Page 1 of 1

Dreadnaughts vs Venerable Dreadnaught

Posted: Mon Dec 08, 2014 3:02 pm
by Steakenglisch
Why are there only a difference in price and look but no differenceses in stats? Is is a design decission or a bug?

Re: Dreadnaughts vs Venerable Dreadnaught

Posted: Mon Dec 08, 2014 3:57 pm
by Dragoon.
Steakenglisch wrote:Why are there only a difference in price and look but no differenceses in stats? Is is a design decission or a bug?
Considering what Venerable Dreadnaughts are I guess it's missing the command trait as opposed to default Dreadnaught.

Re: Dreadnaughts vs Venerable Dreadnaught

Posted: Mon Dec 08, 2014 9:12 pm
by Kerensky
Hmmm... good catch, I'll see about investigating this!

Re: Dreadnaughts vs Venerable Dreadnaught

Posted: Mon Dec 08, 2014 9:17 pm
by Steakenglisch
Kerensky wrote:Hmmm... good catch, I'll see about investigating this!
By the way, i noticed that the Salamander Firedrakes can use Rhinos as transport, they are Terminators with Flamers right?
So they also should get the Landraides with the upcoming patch. :-)

Re: Dreadnaughts vs Venerable Dreadnaught

Posted: Mon Dec 08, 2014 10:22 pm
by Kerensky
That is probably too late for tomorrow's deployment. I personally hate doing anything last second, even the most minor change can have serious ramifications if you do something without running at least a few tests. I broke entire scenarios by adding some seemingly harmless units to maps to add more lore and 'fluff' to them (they ended up causes serious trigger malfunctions because of their configuration). That kind of mistake going live is extremely damaging because it can't wait for 'fix it next patch'. Anything that serious requires an immediate hotfix which is a headache to re-build and a nightmare to distribute.

We have another patch scheduled before this year is out, so I'll make a note! :)

Re: Dreadnaughts vs Venerable Dreadnaught

Posted: Tue Dec 09, 2014 9:08 am
by Steakenglisch
Kerensky wrote:That is probably too late for tomorrow's deployment. I personally hate doing anything last second, even the most minor change can have serious ramifications if you do something without running at least a few tests. I broke entire scenarios by adding some seemingly harmless units to maps to add more lore and 'fluff' to them (they ended up causes serious trigger malfunctions because of their configuration). That kind of mistake going live is extremely damaging because it can't wait for 'fix it next patch'. Anything that serious requires an immediate hotfix which is a headache to re-build and a nightmare to distribute.

We have another patch scheduled before this year is out, so I'll make a note! :)
Hi Kerensky, thx for the reply :-) it's not urgent, it's only important that you know the issues and fix it, if it takes time for testing it is a good used time! :wink: