BlackOps FAF: ACUs adds a ton of upgrades
Otherwise you're better off asking in the modding section of the Discord. You'll have to say you're interested in modding when you join, or go to the Channels and Roles section if you've already joined.
Current board members of the FAF Association
BlackOps FAF: ACUs adds a ton of upgrades
Otherwise you're better off asking in the modding section of the Discord. You'll have to say you're interested in modding when you join, or go to the Channels and Roles section if you've already joined.
Yeah newer windows (10 and 11) don't completely shut down, so you have to restart instead.
Thanks for organising all the tourneys and keeping the ship running for the past 2 years. I think it goes without saying that we all appreciate the effort and time you poured into the competitive scene when it was at its lowest point. The tournament team expanded recently and I hope they will continue the efforts to improve the competitive scene and bring more exciting tournaments for all of the community to enjoy. I know we haven't always agreed on everything but I really do appreciate you taking over and nearly single-handedly keeping everything together. I wish you well and hopefully, we will have many tournaments ahead of us.
Players have to have the mod installed in order to write a review
@Nuggets said in Bug Report:SMD missing target:
I know its a bug, but apparently its okay and also being ignored or thought to be not fixable = accepted over the years
It is fundamentally not a bug however. It would be a bug in a game like Starcraft II or Wacraft 3 where projectiles are guaranteed to hit (on even terrain), even when they visually completely miss. That's a choice those games made.
A unique selling point of this game is the simulation. A simulation in which things can miss. That the SMD should not be one of those is understandable. Now, it is on top of the base of the target. Next time it is on the outer edge of the SMD. Can it still have a 100% accurate interception rate? No, it can't. Everything is simulated, things can miss or not be on time, that is what being a simulation means.
There's a few approaches to reduce the chance that the event happens:
These suggestions only reduce the chance of missing. The game is a simulation, there's no guarantee. It already barely happens. And with these chances you reduce the chance even further when the strategic missile is aiming right on top of your SMD, like in the example.
At the end of the day, if you go closer and closer to the limit of the SMD the chance that it fails to intercept increases significantly. You'll still have wasted an anti missile because it can't reach in time. Or perhaps even fired two like in the example.
edit: finally found the word I was looking for. In game design land this is coined as emergent behavior. But in this particular example, the kind that you'd rather not have .
I wonder if this problem has existed since the start or if some change at some point introduced this. I am not aware of this happening in base FA, but it could well be my ignorance
They do have a purpose - they're easy to snipe. They're simple targets that cost a lot, take a long time to return of investment and they have low health. Good candidates to punish your enemy severely with just a few (tech 1) bombers.
You also do not have to click that much, there are in-game options to make capping an extractor a side effect of assisting/upgrading it. If you do not want that side effect, you can also use context based templates. In combination with a recent assembly patch by @Ctrl-K the templates even snap to extractor build sites.
@Nomander said in Bug Report:SMD missing target:
SMD missing and having to fire a second time is unacceptable.
In your point of view it is unacceptable, and that is fine. I disagree.
It's been accepted for more than a decade now. And it's already been improved a while ago with #3893. Those changes at least prevents the many-to-many case being in strong favor of the attacker (multiple defense missiles colliding with the same strategic missile). Now that I think about it, it is a similar fix as #6532 but then specifically applied to missiles.
The game is simulated, this is part of it. The balance team can fix it by adjusting the turn rate of the anti missile.
That happens - and it's okay. Game is simulated, somethings things miss.
The auto reconnect to chat was a victim of changes made to mitigate the ddos attacks and just has not been recoded yet