Bug with stuned units

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Bug with stuned units

Postby Ithilis_Quo » 08 Dec 2014, 00:55

Units in stun are not realy stuned, thay only dont fire, and dont move, but reload time of units is going as whiteout stun.

Example, when you have chronodumper on ACU and percival is stuned, Then he fire shot before stun, and imediatly after restun fire again. So stun against perci iss ussles because unit only dont move.

__________

Another think, chrono dumper stun ally units too. Know that this is because can be OP more chronodumper acu with different timing = perma stun. But it is pretty annoying, and change timing not on time when is build but on every 5 sec is much clever solution who will not stun ally units, and can not be opnes in plenty of chrono.

_____

3th think, chrono dumper need take some HP when is build up. As cybran cloak give hp on chrono it is same. Its insine risky build chrono because acu is paper, and chrono is effective only on havy spam. So it negote chrono.
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Re: Bug with stued units

Postby ZLO_RD » 08 Dec 2014, 01:55

1) get guns and chrono:
- have only 11000 hp
- OC like a Boss
- dangerous againt air (or is it? only dangerous against mercies and corsairs?)
- can't really counter pds alone
2) get t3 and chrono:
- 17000 hp with 45 regen
- can't really OC units
- can build sams and t2 shield that has 11k, shield can get construced in about 6 seconds about 1900 hp emergency hp every second, also shields can regen and recharge

i have not tryed to abuse chrono with mmls really, wonder how that would work...
or maybe with serenitys (t3 mob arty)
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Re: Bug with stuned units

Postby IceDreamer » 08 Dec 2014, 02:14

I'm going to have a think about ways to get multiple allied chrono to sync up with each other, making it possible and not imba as hell to have them not stunning allied units.
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Re: Bug with stuned units

Postby Sheeo » 08 Dec 2014, 08:34

IceDreamer wrote:I'm going to have a think about ways to get multiple allied chrono to sync up with each other, making it possible and not imba as hell to have them not stunning allied units.


Could be done using code like that in place for overspill, I do think it's a better solution than having it stun allied units.
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Re: Bug with stuned units

Postby Vee » 08 Dec 2014, 12:25

How about removing allied stun & making chrono toggle stunned status on enemy units? So when it fires units become stunned, and stunned units become mobile. That way if you put multiple ACUs with chrono together, it does not become OP. It's a kind of hack solution, but it's simple =)

Less hacky solution is to save for every unit a timestamp last_stunned indicating at which time that unit was most recently stunned. Then when a chrono fires, you check if (now - last_stunned) < chrono_reload_time. If true, then chrono does nothing. This ensures that multiple chronos cannot stun a unit more than a single chrono. For example if chrono reload time is 5 seconds, and stun time is 2 seconds, then after stun is removed the unit becomes immune to chrono for 3 seconds.

The other option is that when a chrono acu fires, then it also fires the chronos of other acus that have overlapping chrono range (distance between acus < 2 * chrono range, note the 2). That would make chronos sync up & ensure that no unit can be stunned twice.
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Re: Bug with stuned units

Postby Ithilis_Quo » 08 Dec 2014, 12:45

Why not put chrono cycle on time of game?
When chrono start stun cycle then it will be on game time divisible by ten. then doesnt mater how many chrono is in game, because all have cycle in same time. Thay can only stunn bigger place (what is logical) but not longer time.

example: chrono is build in game time 12:53, first 7 second is dont doing nothing, and first pulse come out in time 13:00, stunn units for 4 second, and another puls come out in time 13:10... And every chrono would have same timing. Problem solve.

stuning ally unit mean that noob with chrono can total interupt ally army/defense. + its usseble only in solo gaming, teamplay with chrono is imposible
___________________

ZLO_RD wrote:1) get guns and chrono:
- have only 11000 hp
- OC like a Boss
- dangerous againt air (or is it? only dangerous against mercies and corsairs?)
- can't really counter pds alone
2) get t3 and chrono:
- 17000 hp with 45 regen
- can't really OC units
- can build sams and t2 shield that has 11k, shield can get construced in about 6 seconds about 1900 hp emergency hp every second, also shields can regen and recharge


1. dangerous against everything. you have only 11000 hp. Used mostly in time where are plenty of T2 tanks and first T3 bot out. you can overcharge as hell but it is extremly risky. It so risky that it is nearly never use. And turets stop you,

when you would have cheapest shield, you can overcharge as hell but you have 40K hp, where turets dont stop you, you dont risk so much, and it is cheaper. Shield is better choice.

2. When you get T3 you pay 2400+720 mass more. So thats time when enemy have T3 tanks in field. You will go with chrono and significant smaller army and T2 shield and 6K hp more realy dont help you.

3. chrono get bigger cost for 2500 mass (+ 750mass and 22500e + time) but with chrono acu take +5000 HP and +15 regen. 16K hp and +25regen its as T2 UEF acu. It come later, because cost more, but make chrono would be less risk as is incredible risky now. And maybe ussable more as in every 1000th game.

3.5. Or Allow build another upgrade after chrono what get some surviability.
__________________
0. first bug with stun units, this is not only about chrono, but about all stun. Units in stun have not stun reload time. For perci is stunn ussles, he have same 100% dps. Where brick have cca 37% dps less for less rate of fire. Or aeon T2+ uef T3 PD stun dont make nothing on this pd. thay fire before and imediatly after stun.
Last edited by Ithilis_Quo on 08 Dec 2014, 18:16, edited 1 time in total.
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Re: Bug with stuned units

Postby nakeddave » 08 Dec 2014, 14:55

Do the stunned units reload at their usual rate while stunned, or is it that when they come out of stun, they restart their firing cycle?

ie is it possible to horribly abuse this to increase fire rate of allied sniperbots
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Re: Bug with stuned units

Postby Resin_Smoker » 08 Dec 2014, 16:23

All weapons really do is reset after a fixed period of time. Currently there is no way to delay this cycle without someone scripting an event that extends the reload period by the amount of the applied stun duration. Even then, there is no way of knowing how this will play out in a real game or if doing so is possible / stable. (Never been tried before to my knowledge)

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Re: Bug with stuned units

Postby Ithilis_Quo » 08 Dec 2014, 18:07

nakeddave wrote:Do the stunned units reload at their usual rate while stunned


It dont reset reload time, it dont touch reaload time. It let reload time of units as is whitotu stun, but percival have same reload time as si chrono reaload so that mean he will reaload when is in stun, and then imediatly fire because its same 4 sec.

___________

Or maybe, but this is not easy solution but remove this hack how it is work now:

Chrono dumper, is technology that create bubble where is slow time from enemy perspective. That mean everything is 40% slowed. But when GPG programators was lazy to slow every units in chrono range they make it stun for 40% of time, with that it is cca same effect. Cca is, but still isnt. Already its hack solution.

Can it be rework for slow enemy in that range for 40% instead of stun. Slow = change stats from move , rate of fire , muzzle velocity and build rate to 60%.
When is unit affected by chrono projectil (rate of fire on chrono projectil change for every 0,01sec)-> then change stat for 0,6
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Re: Bug with stuned units

Postby ZLO_RD » 08 Dec 2014, 18:58

i want to add that chrono act like a ground to ground weapond and only fires when there is a land unit in range
witch is kinda weird in case of air and naval units

you can force chrono to work with groundfire

but i do not think you can do that underwater xD
but it still should stun surface ships for sure if acu is on land, not sure about subs

Ithilis_Quo wrote:1. dangerous against everything. you have only 11000 hp. Used mostly in time where are plenty of T2 tanks and first T3 bot out. you can overcharge as hell but it is extremly risky. It so risky that it is nearly never use. And turets stop you,


i think chrono kinda counters all t1 t2 t3 land units except arty snipers and mmls
http://content.faforever.com/faf/unitsD ... 05,XRL0305

chrono and overcharge range are same as brick/percy range, hoplite does outrange ACU but man, who even cares about hoplite

problem for land units that they can't chase ACU, as soon as they catch up they get stunned and meanwhile ACU can OC or retreat
if there are large amount of units they will bunch up really much cause 1rst units will stop while second row of units will catch up

so it gives oppotunities for EPIC overcharges
and good t3 arty shots
and you can always have t2 flack with you that will rape gunships that are stunned in mid air

also do not forget that units loose their orders after they got stunned, so they kinda use momentum if they were trying to get in range of acu or surround...

about tech + chrono, it is pretty hard to attack with that acu, cause you can only pd creep and you are still getting countered by mml/t3 arty
but if you drop that t3 acu somewhere, it can be major pain in the ass

i played FFA (2v2v2v2) where me and my ally tryed to finish guy that was in very bad position, we didn't even really tryed to kill him
we just send strats few at the time... and i think we lost huge amount of time and about 15 strats
he was not even trying to dodge, but some how just with flack and stunn strats mostly we doing only one pass, in result my team didn't get 50% of map fast enought and we lost

after that fail i attempted t3 acu with chrono drop http://youtu.be/P1zHjPfkIz8?t=5m43s
and it was quite good

Edit: i didn't really saw much of OP usage of chrono dampener dunno why tho...
Edit 2: engineers still continue building while stunned
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