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    ETA on next patch?

    Scheduled Pinned Locked Moved General Discussion
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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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