Fixed SAM projectiles+Oblivion ships

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Fixed SAM projectiles+Oblivion ships

Postby pip » 26 Mar 2013, 10:05

After additional testing, I found the reason why SAM cannot track fast flying units as well as before. It's because when a unit has splash damage, the projectile should "lead the target" = explode where the target will be. So it's a real problem, because they don't work as intended homing missiles anymore.

I modified the SAM projectiles to do this along with an update to the turn rate (240 instead of 180) because the homing projectiles will now properly follow the target until they reach it (except Sera), and it's better that they don't "dance" too long in the sky.
I also increased projectile lifetime of Cybran SAM projectile because for some reason, it lasted 1 second less than the others, making them disappear very often before they can home on their target.

Wether it's worth a hotfix or can wait for later is up to Zep. Maybe other issues will arise in the coming days (I saw Brainwashed suggested something about team coloured name for instance), so it can be a part of some later hotfix, or next season patch.

It's funny how feedback is plentiful when players are forced to test :D
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Re: Fixed SAM projectiles

Postby Ze_PilOt » 26 Mar 2013, 10:11

This will be for next season. People have to learn that if they want a opened community balance, they have to start being involved in it.

Thanks for the fix.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Fixed SAM projectiles+Oblivion ships

Postby pip » 27 Mar 2013, 23:25

After watching Crazed pathetically lose a naval battle because of Exodus wasting 50% shots all over the place, I ran some tests to fix the Aeon ships weapon behaviour so that they will almost never shoot behind them or sideways. It's a mix of reducing the charging animation of the weapon and increasing the turret turn speed, and reverting the firing tolerance to a low value.

Units concerned and tweaks are :
Exodus:
- Firing Tolerance = 2 (was 180, very big mistake, increasing the problem)
- Muzzlecharge delay = 0.5 (from 2.5) = main problem
- TurretYawSpeed = 160 (from 90), this value has to be high so that the charge time doesn't stuck the weapon before it aims.

Omen:
- Firing Tolerance = 2 (one of the 3 canons was 100, for again a bad reason since it increases the issue)
- Muzzlecharge delay = 0.5 (from 2.5)

Tempest:
- Muzzlecharge delay = 1.5 (from 2.5)
- TurretYawSpeed = 60 (from 10...)

I think it'll please many frustrated Aeon players on water maps next season.
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Re: Fixed SAM projectiles+Oblivion ships

Postby Crotalus » 28 Mar 2013, 13:04

Isn't UEF SAM considered to be a bug that should be hotfixed? OK, the community didn't find it with balance testing but neither did the guys who changed the stats of the SAM in the first place. I mean, it should have been easily fcund if you yourself tested it in sandbox.

How much better will the Exodus accuracy be now? I hope it doesn't hit all the time now, there has to be some faction differences for the destroyers.
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Re: Fixed SAM projectiles+Oblivion ships

Postby pip » 28 Mar 2013, 13:27

Crotalus wrote:Isn't UEF SAM considered to be a bug that should be hotfixed? OK, the community didn't find it with balance testing but neither did the guys who changed the stats of the SAM in the first place. I mean, it should have been easily fcund if you yourself tested it in sandbox.

How much better will the Exodus accuracy be now? I hope it doesn't hit all the time now, there has to be some faction differences for the destroyers.


UEF SAM is not worse than any of the others. The overall balance for SAM is the same for all factions. They work much better against blobs, and not as well as before against fast single targets. With the fix, they would be as good as before against single targets too. Sera SAM will be slightly less efficient because it doesn't have homing missiles, but the tracking and super fast projectile mean it's better in some situations, for instance for taking down incoming spy planes and t3 bombers sooner if you build the SAM a little forward (they will only have some trouble with planes flying away).

As for ships armed with Oblivion weapon, accuracy is not changed, projectile speed is not changed, so it's still dodgeable, rate of fire is not changed. Just, the units will shoot 90% of the time in the right direction even when microed / moved away instead of currently 50% shooting in bad directions meaning that microed Exodus lose half DPS, and microed Tempest loses probably 80 % DPS... (better not move them sideways at all for now, just forward and backward).
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