Game version 3741

@ftxcommando The solution Jip came up with was increasing the TML missile's hp (cruiser one). This would counterweigh the buff of the TMD and allow for more natural linear scaling of your TMD defenses. Right now the first few TMD's give a lot of value while consequent ones give less and less utility. That kind of solution would benefit from not touching the TMD vs single TML (non-cruiser one) interaction. It would buff TMD vs massive TML barrages but I don't think that's an issue.

Alright I just kinda assumed from the OP

“Finally A tactical missile defense can properly counter a tactical missile launcher that fires at the same rate and takes only one strike to take down”

that cruiser missile hp was staying the same. What about mmls? Are they getting any hp change or other related buff?

@tagada said in Game version 3741: Sneak peaks:

Right now the first few TMD's give a lot of value while consequent ones give less and less utility.

Should honestly think about whether or not this is actually a bad thing.

There's a fix merged into FAF Develop, fixing shielded units from surviving the devastating tractor beam. On top of that - the tactical missile changes have been merged!

To compensate for the higher effectiveness, tactical missiles from cruisers and aircraft carriers have one additional hit points.

A work of art is never finished, merely abandoned

And the next sneak peak is available - all about game results!

A work of art is never finished, merely abandoned

Awesome! Looking forward to functioning TMD for non-Aeon 😄

On the other hand, doesn't this open a can of worms? What about AA overkilling their targets? (Draining all SAMs on a few spyplanes and letting the bombers behind pass, etc.)

@jcvjcvjcvjcv Well all units overkill their targets.
But that TMD overkills, while SMD does not makes no sense and from what i understand it's a stat of the unit being hit. So the missile has a stat saying how much anti-missiles should be fired at it at most, assuming each of those does 1 damage.
Since there is more than one AA weapon in the game, the air unit won't know how much damage incoming shots would do (and if they even hit), so you can't use the same mechanic on aircraft. But i think differentiating between units and uncontrollable missiles is fine.

Also, about the part with the shots not hitting:
Is there TMD that misses? And if so, how does it affect this? Will it shoot one anti-missile and if it misses your out of luck?

A reliable Tractor Claw?! I was actually giggling like a little girl while watching the preview vid. That the fire-rate is now visibly consistent is just so good.

Is there TMD that misses? And if so, how does it affect this? Will it shoot one anti-missile and if it misses your out of luck?

It will try and fire again.

A work of art is never finished, merely abandoned

@jcvjcvjcvjcv said in Game version 3741: Sneak peaks:

On the other hand, doesn't this open a can of worms? What about AA overkilling their targets? (Draining all SAMs on a few spyplanes and letting the bombers behind pass, etc.)

The 'can of worms' argument is also considered the 'slippery slope fallacy' - just because we fix one issue and similar issues exist, it doesn't mean that we shouldn't fix this one issue.

As Nex describes - the reason this works is because the amount of damage that TMDs do is uniform. That doesn't apply to other weaponry. Hence even if we'd want to fix this, we couldn't reliably put a 'count' on it. Let alone that it is a property of projectiles that we're using here, not a property of a weapon or unit.

A work of art is never finished, merely abandoned

@jip Oh does the desiredshootercap refer to units attacking the missile and not to number of shots?
So one TMD with high rate of fire will still overkill a single missile?

It refers to the number of shots - the number of shots to be fired to the target before it is considered 'taken down'. If a shot misses the target then another shot is taken.

A work of art is never finished, merely abandoned

@jip said in Game version 3741: Sneak peaks:

To compensate for the higher effectiveness, tactical missiles from cruisers and aircraft carriers have one additional hit points.

Um did you post this correct? Cause the end result from this would be that any tmd gets obliterated by 3 hp uef and 2 hp sera cruisers.

Also this would probably alter navy balance considering a few random cruisers will have a way easier time breaking through bs tmd.

@thewheelie good friend, it’s time cruisers rise up against the oppression of TMD

FAF Website Developer

@thewheelie said in Game version 3741: Sneak peaks:

@jip said in Game version 3741: Sneak peaks:

To compensate for the higher effectiveness, tactical missiles from cruisers and aircraft carriers have one additional hit points.

Um did you post this correct? Cause the end result from this would be that any tmd gets obliterated by 3 hp uef and 2 hp sera cruisers.

Also this would probably alter navy balance considering a few random cruisers will have a way easier time breaking through bs tmd.

@tagada said in Game version 3741: Sneak peaks:

@ftxcommando The solution Jip came up with was increasing the TML missile's hp (cruiser one). This would counterweigh the buff of the TMD and allow for more natural linear scaling of your TMD defenses. Right now the first few TMD's give a lot of value while consequent ones give less and less utility. That kind of solution would benefit from not touching the TMD vs single TML (non-cruiser one) interaction. It would buff TMD vs massive TML barrages but I don't think that's an issue.

I'm fine with reversing it again - you're the balance team after all.

A work of art is never finished, merely abandoned

If the fix is thought ti be too big of a buff to tmd what about a slight cost increase for tmd roughly equivalent to the boost in effectiveness that 3 tmd get from the targeting fix? Or a slight rate of fire boost for cruiser missiles?
Since tmd’s sole purpose is defending against missiles though, it doesnt seem a bad thing that they mass efficiently defend a small area against just one part of a cruiser’s functionality, providing it’s not too mass efficient a counter. I.e. it should be cheap to protect against one small location, but expensive to try and protect lots of different locations.

A bit like how a novax is good if they have lots of spread out mexes since they cant defend them all, but bad if they can cover most mexes with a couple of shields

The buff affects all TMD right?
Even mobile ones as long as you have more than one. But you get the biggest effect when you can spam the TMD, so i think nerfing the most spammable TMDs (i think nerfing ROF is the most natural way) would be the best way to balance out this change.

Nerfing rate of fire may be interesting from a balance aspect, but it also makes the game feel a lot more dull. I'd veto that as game lead - the game is supposed to feel reactive and fun. Not dull.

A work of art is never finished, merely abandoned

You could make them miss some of the time (is that what firing randomness does??), so they still go brrrt and just miss 20% of their shots or something. Looks cool + balanced.
Brings back some of the old unpredictability, but in an intentional way 😄

is that what firing randomness does

Yes

I can try, will make a video of it 😄

A work of art is never finished, merely abandoned