Cybran Bugged and nerfed

Talk about general things concerning Forged Alliance Forever.

Moderators: FtXCommando, Ze Dogfather

Cybran Bugged and nerfed

Postby nukes_are_us » 17 Dec 2014, 22:21

The Cybran Laser after Teleporting continues to be a problem. If you are an occassional user of Cybran Tech you will not notice as often but if you are a regular user of cybran the laser is still not fixed. Literally 50% of the time the laser will not fire. It will shoot the regular standard gun, causing the cybran player too lose because he or she sits there waiting for the laser to fire which it never does or it takes a minute or more to fire. My suggestion is to disable the standard gun when a player has upgraded to the laser. The reason being why do you even need the regular gun anymore when you have the more powerful laser.

Another problem that immediately dons on the Cybran Player is that cybran has no game ender. I suggest that the scathis be put back to its original configuration because it was the only cybran game ender. Literally the scathis has been made into a short range heavy artillery as compared to the longer range t3 heavy artillery. Effectively taking away cybrans only game ender. I'm sure, I'm not alone in this sentiment. Like I said regular Cybran players have really noticed these flaws.
nukes_are_us
 
Posts: 9
Joined: 17 Dec 2014, 18:57
Has liked: 1 time
Been liked: 0 time
FAF User Name: nukes_are_us

Re: Cybran Bugged and nerfed

Postby E8400-CV » 17 Dec 2014, 22:57

On smaller maps, the Scathis is a very cheap game ender.

Normal gun is also needed for OC. Which can be about same dps as laser, depending on target.
E8400-CV
Evaluator
 
Posts: 849
Joined: 24 Feb 2013, 21:00
Has liked: 29 times
Been liked: 32 times
FAF User Name: jcvjcvjcvjcv

Re: Cybran Bugged and nerfed

Postby Kalvirox » 17 Dec 2014, 23:13

nukes_are_us wrote: Like I said regular Cybran players have really noticed these flaws.


I must be an exception, so must the people in my clan when they play cybran. In 1v1 or Team games.

I think you are one of only a handful who truly think that this is true. Considering that every race without exception has a Nuke (game ender) T3 static Arty (game ender) OH and also have Telemazer. What race other than cybran has Telemazer? Telemazer is a weapon of mass destruction if used correctly (for more than just snipes). Compared to t3 arty, it's not expensive at all either.

Ok, Telemazer bugs are being looked into. Targeting bones or something do not work they way we want them to.
[SFo]T4ffytr0n2014: You can tell Kalvirox comes from the south by what he is having for lunch
SeraphimLeftNut: Two pieces of copper are electrically the same, but you can stab people with one piece and send UDP packets through another
User avatar
Kalvirox
Evaluator
 
Posts: 623
Joined: 31 Aug 2013, 16:19
Has liked: 121 times
Been liked: 133 times
FAF User Name: Kalvirox

Re: Cybran Bugged and nerfed

Postby ZLO_RD » 17 Dec 2014, 23:27

Stealth strat bombers and stealth drops can be good in late game

giving your opponent much less time to react on your snipe attempt of enemy game ender
http://www.youtube.com/user/dimatularus
http://www.twitch.tv/zlo_rd
TA4Life: "At the very least we are not slaves to the UI"
User avatar
ZLO_RD
Supreme Commander
 
Posts: 2265
Joined: 27 Oct 2011, 13:57
Location: Russia, Tula
Has liked: 303 times
Been liked: 400 times
FAF User Name: ZLO

Re: Cybran Bugged and nerfed

Postby nukes_are_us » 17 Dec 2014, 23:30

Cybran without the scathis has no true game ender if you dispute that take a look at the facts. The scathis was designed to be cybrans answer to the the aeon and uef game ender artilleries. But it no longer has that role since its range has been severly reduced. On larger maps this range handicap means Cybran lacks no long range game ender. Where the other 4 factions have true long range game enders.
nukes_are_us
 
Posts: 9
Joined: 17 Dec 2014, 18:57
Has liked: 1 time
Been liked: 0 time
FAF User Name: nukes_are_us

Re: Cybran Bugged and nerfed

Postby nukes_are_us » 17 Dec 2014, 23:34

Also the cybran laser continues to be a problem, when if you use it often, the glitches show up 50% of the time. The fix did not work . I just want them to look into maybe disabling the regular gun when the laser upgrade is done. Maybe this will force the programming to only look at the laser to fire. :?
nukes_are_us
 
Posts: 9
Joined: 17 Dec 2014, 18:57
Has liked: 1 time
Been liked: 0 time
FAF User Name: nukes_are_us

Re: Cybran Bugged and nerfed

Postby IceDreamer » 18 Dec 2014, 00:54

I've been unable to replicate a telemazer not firing since I fixed the not firing after transport issue. The dev team need replays where this happens if we're going to fix it :) Peace out!
IceDreamer
Supreme Commander
 
Posts: 2607
Joined: 27 Dec 2011, 07:01
Has liked: 138 times
Been liked: 488 times

Re: Cybran Bugged and nerfed

Postby nukes_are_us » 18 Dec 2014, 01:04

I will be happy to upload the two games in two days where it happens. Here is one game
Attachments
2894233-Nukes_Are_Us.fafreplay
Cybran laser not working
(406.92 KiB) Downloaded 45 times
nukes_are_us
 
Posts: 9
Joined: 17 Dec 2014, 18:57
Has liked: 1 time
Been liked: 0 time
FAF User Name: nukes_are_us

Re: Cybran Bugged and nerfed

Postby IceDreamer » 18 Dec 2014, 01:44

OK I watched that one. I'm 85% sure that that particular circumstance was caused by this code:

Code: Select all
FireTargetLayerCapsTable = {
    Land = 'Land|Water|Seabed',
    Water = 'Land|Water|Seabed',
},


What those lines mean is "This weapon can fire from this layer at these layers". So from Land, it can fire at units which are on Land, Water or Seabed. Because you teleported into the sea, your ACU was on the Seabed layer. This weapon cannot fire from the Seabed layer at any target. This was (I think) possible a long time a go, but removed to prevent 'Shorelining' abuse, where the weapon could fire but no other weapon could aim at the ACU to damage it. It was effectively invulnerable. Most of the Experimentals had this abused too.

Now... Today things might be different. I think the ACU has had new targetbones added so it can still be targeted while it's in water, but its head is not submerged. It would have to be discussed by the community, but this is something which is trivial to be re-added in code.

So do we want the ACU Laser to be able to fire while the ACU's feet are underwater? The weapon itself will still have to be above water, I want to make that clear (AboveWaterFireOnly = true)
IceDreamer
Supreme Commander
 
Posts: 2607
Joined: 27 Dec 2011, 07:01
Has liked: 138 times
Been liked: 488 times

Re: Cybran Bugged and nerfed

Postby Crotalus » 18 Dec 2014, 02:22

Yes, if weapon is above water it should fire, unless we claim lorewise that the weapon would short-circuit in the water. Then instead we should ctrl-k ACU automatically ;)
Crotalus
Priest
 
Posts: 319
Joined: 27 Jan 2013, 20:37
Has liked: 2 times
Been liked: 102 times
FAF User Name: Crotalus

Next

Return to General Discussions

Who is online

Users browsing this forum: No registered users and 1 guest