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    ETA on next patch?

    Scheduled Pinned Locked Moved General Discussion
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    • Chenbro101C Offline
      Chenbro101
      last edited by

      I see the milestone on github for patches are constantly changing. Was wondering what influences it's due by date.
      I'm really exited for the next patch!

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      • JipJ Offline
        Jip
        last edited by Jip

        I was unaware that there was a balance patch this week too . We're releasing that on Friday. That is why the milestone changed. The developers patch will have to wait till after LoTS as there is not enough time to ensure it is stable 😶 . That is set to the 20th of December, right after the finale of LoTS.

        A work of art is never finished, merely abandoned

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        • Chenbro101C Offline
          Chenbro101
          last edited by Chenbro101

          Thanx for the answer. Would it be possible at all to add the rhino change you made for Friday? Would it need more testing or can the way merges work screw things up?

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          • JipJ Offline
            Jip
            last edited by

            For that It'd need to be part of the balance patch. I'm not confident that we fixed the issue with the Rhino however - it needs more testing (aka: more people playing the FAF Develop game type).

            If we can get confirmation by Friday morning that it no longer happens then I can add it in as it is a small change.

            A work of art is never finished, merely abandoned

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            • Chenbro101C Offline
              Chenbro101
              last edited by Chenbro101

              Hi. Ye it still seems to miss sometimes, but it does seem better. There was a fix at some point similar to the cerb turret. It basically never missed.
              Here is the code for the weapon if you are interested:
              Weapon = {
              {
              AboveWaterTargetsOnly = true,
              Audio = {
              Fire = Sound {
              Bank = 'URLWeapon',
              Cue = 'URL0202_Cannon_Dbl',
              LodCutoff = 'Weapon_LodCutoff',
              },
              },
              BallisticArc = 'RULEUBA_LowArc',
              CollideFriendly = false,
              Damage = 25,
              DamageType = 'Normal',
              DisplayName = 'Particle Cannon',
              FireTargetLayerCapsTable = {
              Land = 'Land|Water|Seabed',
              Water = 'Land|Water|Seabed',
              },
              FiringTolerance = 2,
              Label = 'MainGun',
              LeadTarget = true,
              MaxRadius = 24,
              MuzzleSalvoDelay = 0,
              MuzzleSalvoSize = 1,
              MuzzleVelocity = 400,
              ProjectilesPerOnFire = 1,
              ProjectileId = '/projectiles/CDFLaserHeavy02/CDFLaserHeavy02_proj.bp',
              RackBones = {
              {
              MuzzleBones = {
              'Turret_Muzzle01',
              'Turret_Muzzle02',
              },
              RackBone = 'Barrel',
              },
              },
              RackFireTogether = true,
              RackRecoilDistance = -1,
              RackReloadTimeout = 10,
              RackSalvoChargeTime = 0,
              RackSalvoReloadTime = 0,
              RackSalvoSize = 1,
              RackSlavedToTurret = false,
              RangeCategory = 'UWRC_DirectFire',
              RateOfFire = 1.8,
              ReTargetOnMiss = true,
              TargetCheckInterval = 0.25,
              TargetPriorities = {
              'SPECIALHIGHPRI',
              'TECH3 MOBILE',
              'TECH2 MOBILE',
              'TECH1 MOBILE',
              'STRUCTURE DEFENSE',
              'SPECIALLOWPRI',
              'ALLUNITS',
              },
              TargetRestrictDisallow = 'UNTARGETABLE',
              TrackingRadius = 1.15,
              TurretBoneMuzzle = 'Turret_Muzzle01',
              TurretBonePitch = 'Barrel',
              TurretBoneYaw = 'Turret',
              TurretDualManipulators = false,
              TurretPitch = 0,
              TurretPitchRange = 30,
              TurretPitchSpeed = 90,
              TurretYaw = 0,
              TurretYawRange = 180,
              TurretYawSpeed = 90,
              Turreted = true,
              WeaponCategory = 'Direct Fire',
              },
              },

              Edit: I increased the projectile speed here to see what it would do. It looks pretty legit, like a beam.

              c17c3893-80e1-470e-b9c7-59435723eeae-image.png

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              • JipJ Offline
                Jip
                last edited by

                I'm discussing it with the balance councilor - I'll report back 🙂 .

                A work of art is never finished, merely abandoned

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                • ZeldafanboyZ Offline
                  Zeldafanboy
                  last edited by

                  Please do all you can to get this into the patch, Rhinos missing Strikers when they turn is heartbreaking especially since the slightest slopes block their shots already

                  put the xbox units in the game pls u_u

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                  • ThomasHiattT Offline
                    ThomasHiatt
                    last edited by

                    Is this just the same target-leading problem that every laser unit has?

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                    • JipJ Offline
                      Jip
                      last edited by

                      @ThomasHiatt Yes it is.

                      A work of art is never finished, merely abandoned

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                      • ZLOZ Offline
                        ZLO
                        last edited by

                        about lasers... they maybe look cool but i don't see much point in fixing lasers with that has not been done for all these years why not just revert rhino to projectile.... it worked well, looked ok and had less trouble with terrain... and then someone decided that he fixed lasers and gave lasers to rhinos...

                        TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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                        • Chenbro101C Offline
                          Chenbro101 @ZLO
                          last edited by

                          This post is deleted!
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                          • JipJ Offline
                            Jip
                            last edited by

                            It is merged and set to release for tomorrow:

                            • https://github.com/FAForever/fa/pull/3561

                            Thank you again for reaching out. We'll look into other lasers (Seraphim T2 PD / Destroyer, UEF t3 Battlecruiser) to see if they're viable or require a similar change somehow.

                            A work of art is never finished, merely abandoned

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