The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
Snipers should not be given such speed with such characteristics. They won't be countered. With the help of T2 pd, you can only defend yourself. It will become impossible to attack
It's a bad decision to make cheaper already the most effective rembo sacu in the game (sera with OC)
@deribus I'll watch those for sure, though admitedlly I'm more interested in the Mercy than the Beetle.
@TheWheelie Nobody said anything like that. If your first response is vitrole, stop posting. Or better yet, be useful to this conversation and post some high-rated matches in which the current Mercy is used properly (and actually makes a difference).
The debris deals no damage. Some debris can set trees on fire though.
When a flare intercepts a missile is largely unchanged (except for the cap). Not sure why it doesn't reliably intercept three missiles every time in your replay. The collision sphere is a sphere in the end, it is possible that maybe a missile just barely missed the flare.
When the implementation takes place, please inform the promotion team for a post on the news page. The mission maps are worth it sorry again for my bad English
@conny_action said in Punish bad lobbies:
maybe introduce auto lobbies with a strict set of rules, a voting system and an obs waiting queue, the lobby stays alive after game starts and after you died you decide if you keep your spawn for next match or leave.
Sure, this is was my initial post about. But this actually would be matchmaking queue) Hence no need to hardcode new mode while it is already implemented in queues.
@endranii it'd still be balanced/symmetric tho?
so if your teammate has a 1v2 slot on the other half of the map, you'll also have a 2v1 against one guy.
Though I also don't think it'll be cool to have that randomly appear in matchmaking.
Could have shields recover like how batteries recharge. Have higher shield regeneration when shields are more depleted. Probably would need longer periods of shields not regenerating after taking damage so slow firing weapons aren't discouraged, or have high damaging weapons prevent recharging from recovering as quickly.
@Jip
You can play like me and use zero hotkeys! Limit yourself to 10 apm and relax. It helps that I regularly have players join that run the game at -3. Gives me time to think, make a cup of tea, and clean the house.
Tree groups exist to reduce the draw calls. It's why they are part of the game. This is what happens when you break all tree groups on Seton's Clutch at the start of the game:
[image: 1700334718992-8f52d2f5-0b94-49d2-a755-da33fc59038b-image.png]
Note the statistics on the left. Meanwhile I have a 7950x3d with a Radeon 7800xt. And with tree groups:
[image: 1700335205059-2aa9b9d5-0570-4b02-b603-dd5c5f7352e2-image.png]
edit: breaking all tree groups also casually pushes the initial RAM usage from 470mb (with tree groups) to 780mb (no tree groups) at the start of the game . That increase is more than 15% of the budget that FAF has available because it is a 32bit application
As per my experience it prefers units instead of buildings and loves to avoid hitting ACU if there are units in range, also would hit buildings more than ACU but not that significant
Its probably in the small window when a unit gets sucked into the transport but isnt clamped in yet so it doesnt count as being loaded in the transport
Or atleast thats my guess