#💡💬|Chat
1 messages · Page 3 of 1
How!? 😄
Ground attack orders are not actually on the ground
They are 1 pixil above
I think I'm missing this breadcrumb, I can't see how that makes this work 😢
So the missile isn’t sent to target the ground
It’s aiming slightly above the ground
Use missile trucks at max range and target the ground
You willl see
I'll go have an explore, looks fun
is ez
just shoot the transport
but it need a good angle
it firing, then wanna go touch the target but they couldnt then u create a loop
i also wanna try nuke the transport but it cant
such a shame, i can do lot of funny thing with that
Okay I get it, nukes, and related all work. 😅 And yes I had been following that widget, but now (when I realised juno could) I'm confused why it's needed as clearly the capability exists already.
Fatpanda always does the cool shit 🔥🔥🔥🔥
I'm really struggling to reproduce this little funtime 😦 can you provide more simple instructions for a lil 🦐 after a pretty rocket?
I can't seem to target the abductor with the Paralyzer
the command logic seem like they will cancel the atk order when theyre finish one strike, but unit can never finished one, unless is unit too. so they re trap it into a endless loop untill we cancel it.
also i finally know how to farm with butler
still need some blueprint but its finally automated
its better than air con
guard command is really really bad for farming
Turtles --> Reduce Speed, Increase Health?
More thematic, but also helps them fulfill a niche of cost-effective health for Arm
So, what do you guys think of the following situation and should this be changed?
Kinda deafeats the purpose of walls around geo if an allied thor walzes over them causing the advanced geo to blow up.
Walls deal splash? Interesting...
lol there's a bug report about this from like 6 months ago
but yeah the wall and ageo collision boxes slightly intercept i think because of the triangular shape or something
Good find Dulak 🙂 its reported here https://discord.com/channels/549281623154229250/1136724988427251773
Can we change the Hound Firing animation for the Gauss mode?
It shows a powder bloom at the end of their gun, which gauss guns don't have (magnet fired projectile)
I think it would be an easy change, and help players spot which mode the hounds are in easier
What about technical upgrades?
Also significantly improving existing units by upgrading them, but this shouldn't be cheap. The whole thing could be upgraded in a technology tree.
Then it is time to add this as experimental stuff 😄
Nope, BAR aims for a simpler design, no global upgrades like you'd see in SC2
theres enough complexity stemming from the crazy number of different units available
The Idea is that an upgraded t1 unit can kill an t3 unit
Instead of upgrading t1, here we just build moar t1 units until the t3 drowns and cpus cry themselves to sleep. (just the way I like it)
I make t1 and t3 at the same time
Tier 3 con and eco?
What about Warnings as Sound when metal or energy is los?
I would be up for a "low power" cnc style on some large cooldown, metal you want to keep low
Also YOU MUST CONSTRUCT ADDITIONAL PAWNS
kinda late idea but Red supreme isthmus with cherry blossoms and other pink/red colors for Lunar new year; would be a nice egg for APAC players
Exist an button to follow units with the camera?
On default it is t for track. On grid you will have to mess around with your uikeys.txt file. See keybind-help channel
you can type into chat: /track and /trackmode I bound them to , and .
bind sc_. trackmode```
What's the difference between track and trackmode?
One enables and disables tracking on your selected units
The other changes it between Single, Average and extents modes - have a play see what they do you can do it w/o binding the keys just using the chat cmds
the ragnarok, calamity and starfall needs to count as t3 for when t3 gets disabled since its basically t3 fighting t2 when t3 is disabled currently
It costs less E to shoot a Thor than a Starlight. >_>"
350e Thor uberzapper9001 ; 1000 e Starlight tachyon
Makes sense the Thor just has a dozen pawns inside rubbing their socks on carpet
Watching these ~60 player games is cool, wish I could have participated in any of them, but unfortunately they're all at bad times for me when I can't play. One thing I'd like to see fixed (the setting) and would be cool as a big 30v30 is a Cortex only vs Armada only fight to see who reigns supreme in a huge team battle.
Cortex. It's cortex. No contest.
unless the map is flat then just maybe arm lol
The arm players all go janus and do a big skirmishing circle like the Mongol horse archers would
Us on the brightworks stream who just managed to convince floris to do allow us to create some chaos
Small Suggestion: increase the travel speed of the Core Wasp munition. The Wasp is a great unit, but it looks like an AA weapon travels faster upward than a missile being fired downward.
While there can be plenty of reasons why the former is faster than the latter, it looks "incorrect." Further, it can be a little frustrating to lose a Wasp to an AA munition that is fired from a unit that is just about to take its final Wasp missile and die - but if that Wasp missile traveled slightly faster, it would have killed the AA unit before it got that final shot off.
In expanded units, Arm counterpart to Quad Guard should be Beamer-er
Beamest
Cortex spybot - remove stealth and emp, but give it behemoth hp lmao
Invincible little dude running through a base attracting all the friendly fire, lol.
Lol yeah it'd have to be manual target only or something to not be more useful as a frontline.
Instead of stealth, it's got the Somebody Else's Problem Field Generator
You could easily deal with it's massive health by just reclaiming it, unless it had an insane buildpower cost.
is there a 50x50 or map bigger than 32x32 in the works?
i imagine a 50x50 all the way up to 100x100 would be an entire diffrent level of gameplay if 1v1 up to 10v10
no and any map past 32x or 32z looks horrible
and the pathfinding system we use cannot actually cope with maps that large unless they are flat and stay flat
each movedeff has a quad limit of 500k and medit already exceeeds that limit on most of the movedeffs by about 40k
damn that sucks tho flat wouldnt be bad tho
The "disgarded" tag in suggestions is spelt wrong. It's bugging me.
Disgarded, like when Odin was exiled from asgard
Yes. Yes, this is a divine land and we will thrive. We will rule over all of Asgard, and we will call it... Disgard.
Damn wasn't familiar with BAR lore.
ik it wont be able to happen on the current engine but will there be a future engine that would allow larger maps be used
no that isnt the isssue
each quad intersecption and branch ism its own cost
and it doesnt care about movedeff size
PRs welcome but i doubt that will happen anytime soon
especially considering that there are other issues aswell
and the 500k quad limit is alreay being surpasedd on maps like medit
He's saying that if you halved the scale of everything, maps would effectively double in size.
that throws out a key number of assumptions in the engine afaik
movement code in spring/recoil is known to be very special in general with how it has to work
I did it for E&E. It's doable, just a lot of work. Also unnecessary, since giant maps already push BAR's balance off a cliff.
and afaik halfing the resolution comes with precision issues that qtpfs is still trying to resolve
btw qtpfs does actuallly try to make as large of branches as possile before having to resort to making multiple intersections
each quad represents some scale of 8 elmos of distance times the size of the each branch/quad
If the tier 2 windmills in the experimental unit roster are developed further, I suggest that the tier 1 construction units get to build them as well/instead of the tier 2s.
My argument is their reliance on wind, build time and resources/durability don't really justify them being on the same tier as the fusion powerplants, they're more comparable to the basic geothermals
They are better than fusions in e gen
And on cost by a lot
...how the bloody hell did I miss that? I thought they were about three times a windgen.
A map with a max of 25 makes t2 wind gens op
except it's less space efficient than fusions
Some reason I thought it was a stopgap between the tier 2 fusions and the normal windmills. Same with the advanced solar gens.
more like alternative, like T1 wind is to T1 solar - map dependent
when are we going to be able to set the ai to be able to play as legion?
When Legion no longer is a modoption
considering the epic bulwark and pulsar are double the size of the basic one how much bigger is the epic bastion gonna be considering its bigger than the epic pulsar and little bit smaller than the epic bulwark
i ask cause i dont think ur gonna add something as big as the rag or pawn launcher tho idk cause im not on dev team or anything like that
comparison for most of them just not the normal bulwark
Ehehehehehehehe
"Dont talk to me or my son ever again"
inb4 Mini Bastion
Give the Ambassador/Negotiator tracking when firing at ships, an an anti-ship firing mode with 2000 range. The navy units dominate any game that has water.
that might be a good idea
what I'd like for t2 rocket units is a way to make them ignore fast moving units like scouts, which force you to babysit them on hold fire to make use of them without wasting tons of shots of stuff they have no chance of hitting, would help with the Shiva rockets too if they ignored scouts
i dont think they want to add something zero-k has considering bar is very micro intensive unless ur like me and dont care and just mass produce or defend lol
armada sea / cortex sea actually in a good spot now, at least t1
cortex t1 easier and better on more chokier maps, armada t1 better on open sea and at high skill cap
for t1 i think armada is slightly stronger but thats cause straits has land eco... not tidals only
arm core units: skater eel destroyer (optional dolphins) + commander
cor core units: frigate destroyer + few supporters
t2 arm has weaker battleship and i think weaker fast sub
so they are disadvantage unless you can get t1 advantage and go 1 battleship flagship or something
you need a huge reclaim / economy to do that tho. it's a lot even for straights
flagships seem pretty good to me now. They have weaknesses (torp bomber, getting surrounded, slow impact on only a part of the map, scout and push/kill the lab), but they have big strengths that they can fight the sea and bombard with the same unit.
arm battleship need like range 880->930 and 8900-->9400 hp
That basically means that only a sea player can beat the sea player.
The ground players are completely powerless against the sea players, there's no T2 coastal defence or ground units that can hit the flagship.
That's not true
I'm pretty sure the t2 artillery in supreme commander outranged t2 ships, trying to defend against the sea was still hard because they were really strong but in BAR the ships have the longer stick than the static defence and every ground unit.
I tried they are abysmal
The T2 artillery simply isn't effective enough.
If you have 6 of them up on the ledge in supreme istmus you still don't control the sea
The enemy fleet can just move and dodge their shots
Or move quicker than they can track the targets
Or get right under the ledge and be unreachable for them
They need a big buff
So it's not that there aren't any, it's that they aren't good enough. That, at least, I can agree with.
Actually I feel like the t2 arty needs a buff
More tracking, faster projectile and wider AOE
Currently they just suck
You'll butt right against the sacred cow of explodium eco doing that.
I tried playing the ledge artillery in Supreme Istmus, it was a disaster every time.
The enemy armies can just outrun their tracking
The fleets can outrun their tracking too
And even the poor Frontline players can afford to bubble up
That's why I didn't suggest more DPS.
They need to be more effective against the moving targets, such as the fleets or the enemy armies
Faster tracking and projectile wouldn't make them better against the bubbles
the answer is gangbang the sea battle when it's close
not when they bring a flag up
or later on, going full t2 air is strong
equal cost of anglers like 90% kills a battleship in ONE SHOT
sneaky pete + dgun if they greedy
if you have superior eco, send titan/jug to push them
bomb / amphib / plat rush their lab while building flag
or push
build LRPC to shoot their lab or build power
the answer to beat flagship is ignore sea win elsewhere with say marauders or thor push
and think ahead of time and build way back
if your sea could lose
flagship take a minute to walk and like 5 minutes to get value, and they don't threaten the whole map
and they take vision to spot targets, aa to protect them, and apm to retarget
20 anglers can snipe flagship too
adding area attack to all towers some wont get good use out of it but the best one would be the pitbull and rattlesnake so u can make areas of ambush without them shooting at max range and then the other team finding out about it
or like setting a maximum engagement range of course within the range of its max is more what i mean
i doubt this suggestion will happen but making a shorter long range artillery that can be used like the rattlesnake just not pop up for front heavy defensive arty just not as much range as the ones its based off of
what the defensive arty looks like to me is light medium or light heavy (T1 arty) light medium (only pitbull(debatable) medium (both pop ups) then it jumps to back line long range that if put up front is too dangerous of a cost to put there for pvp or raptor pve and they for the most part will just attack radar targets unless u tell it where u shoot
Something in between thats just a heavier hitter than pop up to fill the gap would work for gameplay for the transition
another thing that would work is upgrading what i suggested into the long range in game
1/3rd, 1/4th or 2/5ths of the range of the long range in game taken off would work for it
also i thank u for doing the suggestion i put to split the disable on the lol canons and normal long range
if u count the mini Ragnarok or mini calamity for arty thats more like saturation arty so medium or light heavy
also im going off of
light, light medium, light heavy, medium light, medium, medium heavy, heavy light, heavy medium, heavy, super heavy
lol cannon might be one of the last 2 not to sure but im suggesting a heavy light or heavy medium or medium heavy depending where u would classify it
also heavy medium to me would be epic pulsar and bulwark and the long range is medium heavy or more like light heavy
also lmk if im giving to much suggestions i dont want to get in trouble for talking too much
new discord role Juno enjoyer
another suggestion for experimental option for those want it is night time and view range being where the bot is looking with lights or nvg or something like that
Night time stuff is being tested, thread in #🔆|graphics . They needed more data and opinions or something
i dont have access to that lol but thx for lmk
Yes you do, just go up to channels and roles and give yourself access
i been looking for the roles chat i cant find it so i thought yall didnt have one
thx
experimental option suggestion. to make shields wider but less long or just overall bigger or smaller
Mulling things over I think this is what threw me: the advanced solar are from standard construction units but the windmills are tier 2. I know this might be controversial, I'd be much happier if they were parrallel to the advanced solar, but less effective (and expensive) than they are now.
Are any conclusions coming out of the balance survey? Any units standing out in particular of being a target for the nerf hammer?
why nerf just make everything strong
That’s litteral power creep
ik
i feel like this would be a good idea for a map
tug of war map but more extreme than normal maps tho take that how u see fit
im thinking very limited and very rich medal nodes in basically a line from one side of the map to the other for 1v1 or team
Sounds like speedway Colorado to me
That's not tug of war if one side gains momentum with their push, would just tip towards one side and then be a steamroll
Legion should get quadcopters with little gatling guns change my mind
Thinking that factories should gain experience for consuming a certain amount of resources. Maybe their buildpower increases with experience?
can we have "water is ice" toggle in contrast to "water is lava"
Uhh, that'd be a bit harder to do since that'd require changing the ground texture, tho you can just flatten water level with
!bSet debugcommands extremebelow 0 0
* writing from memory, and am dyslexic
Can we do this actually, no faction has a helicopter
I hope someone makes a version of glitters that is twice as large for 16v16
Could the opening time of the t1 cor bot lab be decreased? Not for balancing reasons (i dont think that 1 second really matters), it just feels clunky imo
it does matter xD extra 2 seconds
cor metal mex builds slightly slower, bots build slightly slower and walk slower
it all adds up
not being able to see through building would be balancing
delete all that glitters it's ugly
Were you not here for April fools, this one guy spent 9 hours complaining
I'd do it again too
is there a reason audio files are .wav and not, say, .mp3 or .ogg? (which afaik is a lot more compact)
like the sounds/voices folder is 208MB and it'd be smaller with a better codec. Is it because it's easier to decode wav files from in game?
idk but we can only use .wav for sound effects right now
ogg/mp3 only works for sound stream which is used for music
maybe there is technical reason for it
Would it be difficult to add the "total command delay" to the "advanced player list" where the current number of fps, game time and time is also shown? it would be easier to understand when you are suffering from lag.
probably not actually a good idea, but could be cool and/or funny if you could pick up energy converters to use as bombs
website QOL suggestion: each unit page on the website has a a compare unit button, where when you click the button, the currently displayed unit is already selected
This would also increase the usage frequency of the compare unit function 😄
I have a suggestion
Would it be too powerful to have a switch on the plasma shields to block rockets or plasma shells but basically there can only be one setting for all so not to build 2 and have them block everything?
Ah I see where teamplay could wreck this
Id say increase the exploiter range and make the damage the same as a normal laser tower
did the sharpshooter get mega nerfed
Wdym
Their last nerf was in 2022 with a fairly big speed nerf
2 months ago i saw 5000 damage with 2x damage and now its 500 at 2x damage
I’m going to guess that a tweakdeff was in play
Or some mod option
Afaik snipers didn’t recieve an official nerf unless I completely missed it
Tweakdeffs are mods to the game btw
i play with friends and i host and i dont remember seeing that anywere
thx
my settings ar 1.5 range on visual radar and attack and 2x build range and 2x damage
other than that i dont change anything
been that way for at least 10 months at this point
We have WarHigh and WarLow music, why not WarSad for when we get nuked (triggers when your economy is sent to the stone age)
lol.
there's GameOver
too bad we can't really reliably determine if it should play victory or defeat music
so it's just game over
Would it be possible to add a bit of meme stuff into the game.
For example, adding a Cannon which fires plasma balls but absolutely looks insane when shooting (thicc bullet or big crater)
The suff seems like its always small bullets for stuff like the Armageddon or the calamity and also the basilisk
Or something like a starwars bullet type thing into the Pitbull or the Scorpion that has a light source effect
And lastly eye candy on the Mexes which glows the color if its on and not glowing if its off, the spinning propeller is very blended in with the texture...
Would it be possible to add a bit of meme stuff into the game.
Calamity is not meme enough for you?
Shooting acorn sized shots...
Overall this game is AAA in my opinion
widget:Gameover(winningAllyTeams)
https://springrts.com/wiki/Lua:Callins#GameOver
Yea this one is terrible
Or at least was these few years ago i've tried to use it
In what way? Does comparing the winning allyTeamID against the player's allyTeamID not work?
winningAllyTeams was very unreliable iirc
giving wrong IDs or no IDs at all
i don't really remember
but it was giving very random results
I have some vague memory about encountering that same issue in replay parsing
I think possibly due to the same reasons statistics data in autohost replays were also completely scuffed, which took me an embarrassing amount of time before I realised why
which is because the autohosts are spring-dedicated.exe, thus aren't simulating the games, so game statistics can't be known, and winningAllyTeamIds is part of that same statistics data iirc
fortunately I believe a GAMEOVER packet gets sent which does contain the correct winning team iirc
well i believe we could figure out who won in some other way
but i didn't dive into that far enough at that time
we just decided not to do win/lose music
The awards screen says whether you won or lost, how is it doing it?
Does it though? 
Except for the ferrit i think all cloaked turrets should have a settable ambush range to go along with there cloak cause in order to do that as of now u gotta micro it and u cant really do that all the time
pitbull and rattlesnake
The new chev icons are harder to see, lower contrast
I feel like a ratio M/E would be an interesting stat for the website
i got some suggestions for the long range AA
legion being a big heavy railgun that shoots something like what the German static gun aa shoots basically solid shot that releases basically bird shot when it gets close to the air target
armada being the weakest of the long range AA but being able to cloak and having the most range
cortex being a good bit bigger but shorter range than the others but hitting way harder
for most guns there should be a different type of round u can set it shoots (example: vanguard shooting AP/APHE for other T3 and units and HE for factory's or T1 unit spam)
armadas t2 wind turbine needs cloak change my mind
Build variable E generating unit with static E cost to upkeep? sounds like a sisyphean disaster
maybe we should have drifting sea buildings
just like wind, there's sea current, and it influences boats
and floating buildings 🙃
No bc then the core t2 wind would need guns or a shield
bring back filtering by OS on the replay website 💀
can't you just ctrl+h find and replace TS for OS 
Do you guys have any opinion on the usefulness of arm t1 bot Centurion?
I feel like its useless, even in his supposed anti swarm role can only deal with ticks
- its slow
- everything outranges it
- doesent even have high hp: for 1 metal it gives 5.9HP, the thug gives 6.9
give centurion the grunt torso rotation treatment
id give it +1k hp
I don't think that actually solves its issues
at least it can take the punches instead of the others
but that would be a cortex-themed unit
hp to bp ratio is ~0.4 for mace, 0.37 for centurion, it's pretty close in that regard
compared to a stout: for more metal, energy, bp
you get less hp, speed, range
only get more dps (and accuraccy and dmg fall off): that you cant use, because everyone outranges and outruns you
i really dislike the current bot vs vehicle matchup
i play a lot of glitters these days, its a lot of 1v1 and 2v2 matchups
once the front accumulates 1k+ metal in units, bots fall off
they die 1by1 while vehicles are repaired and the veh player simply eco-es off his advantage
Centurion compared to stout isn't a very good comparison.
One is a hitscan laser firing bot with bot movedef that can single-handedly kill a com with good micro and can deal with packs of grunts while the other is a tonk with inherent veh weaknesses and a plasma weapon which can and often does miss things until you have a large blob.
I wouldn't mind seeing centurion get a buff/change but I don't think comparisons between centurions and mbts are going to help anything.
A small nudge to centurion could easily push it over the edge straight from alright unit to op.
Cent is good at finishing off those last few hit points, drawing fire, and if you have a large enough army size advantage over the enemy, can help push faster by taking hits and dealing damage.
Cent is a good unit, if it could get the grunt torso treatment that would be amazing but would probably make it insane vs commanders. Now this is a bit of theory crafting, but it might help enlarge flanking bonuses by being near the ends of enemy forces, and closer up meaning a larger angle bettwen it, enemy forces, and your main army.
I'd actually love if Cents were emp resistance / paratroopers so they would at least have a niche as drop units
Aside from that, they only feel kind of ok in narrow bot lanes, used as mobile LLTs
I feel like paratrooper cents would be disgustingly good, a bit of emp resistance might not be bad though as long as it's not to the level of Sala.
There was never filtering by TS/OS available on BAR replay site, we can't "bring it back"
Damn... That would explain things... But uhhh I thought I was able to do that before, maybe I am hallucinating.
The thread that went furthest on this topic: https://discord.com/channels/549281623154229250/1148368837054566490
and yes, you are indeed right, it was working a very long time ago (I'm not gaslighting on purpose :P), like before early 2022 maybe or something like that. But it's not easy to fix as Jaz explained there.
com drop means they don't work anyways
they would be reasonably dealt with with no preparation
You can kite a com with cents though
$whatwas centurion
Centurion used to be called Warrior
Ah okay
is there a way to make wrecks harder or impossible to destroy? imagining a mod that's basically rugby with a behemoth where only one spawns and teams try to push it into other end zone
