Forged Alliance Forever Forged Alliance Forever Forums 2015-03-18T02:10:26+02:00 /feed.php?f=42&t=9584 2015-03-18T02:10:26+02:00 2015-03-18T02:10:26+02:00 /viewtopic.php?t=9584&p=96250#p96250 <![CDATA[Re: BP mistake on units]]>
and also some build time stuff. t2 pd have build time 701, instead of 700, 727, 646. that number was making someone drunk who only copypast dps/hp/build time per 1 mass calculation

UEF scout cost 50% mass as other for total no reason. (maybe for 100% more dps that is 2 :D)

Statistics: Posted by Ithilis_Quo — 18 Mar 2015, 02:10


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2015-03-16T22:30:53+02:00 2015-03-16T22:30:53+02:00 /viewtopic.php?t=9584&p=96194#p96194 <![CDATA[Re: BP mistake on units]]>

- anoher tml bug is, that when you tml mex, then it leave a wreck. tml do 6000dmg mex have 3000hp it mean double hp as mex, tml is supost destroy wreck as well and dont leav wrack. dont know how to fix it, it would be probably some error in code, as was with overcharge and sparky.


i tested that

there are other examples, like percival can kill t1 static aa with one shot
percival shot is 1600 dmg, aa hp is 800, but wreck survives and you can still rebuild from 50%

i tested alot of weapons and i found out that Emissary does destroy wreck of t3 mass fab,
Emissary shot is 12000 damage and t3 fab is 6000 hp
BUT emissary does "damage over time" damage and that destroys wreck

wrecks that does not die when you deal exactly 2x damage is usually not a big problem

however in case of t2 mexes and TML it happens very often and can be abused to rebuild mex from 50%
i suggest to give TML damage over time thing:
Emissary from database
"projectile: 2 times 6000 damage every 0.2 seconds = 12000 total, 0.3 seconds total"

So for TML it should be 2 times 3000 damage every 0.1 seconds = 6000 total...
it could be 0.2 seconds i guess, emissary shot does look like a single shot anyway, but i just afraid that "dot" damage can cause weird situations where moveing target may receave only 3000 damage...

wreck is HP is generaly pretty weird thing, and database displays it wrong as well
as if wreck hp is 0.9 from unit hp

also talking about database, wreck mass also still displayed as 0.9 not as real 0.81

EDIT
previos thread about TML
viewtopic.php?f=2&t=6314

Statistics: Posted by ZLO_RD — 16 Mar 2015, 22:30


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2015-03-16T22:29:32+02:00 2015-03-16T22:29:32+02:00 /viewtopic.php?t=9584&p=96193#p96193 <![CDATA[Re: BP mistake on units]]>
Ionic wrote:
Halve the HP of the COM TML's and reduce the sera AOE to the UEF AOE I think all the complaints would go away.


then sera would not be able hit nothing on 5-6 range. It is bugged, the sera tml have bigger arc as uef one. that mean it is simply not posible for that missile reach range 5. you click on range 5 but missile fall down somwhere on range 7-8, because bigger missile arc. And also it is shit, because that would be still uncounterable only slithli reduce posibility to hit enemy acu. But for skilled player is not problem kill near acu with uef as well as with serafins.

Statistics: Posted by Ithilis_Quo — 16 Mar 2015, 22:29


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2015-03-16T22:06:53+02:00 2015-03-16T22:06:53+02:00 /viewtopic.php?t=9584&p=96191#p96191 <![CDATA[Re: BP mistake on units]]> Statistics: Posted by Ionic — 16 Mar 2015, 22:06


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2015-03-16T20:48:40+02:00 2015-03-16T20:48:40+02:00 /viewtopic.php?t=9584&p=96188#p96188 <![CDATA[Re: BP mistake on units]]> Statistics: Posted by quark036 — 16 Mar 2015, 20:48


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2015-03-15T23:46:38+02:00 2015-03-15T23:46:38+02:00 /viewtopic.php?t=9584&p=96151#p96151 <![CDATA[Re: BP mistake on units]]> Statistics: Posted by Ithilis_Quo — 15 Mar 2015, 23:46


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2015-03-14T15:38:50+02:00 2015-03-14T15:38:50+02:00 /viewtopic.php?t=9584&p=96082#p96082 <![CDATA[BP mistake on units]]>
Im working on one huge mode, and try to learn programing, and change bp on working on that mode.

And for that time i found a some mistake in blue print. And the most obvious i decite to put here, and someone would maybe integrate it on game, on time, when my mode would be finished.

- sera tml - is broken, it is copypast from cruiser (on uef same) but sera cruiser work slithli differently, and the missile arc is bigger. in finaly sera cant fire misile on minimal range 5. the minimal range where sera can shoot misile is about 8. Thats a reason why have sera more aoe dmg on acu tml as uef. When i change minimal range on 15 then it perfect work and missile fall on place when you take a order.

- anoher tml bug is, that when you tml mex, then it leave a wreck. tml do 6000dmg mex have 3000hp it mean double hp as mex, tml is supost destroy wreck as well and dont leav wrack. dont know how to fix it, it would be probably some error in code, as was with overcharge and sparky.

- another tml bug, is that when you reclaim your mex, and its tmled then it leaw wreck with full mass instead insted of only 1mass, as previous bugged version

- tml building, dont work as good as can. have some kind of randomnes. Im soure you know that when you fire on mex with storage, sometime you destroy only mex and sometime you also destroy storage too. That is because, storage have hight about +-1,3-1,7 and when the pump is on top of him destination the 2 aoe take dmg only on mex and not on storage, solution is make 2,5 aoe on tml. or manual fire with tml on ground near mex. The think that can fix it, and make tml more interesting for use not only for sniping acu/eco. and solve this problem will be make tml act as billi/nuke -> have 2 action range. one with 2 aoe and full dmg. and another with 5 aoe with +- 1000dmg. Can be effective used against army in bigger number.

- some factorys have wrong number of energy cost. I dont know who do it. but... why the hell he put number as this "energy cost: 32572" in finnal it take as total chaos number. One example is T3 naval factory that is on my opinion total stupid. http://content.faforever.com/faf/unitsD ... bp=UEB0303

It have wrong number on build time. in finnal it is build after 153,3sec. when other t3 factory are as air (260s) land (195s). why naval that is most expensive is fastest? Then it drain 46,535852mass per second. It is extrem mount. and why not simply 45? make no sence. Another staff is that energy cost on plenty of units are total crapy. naval fatory cost 32 572. why not 35190 and drain 230 per second. instead of drain 212,88888 ? It dont looks healty. and also isnt. On experimental units are also this king of random number that make no sense.

Statistics: Posted by Ithilis_Quo — 14 Mar 2015, 15:38


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