There's a separate keybind for select all idle engineers excluding ACU
Weekly Discussion #29 - What would you like to see in the game next?
@sladow-noob said in Weekly Discussion #29 - What would you like to see in the game next?:
"[...] cross water like Rhinos do" - enough FAF forum for today. Smfh everyone getting the trainer-icon these days!
The maths dont lie! Rhinos can swim!
How about making right click to cancel selected ping instead of doing the same thing left click does? It's pretty painful in the alternative hotkey preset.
@sladow-noob Wagner! I MEAN WAGNER. Don't bully
@thewheelie said in Weekly Discussion #29 - What would you like to see in the game next?:
Not really a big thing but remove acu from select all idle engineers selection. In my 5000 games its never been usefull and always been annoying
A thousand times this.
@IndexLibrorum My man you can't say "Don't bully " and have the reading comprehension of Helen Keller in the same post.
Weekly Discussion #29 - What would you like to see in the game next?:
There's a separate keybind for select all idle engineers excluding ACU
@deribus I'd like to speak to your manager about bullying please.
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how about being able to see how many missiles our teammates' smds have loaded and what % they are on, idk if there is already a ui mod for this if anyone knows
also that suggestion to be able to see friendly intel ranges in general
and a suggestion of my own: while you have nuke launcher/submarine selected, it renders ranges of all known enemy smd on the screen, before you say it is op, this is kind of already possible but:
- you have to look at entire map for smds first
- select a t3 engi (if you have one in first place)
- place smd over every enemy smd to check its range
- remember all the ranges you just saw while using a nuke launcher/submarine
and it's not like being able to tell where you can nuke at a glance is some game breaking mechanic, it is something that the game needs more of, convenient ui
possibly equivalent system for tml/tmd selection
@indexlibrorum said in Weekly Discussion #29 - What would you like to see in the game next?:
@deribus I'd like to speak to your manager about bullying please.
He said Helen Keller, not Karen Keller
@mach said in Weekly Discussion #29 - What would you like to see in the game next?:
- place smd over every enemy smd to check its range
- remember all the ranges you just saw while using a nuke launcher/submarine
and it's not like being able to tell where you can nuke at a glance is some game breaking mechanic, it is something that the game needs more of, convenient ui
possibly equivalent system for tml/tmd selection
@Jip ringmod merged when?
While we are talking about intel, I'd love it if the edges of shield bubbles could be made visible even if the shield gen isn't scouted.
Mostly this causes problems when you are shooting something that only looks unshielded, because the bubble doesn't render, but actually is shielded. E.g. this:
PDs look unshielded:
Surprise, they actually are shielded:
Note that this is not like many of the other intel quirks that fix themselves after a couple ticks. If you don't have intel on the shield gen, the bubble will just never be visible to you.
(I'm assuming this, like many intel related things, happens in the engine and is hence unfixable )
this seems the same as being able to see weapon effects from weapons that you didn't scout yet, which already happens
When a mesh is or is not shown depends on the center of the mesh. If that is in vision then it is shown. This is of course not ideal for shields There are two parts of a shield:
- The shield mesh, what you see and collide with
- The shield unit, that provides the shield
What we could do is:
- (1) Make the shield mesh always visible, regardless of intel
- (2) Make the shield mesh (temporarily) visible when they are damaged
- (3) Give temporary intel surrounding the unit that provides the shield as you damage the shield
(3) is also applied for beam weapons, last time I checked
A work of art is never finished, merely abandoned
Some more EQ fixes implemented before 2030.
edit:
Personally, I'd like to see mobile factories building while moving.
I'd also like to see sub actually go deep(er) but that's way more of a balance change and I like to think it will be part of the full navy pass that's coming eventually.
@deletethis feel free to make a list of what you'd like to see, EQ was of before my time
A work of art is never finished, merely abandoned
@jip
Imo option n1 is out of question as it's gonna be a very hard nerf to any small firebases that otherwise would be unscouted. Not to mention now always knowing what is shielded and what is not.
As for which of the 2 and 3 I would prefer it's hard to say, but option 2 seems quite decent as it still gives you idea that there is a shield there but it won't make it so you get intel what kind of shield it actually is and where exactly it was placed.
Actually the most important thing in the universe.
Make it so that when you queue for matchmaker the game doesn't instantly crash when you have another game open
@jip said in Weekly Discussion #29 - What would you like to see in the game next?:
What we could do is:
- (1) Make the shield mesh always visible, regardless of intel
- (2) Make the shield mesh (temporarily) visible when they are damaged
- (3) Give temporary intel surrounding the unit that provides the shield as you damage the shield
(3) is also applied for beam weapons, last time I checked
(1) and (2) might have some weird side effects, but if (3) is already in the game for beam weapons, and doesn't cause any major problems there, it seems like a decent solution to try out.