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|Noob|

Dumb Units?

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I'd like to request humble or whoever can fix this issue to please resolve it. As the title suggests i dont have to explain it further

1. Harvys: The harvy's are no doubt the dumbest things i ever seen in TS. If u want them to squash some infs with a harvy, they literally will go around the world in 80 days and then come back around just to squash some infs. When u want to squash some infs with a titan or something, its totally fine they'll do it in no time. 

2. Carys: The cary's are the second dumbest units I've seen in TS. if u want to save ur diss or something, they will either sit behind it u click it to attack something else or they'd circle around that units once..   and again and then when it has to pick up that unit it most likely is already dead.

Would be great if u can fix it tho

Your's Sincerely

|Noob|

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They work as the developers intended. You just need to improve your skill as a player to avoid these issues.

previous versions of vet had improved unit  automation but the uproar from this games dumpster fire community over people having the audacity to make it better was louder than BLM.

A lot of things that are seen as major problems like harvester AI have been addressed, fixed, and then reverted back to original state due to the protesting of corpsmakr, greyhonda, trz, and steelcore. So be sure to thank them anytime they pop their heads in. (They only pop in if their is something to ruin or complain about.)

Edited by Avesta
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The issue with Harvester AI is that they are programmed to avoid threats, but the programming is really buggy, and only causes issues, and doesn't actually work properly as intended.

The issue with fixing Harvester AI is that it makes it too easy to control harvesters and makes it too easy to defend infantry rushes and some-what changes the game meta. 

As Black mentioned, previous versions of Vet. patch 'fixed' the faulty AI, but a few players were complaining that it made infantry rushes a bit overpowered and they had a point.

In current version of Vet. patch, the Harvester AI does listen a little bit better than default, but it is not nearly as smooth as in previous versions.

A lot of these issues should have been patched by WW, but they got bought out by EA and were forced to work on other projects.  This is why they never fixed Harvester AI, finished adding veteran upgrades to units, fixed glitches like tanks/artillery not being able to deploy on tiberium or terrace edges (even though there is an option for it that doesn't work), originally harpy / orca fighters were orignally supposed to be able to shoot other aircraft down, but they didn't finish coding it.  2.03 was the last update they released, that mainly nerfed NOD, in which they would have observed the changes, saw they over-nerfed things like cybrogs (making them absolutely worthelss), and continued to balance them out.  Many other examples, and if anyone talks to the original developers they will agree with all of this and more. 

The problem is that people got used to playing a broken game and some players are stubborn and like it that way, but regardless the concerns with harvesters being too easy to control nerfing inf rushes was valid IMO.


As far as Carryall AI, that is hard coded, Xme has already released a few patches that fix issues, but no one has been able to consistently replicate certain glitches to the point where he was able to narrow down the code causing them (for example two disruptors landing and sticking next to each other with the carryall not releasing).

Edited by Humble
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I can replicate the 2 disrupter on carry landing on the same tile..

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