So 4v4 means 8 minutes of real time needs to pass for game to be ranked? Including pauses? Why not to have some game time necessaire too. In noob games no one really looks at real time and people take time to react, then they discuss about f11, then they discuss who is lagging, why is lagging, then they pause (or not) and try to fix it etc. game with only one minut of game time and no shots fired can be rated. I do not know the raisoning behind this rule, but it seems that those games should better not be rated. Maybe 8 minutes of real time and 4 minutes of game time? Or only 5 minutes of game time necessaire for game to be ranked?
I think no need for more screenshots?
Of course, those suggestions would often be wrong. But this should allow -200 player to play as 200 and learn in-game. This should avoid someone not having any power generator at 10 min. Or not upgrading any mexes. Or having one uncapped t3 mex and others t1. Or not reclaiming at all. etc. This should avoid a moment when player does a huge mistake over and over, that does not let him go forward in learning, and as he does not find this mistake, he quits. Also, for example if he sees that takeing mexes is good idea, next time he will do it already before notification, and so the notification will not pop up. Good player should be able to play with this (mod) basicly without any notifications coming up. So it should not give bad habits, because units and game mechanics are the same, and no real advantage over good players. It would only allow to avoid big mistakes, learn faster, learn playing, and not to be obliged to go through tonnes of learning materiel before being able to play a game.
In real life, planes usually need fuel to stay in air, while boats do not need fuel to stay on water and tanks do not need to stay on land. Also ships can have autonomy for months, and land units for weeks (if not moving fullspeed all the time, of course), but we can hardly say that about planes. So there is totally some logiq about planes needing fuel.
Also, planes needing fuel means that air play is not just copy of land/sea play. Air has its own caracteristics with raids, "sorties", attacks, pullbacks, bases/airstaging/motherships, best places to land and wait etc. Not just moving units forward step by step, like on land games sometimes.
Is t3 fuel tanks too big? Personally I tend to agree. This "beauty" of game is little lost for t3 air play.
Should we have possibility to repair planes? Of course, as we already have airports in form of airstaging and motherships etc. It is possible, that having (mass)free repairing was meant to compensate weakness of planes and force raid-type gameplay for planes (go in, come back), something like in real life. This is not only attackers advantage, you win fight at enemy side, but you have to go back to refuel/repair, leaving enemy with time and massfield. But now, as the planes are made stronger and more microheavy by high rated/experianced palyers, it works something like, you go in, win the fight and stay over enemy base until end of the game (or aa comes and survives fight with air). Dont know if it is good or bad, but in this case maybe make repairing cost some mass too?
The DPS=0 problem seems to be gone. Thanks.
But all other problems seem to be still there.
@shenmue-is-life Maybe you could change your titre, to add problem with actual database? With all discussion going on, I do not know if I should make another thread
@auricocorico I am using the database that shows up in the client. And MazorNoob pointid to it also. Also, you yourself sayd that "units" tab in client is linked to database and up to date.
Note that conserning croisers, Ithalua (sera) missiles are supposed to cost 300 mass! And Covernor (uef) missiles, considering raw damage 300, firerate 0,10 and fire cycle 32 are supposed to make 3000,1032=960 dps! Marked this one 120.
I have the same problem on webpage. Approximate DPS 0. And some other things probably. How do I post screenshots in this forum?