#Build Menu Feels Bugged

1 messages · Page 1 of 1 (latest)

gilded parrot
mossy urchin
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i think its just how its been changed, it used to be you click for those types of structures, now click hides them & there's limited space on the hotbar so you cant find the structure with all the tabs active.

gilded parrot
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It feels like that the structure type which does not belong to the sub-menu does shuffle between the different sub menus, at least for human commander..this shouldn't happen

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The categorization seems to confused

drifting hornet
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Hello, the menu works as designed, the re-sorting is weird, but doesn't really require changing at this point, as we have higher priority tasks.

gilded parrot
drifting hornet
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Because you toggle those categories and can have all of them enabled at once.
@cunning wolf @vagrant nimbus are behind the design, UX and implementation, so maybe they can answer here better than I can.

vagrant nimbus
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Thank you for the feedback, we will look into your suggestion and may revise it later.

gilded parrot
vagrant nimbus
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Actually, it does not work as intended from what I see in the video. The reshuffling makes it problematic. Will look into this.

gilded parrot
mossy urchin
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i know this is blatant copying but this UI is good, take notes?

cunning wolf
mossy urchin
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id prefer that or make all icons smaller to fit everything.

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very shit smaller icon compacted xD easier to put more in a space.

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also add key shortcuts when you can it saves time moving the mouse to the icon.

gilded parrot
gilded parrot
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with sorting you wouldnt have more than 5 items per sub-category

cunning wolf
# mossy urchin very shit smaller icon compacted xD easier to put more in a space.

Alternatively you could fit all that information into a tooltip 🙂
There is much that could be done, but if we have multiple things that need changing we need to take it slow and think it through properly. For this specific case, there is still the question of selecting multiple buildings at the same time and we don't yet know how exactly do we want to do, so we need to wait for a proper decision so we don't change something only to change it again later

gilded parrot
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This is how I would assign the tabs:
Human:
Tab 1 (F1): Infrastructure: Refinery, Silo, Outpost, HQ, Research)
Tab 2 (F2): Factories: Barracks, Light Fab, Heavy Fab, AirFactory, Ultra Heavy
Tab 3 (Defense): Light Turret, Heavy Turret, AA Turret, Radar

Alien:
Tab 1 (F1): Infrastructure: Biocache, Node, Nest, Cortex
Tab 2 (F2): Production Buildings: smaller cyst, greater cyst, goliath cyst (dunno the name rn), Colo-cyst
Tab 3 (F3): Defense Buildings: Thorn Spire, Hive Spire

Optional: Allow to use sub-hotkeys. E.g. when tab is selected via F2 you need just 5 hotkeys to select any other building. See picture below:

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When clicking on a building to produce units, basically the same hotkeys can be used to select units for production

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8+ hotkeys could basically allow control of unit and building fabrication

gilded parrot
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would it maybe be possible to get also the shift button back in order to add another unit to a selected group? This was very helpful and missed by the commanders now

mild flicker
drifting hornet
mild flicker
drifting hornet
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That one should still work

jolly temple
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The new build menu is confusing to me also 🙁 I prefer the old one

mild flicker
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Yeah we agree and it has been changed to essentially back how it was with a twist:
Click the HQ icon = show all
Click a category = show just that category

It no longer has toggle behavior. Expect it in the next update

cinder willow
mild flicker