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  • Announcements regarding our community

    55 Topics
    127 Posts
    archsimkatA

    Matchmaker Pools March 2025

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  • The real competition starts here.

    204 Topics
    6k Posts
    CunningfoxC

    Hello. Sign up CunningFox 1770, solo. Thanks

  • 409 Topics
    5k Posts
    M

    NVM i found another way 🙂

  • A place to talk about whatever you want

    1k Topics
    24k Posts
    N

    I really don't see the problem this is solving at a high level of play.
    T3 engineers consume 18-20m/s for T4s/nukes/arty, and 24-25m/s (30m/s Scathis) for game enders. So a huge spending of 800m/s requires around 32 engineers in one place to build something meaningful. I don't think 32 engineers is so difficult to manage that we need engineering stations, especially for a one-time thing like an artillery/nuke/game ender rush.

    That covers large projects, so now we can look at smaller projects:

    Economic structures: Mexes build super fast, so no pathfinding issues there. T3 Pgen/Fab grids are a great option if you have to spend lots of mass (as opposed to T2 fabs), and they average out to 20m/s per engi, which is plenty enough for the time when you will be building them: when you are just building up your eco past T3 mex. And late game when you have a huge eco yet still want to expand it the fab grids you can split into just two or three groups. It'll be safer and is easy to do. Also since eco takes up so much space, you'll need an unbalanced amount of buildrange to make the engi stations good here. PD/Defenses: These things are already very strong and fast to build, removing pathfinding will just make that easy to do on a large scale, which is not a good thing since it buffs a boring and already decent strategy. This also nerfs artillery a massive amount because you can pretty much always near-instantly build a shield anywhere in your base as long as an engineer is nearby. I think artillery is already quite weak and easily countered by proper shielding, so this nerf is unnecessary. Factory assistance: This is one thing where engis can be problematic, because units require a ton of buildpower and engis slowly get into a formation around the factory. It's resolved by the "interrupt pathfinding" hotkey, and you can write a UI mod to run that hotkey when giving an assist order (GAF did this)/the engi comes into range. I personally spam the hotkey all the time when assisting/building so I am biased against engi pathfinding issues ("32 engineers is not hard to manage").

    I'll also agree with what FTX said on Discord which is that it makes the game into an all-or-nothing situation because there is no way to run the buildpower away to save it (a nuke would be devastating), but it is also much harder to attack buildpower.

    As for engine limitations, yes it isn't possible to filter nukes/SMD, and I don't think you can make it so you can only reclaim allied units.

  • 3k Topics
    15k Posts
    JipJ

    It is replaced with the Context Based Template feature. Primarily because of performance reasons, but secondary it is also more feature rich and less 'accident' prone. It's by default assigned to the tab key. Try hovering over a deposit and hit tab, then try again with a tech 2 engineer and hit tab twice!

  • For people who want to add more stuff to FAF

    563 Topics
    7k Posts
    maudlin27M

    v212 Update
    15 changes, including:

    Various fixes and improvements to how M28 plays the enemy AI on Black Day (including no longer having the rally point for air units based on the AI's start position if that location is in range of enemy cruisers), and fixing some errors on campaign maps more generally. Fixed a bug with bombers that meant if bombers were getting more kills than losses they'd avoid enemy units with ground based anti-air. ASFs should no try and protect strategic bombers as a priority target Fixed some issues that could cause short ranged units to suicide into longer ranged ones on land.

    Acknowledgements

    Vortex - QUIET replay Samofflive – Replay and highlighting a bug with M28’s SACUs in campaign
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