Weak Weed Nodes

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Arachnidnexus
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Weak Weed Nodes

Post by Arachnidnexus » 30 Nov 2015, 09:28

Bug Description: Recent changes made weeds vanish on one knife hit and weed nodes vanish on 5 knife hits. However weed nodes/purple sacs still vanish after just two whacks with a marine combat knife or bayonet.

Steps to reproduce:
1. Use knife/bayonet on weed node
2. Weed node dies in two hits
3. Bask in melee prowess

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HalfdeadKiller
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Re: Weak Weed Nodes

Post by HalfdeadKiller » 30 Nov 2015, 09:32

I don't really see much of a problem with this. Weeds are pretty easy to replenish, and destroying the node does nothing aside from stop growth of weeds, which stop on their own at a certain point. I could be wrong.

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Sargeantmuffinman
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Re: Weak Weed Nodes

Post by Sargeantmuffinman » 30 Nov 2015, 11:25

Well they are,as stated above easy to replenish since you plant one down and boom it's about a 6x6 square or such.
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.

I don't like cute things.

Good hunting.

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Arachnidnexus
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Re: Weak Weed Nodes

Post by Arachnidnexus » 30 Nov 2015, 11:43

It's not a suggestion, just a bug report. The changelog reports it as taking 5 hits. I'm fine with the weed node taking 2 hits, but it's still a bug if it's intended to be 5 hits.

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apophis775
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Re: Weak Weed Nodes

Post by apophis775 » 01 Dec 2015, 20:58

Updated the changelong. I bumped 5 instead of 2 on my numpad.

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