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    Patch 3732 - 3735

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    • JipJ Offline
      Jip
      last edited by

      @snagglefox

      70b2b69b-78a4-4641-97b8-5accdafbc476-image.png

      This appears to be quite close to the original - is that sufficient?

      @Exselsior

      889316e9-4ac9-43a1-972c-25c9ff4b20d1-image.png

      And you need cheats as enabled.

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 2
      • S Offline
        snoog
        last edited by

        That looks much better! The most important bit are the trees on the top right which looks like you fixed for the most part. Thank you!!

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        • B Offline
          Blade_Walker
          last edited by

          New patch lookin good !

          All I would add to the com entry explosion would be to err on the lower side to preserve at least the same amount of tree groups even if it means sometimes you may end up with one or two more.

          What I do want to bring up, is something I have notice from replays, that seems to have crept in since the patch for overcharge spill damage to shields, is that a single mobile shieldgen can be destroyed when the unit covered is overcharged, even when it is out of range of the aoe or the gun even.

          I'm not sure if this was intended behavior or not? seems a bit much I know non-Sera mobile shields have been hit by the nerf-bat a few times already.

          It also reduces micro opportunities for retreating your depleted shield to let it recover, I feel the shield should only be destroyed if targeted directly or in the aoe at least.

          I thought this might have been a bug but still happens in faf-dev, made a quick replay to show.

          https://replay.faforever.com/16791466

          1 Reply Last reply Reply Quote 1
          • T Offline
            Tagada Balance Team
            last edited by

            It's an intended behavior that was introduced in this patch: http://patchnotes.faforever.com/3720.html#oc

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            • B Offline
              Blade_Walker
              last edited by Blade_Walker

              yes but was it intended to affect shields that are even only just covering the other unit that is overcharged ?

              oh just to add in the replay the overcharge kills the Athanah several shots before the Othuum is destroyed

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              • T Offline
                Tagada Balance Team
                last edited by Tagada

                If OC depletes the shield of a mobile shield then it kills it. Even if it does so with its AoE.

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                • B Offline
                  Blade_Walker
                  last edited by

                  i mean did you look at the replay ? shieldgen is way outside of AcU and Oc aoe range but still dies (due to how it was coded i am guessing).

                  I noticed this more when gun coms are auto oc vs an army with some shields they die sometimes even when on the fringe of combat

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                  • T Offline
                    Tagada Balance Team
                    last edited by

                    No I did not, time stamp?

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                    • B Offline
                      Blade_Walker
                      last edited by

                      4:10 for the shield dying before the slipper

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                      • JipJ Offline
                        Jip
                        last edited by

                        Patch day is closer and closer and I highly encourage everyone to play on the FAF Develop game type to find the last issues. A gentle reminder that the average performance is a lot better than the performance on the FAF game type.

                        A work of art is never finished, merely abandoned

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                        • Ctrl-KC Offline
                          Ctrl-K
                          last edited by

                          For some reason there is a visible border surrounding ingame chat

                          “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                          — Steve Jobs.
                          My UI Mods
                          Support me

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                          • T Offline
                            thecore
                            last edited by

                            The only issues I have seen are:

                            1. The new Auto balancer sometimes does not place the players in the matching slots in game as they were in the lobby.
                            2. Sometimes players have to re X in the lobby, (host sees them as not X when are have X).

                            Never Fear, A Geek is Here!

                            Anachronism_A 1 Reply Last reply Reply Quote 0
                            • JipJ Offline
                              Jip
                              last edited by

                              @Penguin_ ^, see the feedback of thecore.

                              @nullptr I've always had that, I thought it was the default.

                              A work of art is never finished, merely abandoned

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                              • Anachronism_A Offline
                                Anachronism_ @thecore
                                last edited by Anachronism_

                                @thecore said in Patch 3732:

                                The new Auto balancer sometimes does not place the players in the matching slots in game as they were in the lobby.

                                Do you ever have that issue when spawns are fixed and you did not use the minimap to swap slots?

                                pfp credit to gieb

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                                • T Offline
                                  thecore
                                  last edited by

                                  @Penguin_ When it happened to me I hosted a game using default settings, everyone joined, clicked balance and stated the game. @phong looks like was also able to recreate the bug. Some more tests are needed here.

                                  Never Fear, A Geek is Here!

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                                  • J Offline
                                    jieun
                                    last edited by

                                    This post is deleted!
                                    1 Reply Last reply Reply Quote 0
                                    • JipJ Offline
                                      Jip
                                      last edited by

                                      @snagglefox I think the issue with the Yolo is fixed 🙂

                                      A work of art is never finished, merely abandoned

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                                      • Rodimus_PrimeR Offline
                                        Rodimus_Prime
                                        last edited by

                                        I started hosting the Dev. version a few days ago, and the auto-balance features with rating display are amazing beyond words. My lobbies average 1k, so I can't speak to gameplay balance, but I did feel like the Swiftwind was substantially downgraded, though I didn't see anything about it in the patch notes. Regardless, all the little details are amazing, looking forward to the roll out.

                                        1 Reply Last reply Reply Quote 1
                                        • JipJ Offline
                                          Jip
                                          last edited by

                                          Do you have a replay of the swiftwind feeling weaker?

                                          A work of art is never finished, merely abandoned

                                          Rodimus_PrimeR 1 Reply Last reply Reply Quote 0
                                          • Rodimus_PrimeR Offline
                                            Rodimus_Prime @Jip
                                            last edited by

                                            @jip said in Patch 3732:

                                            Do you have a replay of the swiftwind feeling weaker?

                                            Looking through my replays, just the one is Dev. version. The others are regular, which definitely colored my impression. Coupled with still learning my air game (bad turns, overestimating the unit), I'm going to chalk this up to 'jumping the gun'. I will make a point of noting stuff as I play, rather than sitting on it for a week+ (so busy playing that I hadn't even thought of feedback as I go).

                                            https://replay.faforever.com/16834110 - 13:40; 5 Swifty vs. 10 Intie, not even close

                                            FemboyF 1 Reply Last reply Reply Quote 0
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