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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Aeon shields

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    • gabrilendG Offline
      gabrilend
      last edited by

      Aeon shields should be changed to share damage with other shields that intersect the explosion radius, rather than the shield that was hit by the explosion. I think this would make them feel like chipping away at a marble stone, rather than suddenly the entire base infrastructure goes down. Two separate types of shields, both useful, I'd wanna try it out at least.

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      • maudlin27M Offline
        maudlin27
        last edited by

        If I’ve understood you right only shield bubbles overlapping the aoe of a shot take damage? Which sounds similar to steam/non-faf implementation which would make stacking shields much more powerful and hence make turtling more powerful.

        M27AI and M28AI developer:
        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
        M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

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        • S Offline
          Szasz
          last edited by Szasz

          Note: You're just basically looking for the default vanilla behaviour that FAF changed.

          Consider "Remove Shield Spillover" mod by Nomander from the vault. It’s fairly old, but it was cleverly implemented so it's light, works great and doesn’t conflict with anything.

          I'm not a fan of spillover damage either. It basically puts shield emitters with larger radii at a disadvantage and, as you stated, makes area damage—which has become very common in FAF today—disproportionately strong against clusters of bubbles. At the same time, it still leaves room for microing on/off switches, potentially turning the whole mechanic into a fight against the UI that I subjectively see as bad design.

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