RE: Issues with the heightmap in the FAF Map Editor.

This happens because the brush is of a relatively low resolution in comparison to the heightmap. It doesn't interpolate the brush, and therefore you get terraces.

The quick solution is to reduce the brush size. You can always blur the terrain to remove terraces

posted in Mapping
RE: Pathfinding/targetting issue with new version

@tatsu thank you for reporting, @relentless thank you for the UEF suggestion and @Melanol thank you for taking the time to sand box it. I'll hot fix this tomorrow evening 🙂

posted in Game Issues and Gameplay questions
RE: When do I use snipers?

sera snipers have siege mode, not entirely sure if they outrange ravager with it but I'd guess so. Besides that, they have the strongest t2 shields meaning if you have a couple of sniperbots with a shield you can still just kill it besides them being in range cuz of their high dmg.

Aeon snipers still did the same. They countered percies, bricks, ACUs etc., the main situation where the range dif mattered were sera snipers against aeon snipers.

posted in General Discussion
RE: Pathfinding/targetting issue with new version

@Melanol could you see if you can reproduce it on FAF Beta? It hasn't been updated the past months

posted in Game Issues and Gameplay questions
RE: Pathfinding/targetting issue with new version

@melanol said in Pathfinding/targetting issue with new version:

@jip It can't be ancient, as it would have been noticed years ago.

You'd be surprised how many silly things to unnoticed 🙂

posted in Game Issues and Gameplay questions
RE: Pathfinding/targetting issue with new version

I've also experienced this once, but I have no idea whether it's always been there but left under the radar or it's something that recently appeared.

posted in Game Issues and Gameplay questions
RE: When do I use snipers?

iirc it was the Lots qualifier from last year. Maybe it's on the YT channel, or still on farms' twitch channel as he reviewed it as well and gave more insights imo. Or just filter for the username and map name in the vault and you're good to go (Doing the latter means you need to think through why sniperbots would've entirely changed the whole position in the game).

posted in General Discussion
RE: Game bugs out (runs 1 frame per 5 sec) after someone dies and leaves

@legendofthestars said in Game bugs out (runs 1 frame per 5 sec) after someone dies and leaves:

Which one you think most likely the problem?

Not eternals strategic icons, I use that too. I'd try just disabling all the others, see if it still occurs.

There's nothing obvious unusual in your logs.

posted in I need help
RE: When do I use snipers?

Against ACUs
Against slow units (Bricks, Percies and somewhat Othuums due to their shit pathfinding)
Against Sniperbots
when there's a stalemate, you force UEF and Cybran to either attack or retreat cuz otherwise they eat free dmg.

For a situation, let's assume you're Seraphim. Your t3 tanks are rather slow, but they have a strong short range cannon. So you want the opponent to go into your range. You form like an ellipse with your tanks and your sniperbots shoot at the opponent. Due to that (if he's not able to kill your sniperbots with enough own sniperbots, arty etc. which will most likely be the case due to your insanely strong mobile shields), your opponent either runs away (you gain ground) or he pushes into your othums (what you want cuz short range cannon).

For another situation see the tourney game Wreck vs. Blast on Emerald Crater.

You can keep them under a shield if you use selection deprioritizer and assist the sniperbot with a shield. So that's that aspect.

What they WERE and are NOT for anymore is "Oh I reached T3 stage? Time to build 5 sniperbots and directly push into the enemy base with them" which is no longer possible due to the need of a T3 PG.

posted in General Discussion