Forged Alliance Forever Forged Alliance Forever Forums 2016-05-03T19:22:08+02:00 /feed.php?f=2&t=12358 2016-05-03T19:22:08+02:00 2016-05-03T19:22:08+02:00 /viewtopic.php?t=12358&p=126277#p126277 <![CDATA[Re: Please explain how this is not total nonsense]]>
Edit: Also, wasn't there some kind of fix for a similar issue with ACU shooting from the edge of the water?

Statistics: Posted by CodingSquirrel — 03 May 2016, 19:22


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2016-05-03T17:15:01+02:00 2016-05-03T17:15:01+02:00 /viewtopic.php?t=12358&p=126271#p126271 <![CDATA[Re: Please explain how this is not total nonsense]]>
Swol wrote:
[e]asily id[e]ntifiabl[e] as pr[e]tty unsporting.

Statistics: Posted by Viba — 03 May 2016, 17:15


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2016-05-03T15:04:40+02:00 2016-05-03T15:04:40+02:00 /viewtopic.php?t=12358&p=126261#p126261 <![CDATA[Re: Please explain how this is not total nonsense]]>
I wouldn't normally think about building a sonar on maps like canis but i don't think it's an unreasonable habit to get into when any water is involved given how simple a solution it is. And anyone t1 bombing sonars to park exps in the water would be easily identifiable as pretty unsporting.

Statistics: Posted by Mel_Gibson — 03 May 2016, 15:04


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2016-05-03T14:36:54+02:00 2016-05-03T14:36:54+02:00 /viewtopic.php?t=12358&p=126258#p126258 <![CDATA[Re: Please explain how this is not total nonsense]]> I think you miss the point of the problem.
Also, keep in mind another crucial number: t2 Sonar = 1400 HP -> easy to kill.
I assume you don't play on smaller maps with small water spots?

Statistics: Posted by --- — 03 May 2016, 14:36


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2016-05-03T12:41:53+02:00 2016-05-03T12:41:53+02:00 /viewtopic.php?t=12358&p=126254#p126254 <![CDATA[Re: Please explain how this is not total nonsense]]> Megalith............37500.............64
Ythotha.............25000.............45
Flood T2 Sonar....120................230

Statistics: Posted by Mel_Gibson — 03 May 2016, 12:41


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2016-05-03T11:10:08+02:00 2016-05-03T11:10:08+02:00 /viewtopic.php?t=12358&p=126251#p126251 <![CDATA[Re: Please explain how this is not total nonsense]]> Statistics: Posted by JoonasTo — 03 May 2016, 11:10


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2016-05-03T11:07:08+02:00 2016-05-03T11:07:08+02:00 /viewtopic.php?t=12358&p=126249#p126249 <![CDATA[Re: Please explain how this is not total nonsense]]>
ZLO_RD wrote:
Or just say that unit is indeed in water only when all of it weapons except torpedo weapons can't shoot xD

That actually could help. We'll end up in same situation but reversed where you cant detect a not fully submerged unit with sonars, only difference is that all units in game have vision on surface and will be able to see not submerged units on visual contact. There still will be cancer left with those units not showing up on your sonar if they are walking on shallow water like now they are not shown on radar (and on visual contact unless you bring units with underwater vision).

Also another solution would be to give most non-naval/amphibious units underwater vision, but that's messing with game mechanics too much already if you ask me.

Statistics: Posted by Mad`Mozart — 03 May 2016, 11:07


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2016-05-03T10:17:22+02:00 2016-05-03T10:17:22+02:00 /viewtopic.php?t=12358&p=126246#p126246 <![CDATA[Re: Please explain how this is not total nonsense]]> Statistics: Posted by ZLO_RD — 03 May 2016, 10:17


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2016-05-03T09:30:48+02:00 2016-05-03T09:30:48+02:00 /viewtopic.php?t=12358&p=126244#p126244 <![CDATA[Re: Please explain how this is not total nonsense]]>
Swol wrote:
Maybe we could introduce a sonar platform unit, maybe t1,t2 and t3 varieties? rather than change the game engine or give all units sonar? Would be a pain in the ass to build every game but you will have the added bonus of spotting those nuke subs that are so common on canis (except cybran ones of course)


we have sonar already

all in t1, t2 and mobile t3

sera t2 is huge range but no t3

Statistics: Posted by biass — 03 May 2016, 09:30


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2016-05-03T09:25:37+02:00 2016-05-03T09:25:37+02:00 /viewtopic.php?t=12358&p=126242#p126242 <![CDATA[Re: Please explain how this is not total nonsense]]> Statistics: Posted by Mel_Gibson — 03 May 2016, 09:25


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2016-05-03T09:08:30+02:00 2016-05-03T09:08:30+02:00 /viewtopic.php?t=12358&p=126240#p126240 <![CDATA[Re: Please explain how this is not total nonsense]]> Statistics: Posted by speed2 — 03 May 2016, 09:08


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2016-05-03T02:02:55+02:00 2016-05-03T02:02:55+02:00 /viewtopic.php?t=12358&p=126232#p126232 <![CDATA[Re: Please explain how this is not total nonsense]]>
ZLO_RD wrote:
angus000 wrote:This made me remember that in Supreme Vanilla you could attack a GC while it walked on the sea bed, because it was way too tall. This was a good thing because with 240.000 hp it was impossible to kill anyway

you can do same in FA, and afaik in both cases you will need sonar...

problem seems to be pretty fundamental, so it might be hard to fix, but i hope someone will make it happen

Give all land units sonar? Except t1 because t1 sub conflict

Statistics: Posted by angus000 — 03 May 2016, 02:02


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2016-05-03T01:19:56+02:00 2016-05-03T01:19:56+02:00 /viewtopic.php?t=12358&p=126230#p126230 <![CDATA[Re: Please explain how this is not total nonsense]]>
angus000 wrote:
This made me remember that in Supreme Vanilla you could attack a GC while it walked on the sea bed, because it was way too tall. This was a good thing because with 240.000 hp it was impossible to kill anyway

you can do same in FA, and afaik in both cases you will need sonar...

problem seems to be pretty fundamental, so it might be hard to fix, but i hope someone will make it happen

Statistics: Posted by ZLO_RD — 03 May 2016, 01:19


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2016-05-03T00:58:55+02:00 2016-05-03T00:58:55+02:00 /viewtopic.php?t=12358&p=126228#p126228 <![CDATA[Re: Please explain how this is not total nonsense]]> Statistics: Posted by angus000 — 03 May 2016, 00:58


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2016-05-03T00:27:58+02:00 2016-05-03T00:27:58+02:00 /viewtopic.php?t=12358&p=126225#p126225 <![CDATA[Re: Please explain how this is not total nonsense]]> there is some funny business involved because the units weapons are not disabled underwater. its easy to disable them, but its not a perfect solution, instead we get the chicken not being able to shoot back. not ideal, since we get cancer on both sides instead of none.

what we could do instead is make an exception for the chicken and make it visible to radar / normalvision at all times even when underwater. this would be a correct solution, but i dont know how to do that off the top of my head.

interestingly, this isnt the first time we ran into this problem. at some point the gc had its primary target bone changed to its face so when its in water its feet dont get shot at, absorbing all the bullets on the way.

so how exactly do we fix this?

¯\_(ツ)_/¯

i put it on my extremely long todo list but i dont see how this could be done, without messing up a bunch of things.

hope that you learned something at least

Statistics: Posted by Exotic_Retard — 03 May 2016, 00:27


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