1 NW flag/ball placement on Creep is not correct
1 In KOTH games, the center start position accumulates planning time.
1 Can't see destination circles when sending submersible units into deep water.
1 On a Ramparts map, my warlock kept auto-firing like a machine gun, every time he got enough mana, and would not stop. I had to run him around the whole game.
1 Dwarven cocktails are too dark and do not appear to stay lit when thrown
1 Flags in Flag Rally are not numbered
1 Archers dont drop fire arrows
1 Can't always see on the scoreboard who owns which flag in Flag Rally.
1 Balls in Scavenger Hunt are not numbered
1 The size of an explosion is not indicative of the damage radius of the explosion (not enough visual feedback)
1 Units will celebrate victory in the middle of battle (only witnessed of berserks)
1 Same no attack bug from M2 is in M3 for archers (archers which are walking, when clicked to attack, keep on walking). Also noted with Myrk Pack Mages
1 Many units seem to turn too slowly, making them look clunky and weak
1 Warlock fireball range is as long as archer/soulless range (no balance)
1 Warlock fireballs do inconsistent damage and do not always explode
1 The Myrk Pack Mages toast everything. “Think fetch with extra range and no lightning resistant troops to balance it out.” A trow iron warrior dies in about 8 lightning shots.
1 Lightning damages units through walls
1 Fire burns in water (on Creep, perhaps others)
1 Dwarves seem to be much stronger and have a longer range than previous games
1 The SE crossing on Creep isn't passable to dwarves and ghols. This basically makes pus there pointless and dwarves can only be used defensively
1 Balance issue: artillery dominate TIW (too much)
1 Trow effectively “freeze” when hit by projectiles of any kind
1 Balls movement when being dribbled is, in a word, laughable
1 Units can pass through trow
1 Warriors don't block. (Effect: a thrall defeats a warrior in a fight; 4 thrall beat 4 warriors while losing only one thrall)
1 Nothing really distinguishes a player's units on the same team. They all look alike.
1 Fire does not set off satchels
1 Trow can walk through models on a map
1 On ramparts, you can't shoot archers who are in the towers, or running up the ladders - you physcially have to chase them
1 On the overhead map, units take up 1 or 2 pixels, seemingly at random, changing moment by moment. The result is that even one troop can look like a large army
1 Some areas painted as water are too low and you are actually on land
1 All units, whether controlled by you or your teammates, have yellow circles under them. Teammates’ units which you cannot control should have blue circles under them
2 Veterans in singleplayer are handled TFL style rather than M2 style; i.e. if the next level doesn't have units of a particular type, you lose all the veterans for that type of unit.
2 Ball on SCAVENGER HUNT Seasons of Slaughter map (southwest ball) was pushed near temple and ended up on the other side of the map
2 Units are difficult to click on
2 It is impossible to draw on the map as in previous Myth games
2 Random bug which prevents player from from drag-selecting units (must double click/shift click instead)
2 Models that are not lined up and mash into each other
2 Pussed units don’t provide good visual feedback that they are pussed, except for tacky-looking, orgasmic shaking
2 Unit trading dialog is hard to use at high resolutions
2 Units make no sound while crossing water
2 Fire doesn’t seem to last long enough
2 Sudden Death needs to be longer (was five seconds in previous games)
3 Checking your frame rate is mutually exclusive to receiving messages. The frame rate scrolls them off the window in a microsecond
3 Single Player: Unit report at end of singleplayer map can be wrong. Specific example remembered: multiples of each hero character counted at the end of the Crypt of Mazzarin map. And there is one map before that one (don't remember which) that has multiple Connachts reported at the end. Might be others
1 In KOTH games, the center start position accumulates planning time.
1 Can't see destination circles when sending submersible units into deep water.
1 On a Ramparts map, my warlock kept auto-firing like a machine gun, every time he got enough mana, and would not stop. I had to run him around the whole game.
1 Dwarven cocktails are too dark and do not appear to stay lit when thrown
1 Flags in Flag Rally are not numbered
1 Archers dont drop fire arrows
1 Can't always see on the scoreboard who owns which flag in Flag Rally.
1 Balls in Scavenger Hunt are not numbered
1 The size of an explosion is not indicative of the damage radius of the explosion (not enough visual feedback)
1 Units will celebrate victory in the middle of battle (only witnessed of berserks)
1 Same no attack bug from M2 is in M3 for archers (archers which are walking, when clicked to attack, keep on walking). Also noted with Myrk Pack Mages
1 Many units seem to turn too slowly, making them look clunky and weak
1 Warlock fireball range is as long as archer/soulless range (no balance)
1 Warlock fireballs do inconsistent damage and do not always explode
1 The Myrk Pack Mages toast everything. “Think fetch with extra range and no lightning resistant troops to balance it out.” A trow iron warrior dies in about 8 lightning shots.
1 Lightning damages units through walls
1 Fire burns in water (on Creep, perhaps others)
1 Dwarves seem to be much stronger and have a longer range than previous games
1 The SE crossing on Creep isn't passable to dwarves and ghols. This basically makes pus there pointless and dwarves can only be used defensively
1 Balance issue: artillery dominate TIW (too much)
1 Trow effectively “freeze” when hit by projectiles of any kind
1 Balls movement when being dribbled is, in a word, laughable
1 Units can pass through trow
1 Warriors don't block. (Effect: a thrall defeats a warrior in a fight; 4 thrall beat 4 warriors while losing only one thrall)
1 Nothing really distinguishes a player's units on the same team. They all look alike.
1 Fire does not set off satchels
1 Trow can walk through models on a map
1 On ramparts, you can't shoot archers who are in the towers, or running up the ladders - you physcially have to chase them
1 On the overhead map, units take up 1 or 2 pixels, seemingly at random, changing moment by moment. The result is that even one troop can look like a large army
1 Some areas painted as water are too low and you are actually on land
1 All units, whether controlled by you or your teammates, have yellow circles under them. Teammates’ units which you cannot control should have blue circles under them
2 Veterans in singleplayer are handled TFL style rather than M2 style; i.e. if the next level doesn't have units of a particular type, you lose all the veterans for that type of unit.
2 Ball on SCAVENGER HUNT Seasons of Slaughter map (southwest ball) was pushed near temple and ended up on the other side of the map
2 Units are difficult to click on
2 It is impossible to draw on the map as in previous Myth games
2 Random bug which prevents player from from drag-selecting units (must double click/shift click instead)
2 Models that are not lined up and mash into each other
2 Pussed units don’t provide good visual feedback that they are pussed, except for tacky-looking, orgasmic shaking
2 Unit trading dialog is hard to use at high resolutions
2 Units make no sound while crossing water
2 Fire doesn’t seem to last long enough
2 Sudden Death needs to be longer (was five seconds in previous games)
3 Checking your frame rate is mutually exclusive to receiving messages. The frame rate scrolls them off the window in a microsecond
3 Single Player: Unit report at end of singleplayer map can be wrong. Specific example remembered: multiples of each hero character counted at the end of the Crypt of Mazzarin map. And there is one map before that one (don't remember which) that has multiple Connachts reported at the end. Might be others