stop discussion about a unnecessary topic
Nice, I had no idea these people were working on anything at all, nice to know Empires is still going. Also nice to see remote recycling put into place. Would like to know moar specifics about the changes though.
I just spent some time working on escort (finally!), and i've just about fixed any exploits infantry could perform anywhere from BE base to the wooden blockade behind flag 1. I'm hoping once the vehicle physics are slightly modified, they'll work properly with the clip texture, i.e. they should be blocked by it. When that happens, the same fixes i've just applied will automatically apply to vehicles as well, and should make fixing exploits in other maps much easier, since some already have player clip in place. For example, canyon has player clip brushes all over the hills, just change them to clip, fix the physics, and nobody will ever nine mine anything up there again. Don't count on a new map beta just yet though, i'm going to try to apply this fix to all areas first.
Yes, nine mining will be removed (as far as i know), but people could still use other methods to flip a vehicle across areas with mines, therefore it's important to avoid any such exploits in the future.
I'll record some demos now in which I'll show you the ones that I've found on the map (all with the engineer...)! In case I found some stuff you didn't know... q.q PM sent.