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Raportează o problemă de traducere
The most annoying thing is when I'm in CQB, waypoints get pretty close to each other and it can get a bit hard to select what you actually want to select. Selecting the timer when I want to wait gets a bit of a challange when there are a lot of waypoints close to each other. Especially if you use a lot of aiming orders too.
The other thing is that for some reason sometimes I can't remove orders I gave to enemies in coop. Sometimes I can't even give them orders at all. I think it only happens after my partner has committed his turn, maybe after I clicked on "get enemy plans" but I'm not sure.
In the menu I found it a bit hard to quit the game when I first played the game. Maybe I'm just a bit stupid, but there wasn't a lot that brought my attention to the little quit button on the top left corner.
Icon scaling. When the map is fully zoomed out, icons for aiming, crouching and so on are tiny.
I bought this game when it first came out, and in that entire time, I don't think I've ever used the "zone focus/ignore" commands. Same with the "check" command. Why use it when I can aim, especially when I'm already in the habit of pressing X to cancel the aim at the start of most turns?
It's always mildly bugged me how ordered firing lines of the rocket/grenade launcher are slightly offset from where they're actually fired.
Focus\Ignore zone comes into play against tricky experienced opponents
-Not being able to chat with people (send messages) in the lobby (you can chat only ingame)
-Unable to delete assigned focus\ignore zone areas
In contrast, if you want to bounce a grenade off a riot shield that isn't already in position at the start of the turn, there's no way to see how it will bounce, so you need lots of trial and error to find the right angle.
A way to fix this, which would be useful in general in many other situations too (e.g. when fine-tuning wait orders, or creating waypoints through/around destroyed walls), is to be able to edit the plan at any time during the simulation when it's paused (only the portion that hasn't yet been simulated of course).
This would be complemented by a sort of 'breakpoints' feature, where you could tell the simulation to pause precisely at a certain order.
Alternatively, a 'step' button could play the simulation until the next order is executed or the next waypoint is reached (or even when it engages another unit).