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Air net teleports tank..f*cking annoying :)
#1
i don't know why no one has posted this yet or complained, but it's a major bug and needs to be fixed. Maybe this should be in bug forum but I "suggest" a fix so there. Anyway, when air tanks get nets on them, whether from scout ultimate or buying nets, about 50% of the time the air tank gets teleported instantly to the tank and you almost always die. No where in the item descriptions have I found this tp ability listed, or some chance of tp with each use. It's a very annoying bug and messes up a lot of strats. PLEASE FIX! :!:
Share the love in the unknown. Only way to understand (understatement) (wink). -Bang Bang in Blindingly Brilliant Bliss because of benevolent beneficiary being belonging 'bove, always, love...
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#2
This happens when the air tank is being netted over a non-ground pathable area. For example over trees.
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#3
This can't be fixed, as it is a hardcoded blizzard bug/feature which occurs in normal ladder games as well. (I think Blizzard doesn't see it as a bug)
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#4
Ahh, yeah I see that tkf, makes sense. Good to know, won't be going over any trees in the future. Big Grin
Share the love in the unknown. Only way to understand (understatement) (wink). -Bang Bang in Blindingly Brilliant Bliss because of benevolent beneficiary being belonging 'bove, always, love...
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#5
Perhaps the nets should be taken out because of this. I do kind of see it as a bug, and it create sa very big disadvtage for air tanks. Their key component is mobility and speed, being able to move where other ground tanks can't. With this net "bug" it makes it so air tanks are basically ground tanks besides the speed, as if the enemy has a net he will net you the instant you go over a tree or whatever and youre instantly dead. Perhaps a long-range hold/stun that doesn't do damage, but keeps the tank in the air. If you could code it to treat the air tank as ground only that would be even better. It just seems like a few hundred gold for nets that almost guarantee a kill when used on air if it's trying to run where you cant seems too much...Also, maybe increase the cost or lessent he duration of the hold because of this?
Share the love in the unknown. Only way to understand (understatement) (wink). -Bang Bang in Blindingly Brilliant Bliss because of benevolent beneficiary being belonging 'bove, always, love...
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#6
i never see someone using the net because its so expensive.

why do you want to nerf it? because you thought about that bug theoretical?
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#7
I have all details turned off to reduce lag and never use net myself, but thought it was 300 for 3? probably wrong. just thought that to avoid the teleport when youre not over ground, like trees rocks etc, the net could be changed to a long range hold with no damage for the scout ult, and you could buy a 3 pack of the same ability (if that's possible) for the same price. I don't want to nerf it at all, but make it exactly the same. But instead of net change it to a 0 dmaage stun or hold or something that wouldnt cause the teleporting...
Share the love in the unknown. Only way to understand (understatement) (wink). -Bang Bang in Blindingly Brilliant Bliss because of benevolent beneficiary being belonging 'bove, always, love...
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#8
"Teleporting" is the only reason why I buy the 200 gold net. I never use it for stun, but for catching air tanks and eat them with poison magic :mrgreen: .
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#9
bangyouredead Wrote:Perhaps the nets should be taken out because of this. I do kind of see it as a bug, and it create sa very big disadvtage for air tanks. Their key component is mobility and speed, being able to move where other ground tanks can't. With this net "bug" it makes it so air tanks are basically ground tanks besides the speed, as if the enemy has a net he will net you the instant you go over a tree or whatever and youre instantly dead. Perhaps a long-range hold/stun that doesn't do damage, but keeps the tank in the air. If you could code it to treat the air tank as ground only that would be even better. It just seems like a few hundred gold for nets that almost guarantee a kill when used on air if it's trying to run where you cant seems too much...Also, maybe increase the cost or lessent he duration of the hold because of this?

I think the nets are fine the way they are. Cheap (relatively) counters are part of the game. A 300 Gold Teleport Breaker renders a 3000 gold Teleport or a player exploder useless for 3 minutes. A Mine Defusing Kit for 2250 Gold counters 2,500-7,500 gold mines. A 600 Gold Net merely forces air tanks to stay on the ground, avoid the enemy using nets, or have him waste them.

Now, if you take out the net, long ranged air snipers will have a ridiculous advantage over short ranged ground tanks, especially in the bottom/top lanes.
Imagine a Demon Tank with Poison Magic being pummeled by an Air Ship with 2-3 Energy Torpedos hugging the trees in the top lane. There isn't any way for the Demon Tank to close in on the Air Ship, as long as the Air Ship stays ~600 yds away the only thing it has to worry about is the Lava Shot and the Tank Cannon. The Air Ship is virtually invulnerable to the Demon Tank, because Demon can't run or teleport onto him, nor can it's weapon reach the Air Ship.
Starcraft II
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#10
i only use net when im fighting air tanks with the goblin tank and have skilled the hammer (ground only weapon). so please dont just make it a stun clone without letting the target count as a ground unit.

600 gold for 3 nets -> 200 for 1.

it is rarely is worth to get, because you lose 200 gold each try if you
1) dont get the kill although you used the net
2) would have got the kill even without using the net


a permanent item for 2500 (?) which throws nets with a cooldown (reeinforcements -> troop command logic) would be cool. i know it has been suggested before, just wanted to remind you of that nice idea.



however, when bounties become very high, it might be worth to get. but on the other hand, at that stage of the game you rarely have an inventory slot left for nets.

in the end, consumable nets shouldnt get nerfed in any way, i dont think this moving bug is that critical, and a net launching permanent item would be cool. :wink:
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#11
DerSatan Wrote:a permanent item for 2500 (?) which throws nets with a cooldown (reeinforcements -> troop command logic) would be cool. i know it has been suggested before, just wanted to remind you of that nice idea.
It has been suggested and rejected. 200 gold for a net, is really worth it. It isn't meant to be profitable item, but useful in situations, where you have a chance to get a cp.

But the net isn't the same as stun. You can always teleport and use abilties while catched.
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#12
didnt know it was rejected, because the suggestion thread has no single reply.

but why was it rejected? whats the difference between consumable mortar teams and consumable net launchers?
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#13
I dunno, but i think it got a no, long before that thread if i don't remember wrong...
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#14
In new versions Sky tank is so fast. Mostly it needs a net to kill it with low range weapons because you cant hit air while in forest-hill etc...
But I hate to spend inventory.
Trolololo
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#15
Sky tank has a sucky speed skill, how can it be fast?
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#16
TKF Wrote:Sky tank has a sucky speed skill, how can it be fast?

um ... what? With Jet Propulsion it had 450 speed on level 5, with Lord of the Sky its now 431, plus its an aura, so every other Air Tank nearby is also 15% faster. Additionally, you get even faster when buying a Speed Pack for example, then you have 517 speed. This skill is way better than the old one.
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#17
Oh, i never bought speed items for sky tank cuz it had a speed skill. I didn't know the new ability would stack with speed items. ty now i like sky tank even more with it's superior speed :mrgreen:
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#18
they fixed speed gain (75 at level 5) of that ability does not stack with a speed upgrade, but the aura works for you everytime.
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#19
It does not stack, but the stronger effect happens. speed (upgraded) +150 will replace the +75 speed from skill.
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