User Tag List

View Poll Results: Should "Remove" in the builder be moved to last (after Suits and right before "Upgrad

Voters
26. You may not vote on this poll
  • Yes

    8 30.77%
  • No. Make buildings NOT removable during EMP/flames

    8 30.77%
  • No

    10 38.46%
Page 1 of 6 123 ... LastLast
Results 1 to 10 of 55
  1. #1
    Rampage Feralidragon's Avatar
    Join Date
    Jan 2011
    Posts
    364
    Country:

    "Remove" before "Upgrade"

    Well, there's something I noticed and I don't really know if this happenned to more players:
    - When an EMP is released or a flame thrower used, sometimes things can get quite laggy in a base when there are too many buildings.

    What happens is the team will always attempt to repair everything as fast as possible, but in such laggy situations is quite frequent (at least for me) select "Remove" instead of "Repair" by accident, and then starting to remove containers without realizing it until the lag goes down or if you look to your max RU capacity, and this can greatly affect the team when the intention was never remove anything.

    This is just a sugestion anyway, but in case a new siege release is planned, do you agree to have "Remove" before "Upgrade"? I mean, you would still start with "Upgrade" by default, but to get to "Remove" you have to cicle through all things first, being "Remove" the last, specially since it's only used to remove leeches and obsolete suppliers (or obsolete teles).

    What do you people think?
    Last edited by Feralidragon; 06-04-2011 at 05:52 AM.

  2. #2
    Unstoppable audiosonic's Avatar
    Join Date
    Jan 2011
    Posts
    735
    Country:
    I got repair binded on a key for this, x=setmode 1 0 | Buildit

    How come everybody can remove your forcefield and super container now?

  3. #3
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
    Join Date
    Jan 2011
    Location
    London, United Kingdom
    Posts
    6,801
    i think remove should be placed last after suits but thats just me

    Quote Originally Posted by audiosonic View Post
    I got repair binded on a key for this, x=setmode 1 0 | Buildit

    How come everybody can remove your forcefield and super container now?
    that is to stop noobs building it in stupid places or where its not needed or where the forcefield is useless where it is and needs to be placed elsewhere

    remember the forcefield is limited to 2 per team super cont is 2 per team and poison guardian 1 per team

    this is to help make it so people put it where its really needed and not all over the base etc

  4. #4
    Rampage Feralidragon's Avatar
    Join Date
    Jan 2011
    Posts
    364
    Country:
    Quote Originally Posted by audiosonic View Post
    I got repair binded on a key for this, x=setmode 1 0 | Buildit
    Thanks for the tip. Although it doesn't really suit me. As an UT developer/modder I have already lots of keys assigned to open specific test maps, summon specific weapons, etc, without having to type everything everytime I have to test something.

    Quote Originally Posted by |uK|B|aZe//. View Post
    i think remove should be placed last after suits but thats just me
    Yeah, that's basically the idea. It's the less used main function from the builder, and can really have a negative impact after EMP or flames by simple accidents...

  5. #5
    Whicked Sick |uK|Rays's Avatar
    Join Date
    Mar 2011
    Posts
    1,190
    lol i accidentally removed a super supplier in a pug because of that, i got too excited and hit remove on my own ss. 2pro4u!

  6. #6
    Administrator SAM's Avatar
    Join Date
    Jan 2011
    Posts
    8,119
    Country:
    Well...the complicated but familiar way around it would be to disable removal of anything effected by EMP. This would keep the contructor familiar...otherwise it can be moved.

    Poll?

  7. #7
    Rampage Feralidragon's Avatar
    Join Date
    Jan 2011
    Posts
    364
    Country:
    Quote Originally Posted by $carface View Post
    Well...the complicated but familiar way around it would be to disable removal of anything effected by EMP. This would keep the contructor familiar...otherwise it can be moved.

    Poll?
    Well, the familiarity was a bit lost with the release of Siege Ultimate anyway. However, that's also a good solution.

    A poll would be the best thing to do right now indeed

  8. #8
    Administrator SAM's Avatar
    Join Date
    Jan 2011
    Posts
    8,119
    Country:
    Well....you are OP Ferali so amend your post

  9. #9
    Rampage Feralidragon's Avatar
    Join Date
    Jan 2011
    Posts
    364
    Country:
    Done

    It seems that my question is too big, so the text was truncated, and can't edit it... No problem, people will understand the question I think.

  10. #10
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
    Join Date
    Jan 2011
    Location
    London, United Kingdom
    Posts
    6,801
    the more effective thing would be to go with scars idea and also mine where remove is last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. "Panda_Boner" makes tele in supplier straight to lava
    By Scourge in forum Reports/Complaints & Appeals
    Replies: 1
    Last Post: 08-15-2015, 06:35 PM
  2. admin player "lol" dming respect rules
    By frog in forum zp| [====] [PURE] [INSTAGIB] [UK] [US] [====]
    Replies: 7
    Last Post: 04-19-2013, 11:17 AM
  3. admin faggot hiding by nick " testing " banme
    By ramlinux in forum Reports/Complaints & Appeals
    Replies: 64
    Last Post: 12-22-2012, 09:31 AM
  4. "Wasn't Trying To Frag Moron" - Tzvirus
    By Neff in forum Jokes and Humour
    Replies: 5
    Last Post: 09-06-2012, 08:04 PM
  5. Replies: 4
    Last Post: 10-24-2011, 06:03 PM

Members who have read this thread : 9

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •