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    Patch 3732 - 3735

    Scheduled Pinned Locked Moved General Discussion
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    • T Offline
      TheManWithBeans
      last edited by

      Is there a reason why reclaim doesn't die to splash damage anymore?

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

        @themanwithbeans said in Patch 3732:

        Is there a reason why reclaim doesn't die to splash damage anymore?

        Replay ID 🙂

        A work of art is never finished, merely abandoned

        TheWeakieT 1 Reply Last reply Reply Quote 0
        • Chenbro101C Offline
          Chenbro101
          last edited by

          Hi. Don't know if this bug has to do with this patch but my first game on the new patch had an instance where bricks didn't fire at t1 units in range because there were some pillars just outside their range.
          https://replay.faforever.com/16864415 at about 25:30 to 25:55

          T 1 Reply Last reply Reply Quote 0
          • T Offline
            thecore @Chenbro101
            last edited by

            @chenbro101 I think I remember seeing my T2 PDF (seraphim) not attacking enemy metal extractors. Maybe this could be related?

            Never Fear, A Geek is Here!

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            • JipJ Offline
              Jip
              last edited by

              If a target is right outside of a unit it can prepare to fire at that unit. This is a scanning radius. It is balance related to change that.

              A work of art is never finished, merely abandoned

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              • TheWeakieT Online
                TheWeakie @Jip
                last edited by TheWeakie

                @jip said in Patch 3732:

                Replay ID 🙂

                https://replay.faforever.com/16874043

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                • JipJ Offline
                  Jip
                  last edited by

                  Released another fix - game version 3735. See the second post of this topic for the changelog.

                  A work of art is never finished, merely abandoned

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                  • JipJ Jip referenced this topic on
                  • K Offline
                    Katharsas
                    last edited by Katharsas

                    Wasn't the general problem that e-dependent buildings continue to use 100% e even when they are not working because of a stall? Which is completely different from how mass works?

                    Would it be possible to disable a building when it stalls and start a timer, so after like 5 seconds it tries to turn itself on again (and you cannot turn it on sooner)? This would still punish you for uncontrolled e stall, but it would punish continued stall less than before and it would make mass-fabs auto-balanced by getting deactivated randomly.

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                    • JipJ Offline
                      Jip
                      last edited by

                      I think you're responding in the wrong topic 🙂 .

                      A work of art is never finished, merely abandoned

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                      • J Offline
                        jcvjcvjcvjcv
                        last edited by

                        Was it also intended for a "boosted" shield to show an inaccurate bar of it's shield hp?

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