@immortal-d it's not about priority. You'd need to set your AA to completely ignore everything except mercys and even then it'll be RNG whether they point in roughly the right direction, because the mercy just splits so far away from the target and turret rotation + projectile flight time just take too long.
making the bomb not (fully) tracking and making the split projectiles be targetable by AA might work to make it a more interactive unit and could have been an interesting change too, but whoever found the time to do it decided to take this way, so that's how it is now.
No, the changes are too unpredictable to apply them automatically. It will however be possible to convert existing maps. In the best case the effort for this is rather low, in a worse case it requires some tweaking of the map, which is easy in principle, but we still have to develop the tools to be able to do it easily. That's why we are searching for someone with unity experience as mentioned here: https://forum.faforever.com/topic/6881/call-for-volunteer-map-editor-development-in-unity
@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
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.