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  • RE: Bug Report:SMD missing target

    @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:

      1. Make the hit box of the strategic missile larger. This does have the side effect that, without additional adjustments, the impact effects do not visually touch the strategic missile anymore.
      1. Make the anti-missile more maneuverable, by for example increasing its turn rate. This allows it to correct itself faster.
      1. Adjust the trajectory of strategic missiles so that they're more 'linear'. The curve when it navigates towards the terrain is quite significant, it is that curve that can make an anti-missile miss. This can have various, unexpected side effects (!).
      1. Fire multiple anti-missiles when consuming an ammo. These projectiles can only hit the one strategic missile. This allows them to approach the strategic missile from multiple directions, especially if you randomize their initial trajectory. After testing, messes things up.

    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 🙂 .

    posted in Game Issues and Gameplay questions
  • RE: mass storage.

    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.

    posted in Suggestions
  • RE: Bug Report:SMD missing target

    @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.

    posted in Game Issues and Gameplay questions
  • RE: Bug Report:SMD missing target

    That happens - and it's okay. Game is simulated, somethings things miss.

    posted in Game Issues and Gameplay questions
  • RE: An unexpected kept the client from loading the following mod

    Can you share logs, screenshots or other info to help the developers understand the situation better?

    posted in FAF support (client and account issues)
  • RE: Siren and Command missile defense

    @Nuggets said in Siren and Command missile defense:

    In an actual game it seems like the cybran cruiser tml or defelection doesnt exist. It MAYBE useful against 1 early tml or billy but thats it. What is even the point of redirecting missiles in a navy fight? You gonna redirect cruiser missiles at cruisers (while not even catching all), which just get destroyed?

    There's more to the game than pure functionality - it is also aesthetically quite pleasing to see in my point of view. It just adds a bit of faction diversity.

    If I recall correct it was just a production test to see how the defense would hold up in practice. It's up to the balance team to keep it or not. Just a pull request revert away and then it's back to the old zappers 🙂 .

    posted in Balance Discussion
  • RE: Siren and Command missile defense

    It depends.

    The deflection system does not take into account the missile health. The same applies to the Aeon missile defenses. Therefore Sirens are much more effective against structure-based TMLs, the Aeon Missile Ship and the UEF Cruiser. But, it's weaker against the Seraphim Cruiser because it prefers quantity over quality.

    posted in Balance Discussion
  • RE: Check out a new mod

    Some pretty refreshing changes.

    posted in Modding & Tools
  • RE: Feedback page design

    Maybe @Sheikah and/or @BlackYps has an idea on how to tackle this.

    posted in Suggestions
  • RE: Feedback page design

    Looking at it quickly - the issue is the default background of the client. If you open it in a browser then it shows fine:

    posted in Suggestions