SMD bugged (against Sera Battelship-nuke)?

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SMD bugged (against Sera Battelship-nuke)?

Postby --- » 29 May 2014, 15:49

Hi,

had two very frustrating moments in agame.
Replay: 2246716

Time: about 52 min 40 s

2 Sera Battleships fire nukes. They aim at a spot that is covered by my SMD (enough antis loaded). First SMD missile misses the nuke, makes a turn. Meanwhile a second SMD missile is fired for the same nuke which won't make it in time. The first one, which made a turn, hits the nuke (I think, looks like it detonates) but still that nuke blows up (must have been too close to the ground to be intercepted)?
Summary: 2 SMD missiles wastes, half my base (including almost halfway done Para) destroyed.

Something similar happened again later in game:
Time: 1 h 07 min 15 s

Again two nukes come in (Sera BS). SMD misses, missile makes a turn. Meanwhile, a second SMD missile is fired. 2nd missile makes a turn, finally hits (1st missile wasted once more). But since that SMD was busy wasting 2 missiles on one nuke, it didn't manage to fire in time another SMD for the second nuke.
Summary: once again half of my base gone due to SMD mailfunction (incl. multiple loaded nuke launchers). Game lost. I think it would have been a win without it. Make it unranked?

Is it supposed to be like this?
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby E8400-CV » 29 May 2014, 20:43

Yeah, I've seen that too recently, with multiple SMD rockets fired and some missing. But shooting two and missing two: :shock:

Even more frustrating is that you never know when it actually triggers two.

I've had that with all naval nukes btw. Not just the Seraphim Battleship nukes, but also the other factions' submarine nukes.

The old wiki:
http://supcom.wikia.com/wiki/Seraphim_T3_Battleship

gives this:
It should also be noted that the strategic missiles carried by the Hauthuum do not give off a missile warning, and their flight trajectory is so high, the target will launch up to 3 anti-missiles to shoot it down, even though it only takes one.


Which, apparently... still is true.
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby --- » 30 May 2014, 02:08

Ya, it's really frustrating. I think I got missile warnings though, even when shot from the Sera battleship. I dont understand the deal with them though - 1 SMD missile should be enough to intercept them, no? :(
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby E8400-CV » 30 May 2014, 03:10

I agree. But above that there should be some logic. I still don't have a clue on when it actually triggers multiple SMD's and when it doesn't.

Was this the first time you encountered it? That would surprise me. I see you hosting Setons all the time.
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby IceDreamer » 30 May 2014, 05:12

Increasing the velocity and turn rate of the SMD missiles should fix 99.999% of these happening.
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby --- » 30 May 2014, 10:28

@ E8400-CV
Not sure, I may have seen it before, but it must have been a long time ago. I don't see it so often simply because I hardly ever get nuked by ships.

@ IceDreamer
Thanks. Will it be changed with an upcoming update?
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby IceDreamer » 30 May 2014, 15:36

Blackster, if you WANT this to be changed, I need you to promote this topic, ask around in Aeolus. The reason it happens at present is not strictly a bug, clearly they designed it so that the projectile was slow enough for this to happen. I think I can fix it, but it's your job to determine if the community WANTS this to be fixed so that SMD always, always works.
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby skwibble » 30 May 2014, 15:52

E8400-CV wrote:The old wiki:
http://supcom.wikia.com/wiki/Seraphim_T3_Battleship

gives this:
It should also be noted that the strategic missiles carried by the Hauthuum do not give off a missile warning, and their flight trajectory is so high, the target will launch up to 3 anti-missiles to shoot it down, even though it only takes one.


Which, apparently... still is true.


Wait a second...

Patch 3605 changelog wrote:Seraphim Battleship now correctly plays a 'nuclear launch detected' sound when launching a nuke.
...
Seraphim Battleship nuke no longer flies at very high altitude.


So those two points at least have been fixed and should no longer be issues. If they still are then that should probably be highlighted too. The current issue is perhaps unrelated.
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby E8400-CV » 30 May 2014, 18:01

Yes, I know they already trigger a "strategic launch detected" sound, but my quote was more about it triggering "up to 3 SMD rockets".

It's really annoying, especially now that the outer ring damage was increased bigtime. Naval nukes already come from unexpected angles, meaning they can sometimes shoot around your SMD. Having them build in 7 minutes and triggering 8-12 minutes of SMD building...
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Re: SMD bugged (against Sera Battelship-nuke)?

Postby --- » 30 May 2014, 18:20

Thanks for your asnwers so far.
I wasn't sure if it is supposed to be like it is now. I merely thought it was a bug but apparently I was wrong. Then again the patch note quoted by skwibble indicates that the navy nuke shouldn't be different from standard nukes if I got it right. Thus, the current issue I faced is a bug after all?

Personally I think its unfair to say "up to 3 antis" to destroy one nuke. My SMD shot 2 and still it detonated - because the nuke hit the outer ring of the SMD. So, if that is always like this, navy nukes should always be shot in that SMD area to guarantee a hit despite the loaded SMD?

I wish some pro level players commented on it. i'll ask around :)
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