Although that's a wild guess since I've never seen missing/broken particle textures myself outside of the recent hydrocarbon/mex texture bug.
Balance Team
Posts
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RE: option for old explosions
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RE: option for old explosions
Maybe it's missing red/black-striped textures like what people experience with maps? Would have to verify steam files if the textures are corrupted.
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RE: Aeon shields
From what I've read shield spillover was added because artillery and strat snipes were impossible to use because strats would have to break through too much shield HP and arty would just get outregenerated/outrecharged by shield spam. Armies were also quite strong with shield spam just regenerating infinite hp easily, especially in the low DPS naval domain.
Just one historical source I quickly found: https://forums.faforever.com/viewtopic.php?f=42&t=7603 -
RE: Request: Allow lobbies to restrict by # of games played
It would be good to know the exact mechanics.
https://wiki.faforever.com/en/Infrastructure/Rating-System
gauge how getting high numbers of game can be useful
Only the first ~10 games are useful as they calibrate your rating from 1500+/-1500 to your actual skill +/- 300.
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RE: A Big Discussion on Balance. Part 1
Yes it deals a max of 8k damage and shields can block the crash damage once by up to 20% of the max shield HP. I don't see how you're connecting this to what I said regarding the design of your balance idea.
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RE: A Big Discussion on Balance. Part 1
You would have to make crash damage reliable so it isn't frustrating to use, but that's difficult because it's a normal AoE that is blocked by well-placed shields. If you make it ignore shields then there is an issue with crashing near the outside of a shield and dealing full damage through it. I don't think there is a way to make shields absorb the damage up to a limit and without allowing overlapping shields to stack the absorption amount.
Also if we're talking about killing bases (since we're talking about crash damage it has to be a game-ending move), Ahwassa really struggles with enemy buildpower spamming shields because it has such low DPS. I get that Czar isn't that good vs surface targets but you're comparing the wrong situation.
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RE: Colossus follows the enemy commander and doesn't fire
The target priorities are making it try to aim at the tanks behind it. I don't think there is an easy way we devs can fix it. Players can fix it by changing the target priorities by using ui mods, the "prioritize unit type" hotkey, or right click the attack order button to enable snipe priorities (acu is at the top in that priority list).
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RE: SMD Not Firing
FAF uses the desired shooter cap to decide who gets to fire on what, which is engine behavior where once a weapon locks on to a target, it adds towards the cap, and weapons can't target entities whose shooter cap is full. The issue is that the weapon takes up the cap while it is targeting, so if it misses or is reloading then its still taking up the cap. We fixed these issues with TMDs; try using
DisableWhileReloading = true(used by tmd) orTargetResetWhenReady = true(used by antitorps) in the weapon blueprint. -
RE: Filters not working?
Thanks for the details. I have opened an issue in the client repository: https://github.com/FAForever/downlords-faf-client/issues/3540. Hopefully someone will fix it.
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RE: Request: Allow lobbies to restrict by # of games played
Number of games played doesn't reflect well on your potential game quality and would have a heavier downside of restricting what new players can play, since they would be excluded due to not investing enough time playing even if they study and try their best to play well.