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Problem: When you have a lot of wrecks in a small area and press CTRL + SHIFT to see reclaim value of the wrecks, you see a lot of piled up values, and it's hard to figure out how much mass is in the area.
Suggestion: Let reclaim values sum up when you zoom out camera with increasing radius for value indicators depending on the zoom value, and the farther away the camera is, the more wrecks should be summed up.
Example:
Why can't Seraphim SCU have RAS? They are dead if game lasts too long as their economy is not mobile.
I feels like the devs just didn't think this through, but I am pretty sure that submarines should be battleship hunters, not vice versa. Right now, battleships can kill subs with ground targeting with their artillery, which is not even close to being realistic. Yes, it requires micro, but still.
The Ythotha is Seraphim's experimental assault bot. The Othuy is its death weapon (Unidentified Residual Energy Signature).
Problem: Sometimes games go massive and this is where these experimentals become painful to play. Example: 10 Ythothas vs 10 Galactic Colossi is very painful for the Seraphim as dying Ythothas deal heavy damage to allied units. And sometimes you just don't want them to destroy everything around them after they die.
Solution: A switch for the release of the Othuy after death defaulted to release. Just the way you fixed the Salem's ability to walk on land.
I know you can salvage them before they die to stop the release of the Othuy, but it's hard.
Oh, well. Maybe we should just remove recoil.
It's known that random is bad for cybersport, but SupCom with artillery always hitting the target is not SupCom (Scathis, Salvation). Counter Strike deals with this by fake random (as far as I know) where bullets consequently follow a pattern until it ends then return to the starting position of the pattern. Even if Counter Strike does not use it, we can use it for artillery fire, but the pattern should be taking into account both artillery and target positions (patterns should rotate).
This way we:
Well, I guess the database is wrong about damage, but it does not ignore the sauser's shields. Looks like a bug to me. So, they only ignore shields that can protect others.
I test them using the ALT+F2 cheat, and enemy lightning tanks ignore shields and deal 375 damage per shot instead of 75.
Every projectile/missile is yellow. Sometimes it is hard to understand what is coming your way just by looking at these yellow dots.
@FemtoZetta said in Unable to play ranked:
Looks like you don't have a faction selected to me.
Whoops. Solved.