View Full Version : [Request] Fix high wave orges
05-02-2012, 04:36 PM
Walking over walls in ALL maps
05-02-2012, 04:44 PM
EV walls I'm guessing? I only use them in a few small places to patch up holds ogres/kobolds might squeeze through myself and rarely see this happen. Usually they aren't walking over walls, just being pushed through a small gap I wasn't mindful of.
EV walls could use a height boost though. Visually and effectually. Both up and down.It's annoying when I've got a phys wall hovering just slightly over a buff beam because one end of it had to go on a ledge to be fully effective so it doesnt get the buff beam. Physical beams need to be high and low enough to compensate for vertical differences and to help prevent the rare case of one going over one when it's squeezed so tight it's walking on other mobs heads.
05-02-2012, 04:46 PM
also walking over enemies! XD
(actually, this was quite a while back; I haven't been playing Survival enough to notice this particular problem)
05-02-2012, 04:49 PM
They can walk over backward squire walls on wave 20+
05-02-2012, 04:54 PM
Ah. I always use them forwards. To be honest, I think specifically making it so they can walk over backwards walls without fail is a good idea to keep players from trying to exploit backwards walls. XP I never get much use out of it anyways.
The fact they are glitching and getting squeezed up vertically and can walk over walls (Mostly ev walls. Rarely do they get high enough to go over others) is the only real problem.
05-02-2012, 05:56 PM
05-07-2012, 06:29 PM
also on topic I dont think its got t do with the walls per say it how fast they move on high wave survivals that cause this to happen
05-07-2012, 06:40 PM
Purposely allowing ogres to walk over backwards walls is a bad idea. Ogres are pretty crazy, requiring about three hundred harpoons worth of damage to kill on higher waves, and the backwards wall trick is the only thing making them manageable.
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