thx for the info
@Jip is it intended that the landed aircraft can be targeted by torpedos?
I think like, they are still hovering above water surface and aren't swimming in it like boats, but that's just my 2 cents...
thx for the info
@Jip is it intended that the landed aircraft can be targeted by torpedos?
I think like, they are still hovering above water surface and aren't swimming in it like boats, but that's just my 2 cents...
@melanol what exactly are you referring to?
In my test all gunships and transports "land" on water, other aircrafts don't.
Generally it feels like all vertical propelled aircraft show this water landing behaviour while "normal" aircraft don't (souldripper being the exception).
Is it new that gunships and transports land on water and don't hover or fly to the nearest land spot like other aircrafts do or did I just never notice it?
Saw it because some restorers landed and got attacked by bricks with torps walking on the seabed below them.
Tested it, gunships and transports do "land" on water and can be targeted by torps.
Is this intended? Soulripper doesn't "land" on water btw...
Would suggest to change it to hover like behaviour (if "landing" is intended), makes no sense that aircraft would be attackable by torps when hovering above water level.
Is it possible to implement a feature where u dont match with ur foes in tmm?
for example if u foe laggy players and the rejoin the queue after a failed game and u get matched with them again it just sucks...
this might have some downsides like a queue with enough players but no games, or if too many "cross foes" happen maybe no games will launch, i dunno...
but how often do u foe players for lagging? im not talking 300 ms ping, im talking stuttering of the game every other second which makes it unplayable.
maybe im not seeing some big downside of this implementation (or maybe its actually alrdy implemented?), but what are the pros and cons?
What exactly does the underwater vision on air units do?
For example, when you run a frigate above a sub you can see the sub as the unit it is, but when you do the same with air units you can only see the grey blobs (actually the wrong one showing a surfaced unit).
Does the unit need to be in contact with the water (surfaced oder submerged) for the water vision to toggle?
I don´t know if it should be any different balancewise, just curious...
On another note, what´s the reason for UEF and Aeon T3 scouts not having sonar? It´s been brought up here (https://forum.faforever.com/topic/5297/give-uef-and-aeon-t3-scouts-sonar?_=1682873208099) but nothing came from it.
Is there any chance to implement it or would if throw off the balance somehow?
@jip consider this threat closed, I probably was stupid. I really thought that riptides got killed by subs some games ago, but i couldn´t find the replay and @I_FORGORtheSCENE is right, you can´t hit riptides with torps.
I also thought they had the "auqatic" feature, but now saw they are "amphibious", did this change lately?
May I ask what exactly the "amphibious" feature does? For example aeon engie have "hover" but not "amphibious", whats the difference to having "hover" and "amphibious"?
Is it a bug or a feature that riptides, the only UEF "hover" unit, are hover but at the same time aquatic?
So it can be fucked by subs and torp bombers, but can't hit back at at least the subs.
How I get it, if you take the aquatic ability away, it's a "real" hover unit but I don't know if that is there intentional?
What would be the argument for the riptides being killable with torps?