Or just be patient heh.
I still don't get why the orcs are not able to differentiate between orcs and barricades. I mean, I know they are stupid, but seriously, that stupid?!
Barricades blocking orcs? Bash in the barricades.
Orcs blocking orcs? Bash in the orcs! Or, push them (slowly). Or, wait for the orcs in front to move on, probably while grumbling. Maybe they could huddle and take less damage while they are waiting for the orcs in front. Seriously many more options than, Bash in the barricades, again.
Oh, boy, here we go.
OMD1 is in ze past, my friend. OMD2 is an entirely different game, both in the case of physics, tactics, and new traps. Adapt or have natural selection take ye. Comparing OMD1 and OMD2 purely on trap mechanics (something I've been looking into btw) is kinda stupid considering the devs have REBALANCED a ton of the old content and you don't have your Steel Weaver ubercharging everything anymore. :/
I am doing research of the changes in the first game to the second game, as well as looking over them in detail. Check it out here: http://www.robotentertainment.com/forum/topic/Gratuitous-Research-Change...
I'm glad to hear that you guys want to fix the attack barricades for no reason whatsoever bug. I'm annoyed by them attacking barricades when their is a traffic jam, but it is reasonable that they would do that. BUT they should only do it at the point of the traffic jam, not far away from it.
That is one thing that has always driven me nuts about OMD, the orcs are seemingly omniscient. If the path is blocked right next to the rift even if they have no visual path to it they break down the first barricade they see. They should try every available path to them before they realize that there is no way through and start breaking down barricades. If you want to handle barricades that are completely blocking this way, I can live with that (as I did in OMD1). It is however ridiculous that a crowd of orcs temporarily blocking the way through can cause an orc that is far away and who should have no knowledge of the temporary blockage to bust down a barricade.
I don't really want to stir this can of worms again but I got a video clip which might be useful. I had a random Barricade attack in Yeti Den and while I may be wrong I think the path was blocked by a Missile Launcher explosion. The choke point is 2 tiles wide and I fired 4 Missiles to clear the killbox. The minimap red dots show the Orc went after the barricade at about the point where I fired the 4th Missile so the choke point was quite clear of Orcs by that stage.
Short clip of the event.
At the start of the clip I fire the volley of 4 Missiles. My deduction is mainly from watching the red dots while listening to the Missile blasts.
Missile 1: Orc #1 flung near pit.
Missile 2: Orc #2 flung near Orc #1.
Missile 3: Orc #1 gets up just after the blast and continues through the killbox as normal.
Missile 4: Orc #2 hesitates then attacks the nearest Barricade. My speculation is that maybe the Orc is getting up and searching for a path just as the blast from the Missile blocks the choke point.
I've not done any testing but it could mean other explosives that fling Orcs may be the hidden cause behind some random Barricade attacks.
If you throw an orc around two or three times, and it doesn't get any closer to the exit, it'll start smashing barricades. My guess is an orc got ragdolled a couple of times without dying from the missile launcher. Same thing happens with windbelt.
AKA Duvalon (Steam, leaderboards)
I got a few images relating to Fire and Water's final map with a complex cade maze that caused me issues. Linking below beings someone bumped this :S
The empty area in the center didn't used to be blocked off, but I did it in order to try and stop cade attacks allready. Naturally as the images showed, it made it even worse.
Just recently discovered this "feature" over 3 hours into an endless match of Wind Up, and it happened 3 consecutive rounds in a row until I couldn't repair things fast enough. All 3 times the wave was down to just 2 or 3 armored ogres so I wouldn't consider that some mass traffic jam, and barricades gave them a perfectly straight shot to the rift. On top of that, I hadn't changed or added a single barricade since wave 25, yet starting at 58 or so, the last few armored ogres of each wave consistently attacked them. My only thought is that they were getting chain stunned by ballistas and shock zappers, so perhaps they interpret that as being stuck. Of course that doesn't explain why the setup was trouble free until wave 58. Anyway, very frustrating, found this thread while seeing if this was a known problem, and had to vent (apologies).
Unfortunate that there seems to be no way to predict or prevent this from happening.