CHARGED smd does not work.
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I sometimes play FAFsupcom offline (run "c:\ProgramData\FAForever\bin\ForgedAlliance.exe" directly).
I choose several cheat bots and play "tower defense"
And I often notice that SMDs sometimes don't work, although I have several charges in several SMDs. They just don't notice nukes and don't shoot at all.For some reason, this most often happens with nukes from Seraphim ships. But it happens with others too.
This is "BUG"? Is it really possible for the developers to fix this?Sorry for my English. I used a translator.
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I've seen SMD miss, but never ignore a nuke. Would need a replay
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In offline mode I found only one replay named "LastGame.SCFAReplay" located in "\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\replays\ +ingame_(non faf)_username".
But, it was not the last replay, but the previous or even earlier (but today's) replay.Well, I'll try to get the right replay.
I should note that this is not a new error. This has happened more than once, a year ago. And even earlier, I think.
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I have seen this before in some games where you shoot like 20+ nukes at the same time and 1-3 nukes just get ignored and land. And no, i dont mean SMDs are too slow, i mean ignore even though there are tons of SMDs. Can't provide a replay as this is probably 2+ years ago, but just wanted to say that I have seen that aswell
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FYI - I have experienced this too. SMD was loaded, not overwhelmed, in range, not against a teammate, etc.. Just flat didn't react to incoming nukes. I know this isn't helpful without a replay ID.
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There is a flaw in the targeting process, where an empty launcher will remain 'locked' on the target - which prevents other launchers, which are loaded, from firing at that missile - it's called the 'shooter cap'.
What needs to happen, is that shortly after firing (even when there are additional rounds in the launcher), the launcher needs to go 'offline', and drop it's target - which will allow other launchers to engage the missile. Now, this is how the launchers are meant to work, and most of the time they do this, but - if there are a lot of launchers involved, and the primary happens to go empty - there's little to no chance that the target will drop, in time, for another launcher to perform an intercept.
This is the same mechanic that keeps all your SMD's from firing at the same inbound missile - so it's not something to be disabled.