> 2535466533285847;900:
> > 2533274792704890;894:
> > I got placed in a game, and the whole game I was stuck with the “Waiting for players…” message over my screen, unable to do anything for the whole match. My teammate and at least one of the other teams were able to play.
>
>
> If this continues it is usually because more than one device is connected to the same internet. If this is not the case then I have no clue lol:-P
So what, I have to disconnect my PC from the internet? or do you just mean mobile devices, such as phone or tablet?
PERMANENT FIX TO THE MAIN MENU FREEZE/CRASH GLITCH:
- YouTube
PERMANENT FIX TO THE MAIN MENU FREEZE/CRASH GLITCH:
- YouTube
PERMANENT FIX TO THE MAIN MENU FREEZE/CRASH GLITCH:
- YouTube
PERMANENT FIX TO THE MAIN MENU FREEZE/CRASH GLITCH:
- YouTube
well its pretty awsome so far, but while playing ive noticed a couple of problemos;
1.) whenever I garrison units, all the units in that squad are all stuck in each other in one spot.
2.) the color of the bases, most of the time isnt on the same side as the colors on the score board on the top of the screen.
3.)alot of the time the ground will cover things like the squares around the main base block, the arrow that tells were your ordering units to move, and sometimes the entire healing circle will not show up.
4.)most of time when units are shooting each other the projectiles arnt visible, and it looks like they arnt really doing anything but standing there.
5.) ive noticed that when ever the warthog trys to shoot something, the thing he shoots at takes damage, but the bullets from the gun dont actually hit the target.
thats all ive got so far.
> 2533274792704890;902:
> > 2535466533285847;900:
> > > 2533274792704890;894:
> > > I got placed in a game, and the whole game I was stuck with the “Waiting for players…” message over my screen, unable to do anything for the whole match. My teammate and at least one of the other teams were able to play.
> >
> >
> > If this continues it is usually because more than one device is connected to the same internet. If this is not the case then I have no clue lol:-P
>
>
> So what, I have to disconnect my PC from the internet? or do you just mean mobile devices, such as phone or tablet?
I dont know about PC but when I disconnected my mobile device it stopped happening.
Was playing my 5th game and it began progressively dropping frames. From 30 to 20 to single digits… and then it just froze. I don’t know if the match is still going or not, since this crash didn’t automatically close the game.
Yeah, your game keeps freezing when I hit the start button on the menu on my Xbox One. It won’t let me see the video, or skip it because it freezes. And sometimes I can’t get to the menu where it hit start. Fix this please, or am I to assume that this is perfect example of your best work?
That YouTube link definitely works lol
This beta is the definition of -Yoink-. It is so bad that it won’t let me even go to the main menu.
> 2533274921768196;907:
> Yeah, your game keeps freezing when I hit the start button on the menu on my Xbox One. It won’t let me see the video, or skip it because it freezes. And sometimes I can’t get to the menu where it hit start. Fix this please, or am I to assume that this is perfect example of your best work?
**PERMANENT FIX TO THE MAIN MENU FREEZE/CRASH GLITCH:**- YouTube
Can’t even play. Says “connection to the online services has been lost” over and over again. I load up The Division and play just fine.
so when I have alot of units “such as hornets” when there all firing at something the bullets dont even look like there hitting the target, their sometimes shooting in the completely opposite direction and bouncing off the ground even though its hitting the target.
Small graphical bug on the one map included in the Beta. At the top right hand side, back along the hill where the Mini Base is, a small hole in the world is present.
I can’t believe this hasn’t been fixed yet. This ‘beta’ hasn’t even reached ‘alpha’ status yet. A start up bug is a pretty big deal that should’ve been caught just by the devs trying to start up a pre alpha copy surely? So bad.
My game keeps crashing at the start for some reason.
> 2533274895287777;873:
> > 2533275006191386;863:
> > Arf, the game keep crashing around 4:25, I’ve never been able to finish a single match. Does anybody have the same problem ?
>
>
> Having same issue.
Me too
though mine is usually closer to 6 minutes.
Loved Halo Wars 1 but haven’t played it in yonks (Australian for ‘a long -Yoink- time’). RTS game lover, favourites being Warcraft3, Starcraft2, play a lot of mobas like LoL and HotS, big Halo fan.
Overall, really enjoy the game, had some epic moments already including winning a couple of 1v2 games and losing after being 3000-200 ahead, excited to try it with a keyboard and mouse. Maybe I should mention I have a bachelor of games design, not sure if that holds any weight. Probably not 
I apologise for the lack of order and formatting, it’s a collection of suggestions and observations and opinions:
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It seems that a lot of the animations don’t play when there are a lot of units on screen, the sound effects seem to play though.
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When using the Y function of warthogs it seems they can clip through each other which is weird, it also feels unresponsive when you tell them to charge they seem to hesitate. You should also be able to take advantage of ‘splattering’ just by microing movement commands to the hog, I feel.
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Being able to order units to directly collect resources in the fog of war would make spreading out out at the start less tedious, although they do seem to automatically start collecting things that they’re next to.
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Hero units need a splash of ‘glow’ around their base to highlight them amongst the other units (something like wc3 would work well).
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In Halo Banshees can’t ‘stop’, they are always going forwards, having their default attack be strafing runs (or even the iconic ‘flip’ or barrel roll) would be better visually and lore-wise, I feel.
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A way to zoom out and zoom back in would be really cool way to quickly jump around the map, away to zoom out a little further would be useful too.
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Visually unit attacks need to be synced up to the damage being dealt, this would greatly help clarity and threat identification.
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Placing snipers in the watchtowers is extremely effective, may need to be nerfed.
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It would be really nice to see your allies ‘window’ on the mini map.
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I think the ‘Command Point Spend’ screen (holding the back button) needs to be inverted, aka, go from south to north on the screen, rather than north to south, just for simplicity.
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Need a little better use of colour on the radial building menus to highlight different tiers of use. Need a differentiation between a unit that is building, something that is researching, something that is locked until next tier, something that is locked until the tier after. Something that is a unit, something that is an upgrade.
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Needs to show X to cancel unit or structure. If you cancel a structure the announcer doesn’t need to tell your entire team that the enemy destroyed a building.
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There’s a difference in threat between being attacked by airborne enemies and being attacked by the sentinel creeps (attacking the creeps is usually something you initiated yourself anyway then moved on to do other things while they fought) - that announcement could use some refinement.
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I think the back button command power menu is unnecessary, it could all be done by holding LT. An indicator when you get a new command point would be nice. Have the top 4 slots in the radial menu be the possible upgrades, when you unlock one it is replaced by the next one. Active powers and passives can be the rest of the radial menu. This may impact design depending on how you can branch out between the command point lanes.
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Pads that are yet to be constructed and are waiting in the bases’ ‘build queue’ need a little indicator (possibly a number to indicate their spot in the queue).
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Units need more personality, I think some attack click or combat voice lines would really help them pop.
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I think the mini map may work better if the window spun rather than the entire map spinning. Personally find it a little disorientating.
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In Matchmaking, If it could prioritise region this is a BIG thing for us foreign players. While playing on 200ms ping doesn’t matter as much in this, (compared to the way it completely cripples your ability to effectively play in, for example, Halo 5), you can still control units and micro relatively effectively etc, it just slows you down, everything is 200ms less responsive and that builds up to a significant margin over the course of a match. If the matchmaking could prioritise local host (give at least 60 seconds of ‘local host only’ search time before expanding) that would be great.
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Units tend to pop in and out of existence at the edge of the fog of war just strangely semi-invis popping into reality. Having a ‘motion tracker’ type UI in the fog of war edge may be a good solution?
-Units need a little more visual differentiation when they’re upgraded.
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I really really don’t like the ‘infantry upgrade’, ‘vehicle upgrade’ and ‘air upgrade’ mechanic. A 400/200 30% damage and armour buff is not healthy for the game because there’s no visual representation of that SIGNIFICANT army wide and very ARBITRARY buff occurring both for you and the enemy and it breaks any kind of natural sense of balance a player can establish between infantry vehicles and air, because at any point in the game one of them may have visually unrepresented 30 or 60% buffs to their health or damage output. I think there are better ways of offering progression. Infantry wide squad size buffs would be better, if theres a way to make vehicles look significantly more armoured then an army wide armour buff may be the solution there, similarly for Air. Possibly even remove the ‘army wide’ buffs from the buildings altogether and replace them with army type production speed upgrades (removing the force wide army production speed upgrade from the War Council and Armoury).
-
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I would love for the game to be focussed a little more on Micro rather than Macro. Having ways for units to be more effective when they’re being directly controlled is a great way to do that, also the simplification of tedious macro tasks. To that end I think a way to select all unit building structures and having a dynamic ‘overarching unit build’ radial menu is a great possibility. It would basically add together all build options from all bases and buildings into one menu for when you need to spam units. The Y functions and the way you can kite with warthogs are a great way to promote micro focussed engagements so I think that’s at a good point (although PC players may require either more macro or more micro).
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Assuming it runs on Azure, only had a few moments per match of ‘screen lag’, game would freeze frame for a few seconds then resume.
-Unit responsiveness is an are that needs some improvement. Sometimes units move when I give them X commands even if the reticle doesn’t play the ‘arrows’ animation, sometimes they don’t and it’s usually because i’ve somehow selected something else.
-Loading into the map and the moment you gain control needs a countdown, at the moment you get a ‘waiting for players’ blue splash and the game could start at any point after that.
Page 1 of 2, oh god I’ve gone over the limit.
Please for the love of the great jurney fix this buggy beta and make sure its not another MCC
Page 2 of 2.
-Love the domination mode, the genius of it is that it forces players to engage and interact and respond to what the enemy is doing and offers an effective alternative strategy that isn’t rushing or teching hard. I think other Arena RTS games suffer from a ‘norush20’ mentality (especially SCII). A lot of players seem to just want to sit back, tech to tier 3 while hiding behind their default turrets then push with their big army of fliers or tanks, but that’s ultimately very boring for the players they’re facing, especially when the exciting part, the battle, is over in 10 seconds flat. I love that Domination mode gives them incentive to not do that, don’t listen to the techer whingers! 
-When this comes to PC I worry that the game won’t ‘scale’ well, in that when using a controller you’re time limited by your own controls, there’s only so much you can do. With a mouse and keyboard a decent RTS player is going to be bored after splitting all units at the start to send them off to cache sites, starting all buildings and will then be twiddling their thumbs while they wait the 30-40 seconds for the cache to finish. That’s where improvements to fine animation-damage sync and micro comes into play as units like the chopper and warthog will shine as microing them could be where the PC players can sink their APM into early game. Late game I also worry about scaling, it’s not really that hard to max out your macro on the controller (not easy either) currently with 3 bases, a PC player is going to do this easily, this is not abad thing, it just needs to be compensated for by having Micro be essential, and possibly more dynamic things to fight over. TL;DR While the current balance of macro/micro woks well for controller I just hope that there’s enough focus on micro to make the game scale up to PC levels of APM well.
Thank you for reading, excited to go play some more!
Game keeps crashing on me. Can’t finish one game.
My game freezes after I hit start on the start menu? Any fix yet?