Might be a client bug. The icon appears in the vault screen for me:

Might be a client bug. The icon appears in the vault screen for me:

I like how the design specifically addresses gameplay issues like tml/nukes/smd/arty/omni/acus while keeping in line with the simplicity and readability (small size) of the original artwork. The configurable icon generator is also nice for people who don't like certain colors or are colorblind.
The shape of the faction-specific ACU icons is really nice (better than redux), but I don't like the faction-colored outline since that colored part blends in with player colors due to how much space the colored outline takes up, and how the outline's shape is different per-faction.
It would be cool to see your attempt at SACU icons with presets accounted for.
The AA icon lacks a black outline on the light blue part so it blends in with the green and aqua player colors. I also confused its shape for air staging.
The gallery doesn't show the tech markers, but it should, I got confused with the HQ icons before I downloaded and ran the generator myself.
Also after viewing the dds files the preview images are way off: AA has an outline around the central shape, TML/SML/SMD/arty/power do not have outlines around the central shape. HQs also do not appear in the dds files.
I've encountered that issue too so now I click the game tile and then click join game on the right side game preview.
I'm not sure what's the ideal UI solution. A one-click join can still change the tile your mouse is over in the time between deciding and clicking. You could lock the position of the tile your mouse is hovered over and use animations to move tiles around during sorting updates.
In terms of clicking the UI seems fine because you must double click on the same tile for it to join, which means there's not really any space to filter out different clicks like if you double clicked around the time that tiles switched places.
Although that's a wild guess since I've never seen missing/broken particle textures myself outside of the recent hydrocarbon/mex texture bug.
Maybe it's missing red/black-striped textures like what people experience with maps? Would have to verify steam files if the textures are corrupted.
From what I've read shield spillover was added because artillery and strat snipes were impossible to use because strats would have to break through too much shield HP and arty would just get outregenerated/outrecharged by shield spam. Armies were also quite strong with shield spam just regenerating infinite hp easily, especially in the low DPS naval domain.
Just one historical source I quickly found: https://forums.faforever.com/viewtopic.php?f=42&t=7603
It would be good to know the exact mechanics.
https://wiki.faforever.com/en/Infrastructure/Rating-System
gauge how getting high numbers of game can be useful
Only the first ~10 games are useful as they calibrate your rating from 1500+/-1500 to your actual skill +/- 300.
Yes it deals a max of 8k damage and shields can block the crash damage once by up to 20% of the max shield HP. I don't see how you're connecting this to what I said regarding the design of your balance idea.
You would have to make crash damage reliable so it isn't frustrating to use, but that's difficult because it's a normal AoE that is blocked by well-placed shields. If you make it ignore shields then there is an issue with crashing near the outside of a shield and dealing full damage through it. I don't think there is a way to make shields absorb the damage up to a limit and without allowing overlapping shields to stack the absorption amount.
Also if we're talking about killing bases (since we're talking about crash damage it has to be a game-ending move), Ahwassa really struggles with enemy buildpower spamming shields because it has such low DPS. I get that Czar isn't that good vs surface targets but you're comparing the wrong situation.
The target priorities are making it try to aim at the tanks behind it. I don't think there is an easy way we devs can fix it. Players can fix it by changing the target priorities by using ui mods, the "prioritize unit type" hotkey, or right click the attack order button to enable snipe priorities (acu is at the top in that priority list).
FAF uses the desired shooter cap to decide who gets to fire on what, which is engine behavior where once a weapon locks on to a target, it adds towards the cap, and weapons can't target entities whose shooter cap is full. The issue is that the weapon takes up the cap while it is targeting, so if it misses or is reloading then its still taking up the cap. We fixed these issues with TMDs; try using DisableWhileReloading = true (used by tmd) or TargetResetWhenReady = true (used by antitorps) in the weapon blueprint.
Thanks for the details. I have opened an issue in the client repository: https://github.com/FAForever/downlords-faf-client/issues/3540. Hopefully someone will fix it.
Number of games played doesn't reflect well on your potential game quality and would have a heavier downside of restricting what new players can play, since they would be excluded due to not investing enough time playing even if they study and try their best to play well.
The time filter works for me. Could you copy paste the search query here so that your search can be replicated exactly? Did you make sure to click "search" after changing the filter?
The rating filter filters by max player rating within the the game, not the average rating of the game. Average rating is calculated by the client apparently.
Do you prefer removing Novax omni so it isn't an fast, unkillable counter to Cybran cloak at the front/in their base or would you keep it because it's cool to have such a rare interaction?
@maudlin27 I think you're underrating the shield by rating it purely on its stats/mass for a few reasons:
Have you considered using /lua/ui/game/shapes/lineshape.lua? I'm seeing that you're copying over the worldmeshes used in the height indicator which seems a bit inefficient seeing how many are needed.
no
There have been attempts at drawing it using lua code but they had poor performance and are not terrain sensitive.
Develop and FAF Beta have been updated with the following changes for testing, and we have also provided some questions to guide your thoughts in gameplay:
Please provide replays with your feedback if possible.
Czar Buff
Cost slightly reduced and AA missile firing angle limits removed.
Does its cost better match its anti-ground performance without being overwhelming in air-to-air utility/performance?
GC Claw Nerf
DPS and range heavily reduced but units can now be shot while they are in the claws.
Beetle rebalance
Cloaking removed and speed reduced in exchange for HP and regen.
Sniper rebalance
Range significantly reduced (below T2 PD range) in exchange for movement speed and a large cost reduction.
Ability to prioritize ACUs is removed.
Seraphim snipe mode speed increased and damage model adjusted for shorter reload alongside the main changes above.
SACU Rebalance
Quantum gateway cost, buildtime, and adjacency buffed.
Base SACU cost reduced.
Energy and buildtime costs significatly reduced for most presets.
Costs further reduced for the engineer presets.
Energy upkeeps reduced.
SACU RAS upgrade increases death nuke damage.
UEF Bubble shield prerequisite of the personal shield is removed, and the shield is rebalanced with mobile shields in mind.
Added RAS for Seraphim SACU and removed increased base production + cost.
Overcharge upgrade cost massively reduced.
Shield moved to tele/OC arm (tele nerf and Rambo preset rework).
Rambo preset changed to Nano + Shield + Sensors/Gun Range (non-energy-based lategame single-target damage rambo).
The full patch notes can be found online or in the game lobby's patch notes button.