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  • 386 Topics
    9k Posts
    maudlin27M
    Re Q2, sucks to see the bubble shield nerfed so hard for what already was a unit I'd rarely see. Using mass costs for simplicity, before it was 7600 mass (2100+2000+3500) for a 55k shield [i.e. 7.2 shield per mass] that would (when discharged or down) regenerate at 256 health/s (150 when up). Now it's 5200 mass (1700+3500) for a 22k shield [i.e. 4.2 shield per mass] that would (when discharged or down) regenerate at 200 health/s (160 when up). As a comparison, Sera T3 mobile shield although significantly smaller, benefits from far better speed of 4 (2.2 for the SACU), and costs 720 mass for a 10k shield [i.e. 13.9 shield per mass] that when down regenerates at 250 health/s (133 when up). In terms of potential value from a UEF perspective, a percy gets 5.6 health per mass investment; granted this shield protects from aoe damage, but at the same time it also takes damage faster because it's easier to hit with indirect projectiles (far more so given its size compared to other mobile shields). Before the shield was so high in health that it could both be used as an alternative for base defences in some scenarios (e.g. I found it made a good tele defence for smd/arti/game enders compared to static shields where a SACU could teleport in and its death explosion could kill the static shields), and was an option for covering slower attacking units with the defensive buff justifying delaying the army a bit. The shield would recharge painfully slowly and coupled with the slow SACU speed it was difficult to get continued value from them (compared to mobile shields). Now it feels like that's been made even harder - it still has the really slow speed compared to other mobile shields, but no longer has the high health to compensate. It's also (vs single target damage) more efficient to just get percies vs getting a mix of percies and shield SACUs. I presume the intention is therefore for it to no longer be used primarily as a shield unit, but instead as a hybrid combat-shield unit, but also one where the increase in damage spill means it's worse in numbers (with its large shield size harming building it in larger numbers disproportionately compared to the other mobile shields, since it's more likely to overlap with other shields; the bulwark would be a useful counterpoint for where a high shield size can still work, but the bulwark is significantly faster and the shield size so large it doesnt need to be on the frontline). But if it's only intended to be built as a single unit to support an army, it then works out even more inefficient unless the gateway was being built for other SACUs (maybe the wider SACU changes mean it would be). So I expect I can still use it for teledefence (cheaper vs SACU tele, weaker vs tele-laser), but other mobile shield uses for it feel much weaker. Appreciate you primarily wanted in game testing, whereas I usually approach things from a more theoretical 'if I had the apm to use this unit however I wanted, what use cases can I see for it', since I can then both have my AI apply those use cases, and use them myself as a player occasionally. However I'm really struggling to see how I'd be better off building percies, a gateway, and 1 or more of the bubble shield units vs just building percies (given the shield gives less health than the percy), Also just checking how things compare at the t2 mobile shield stage re shield health vs combat unit health, t2 mobile shield gives 3k health for 220 mass (while being fast moving and recharging much faster). A pillar gives 1500 health for 198 mass. It's a similar story for othuums - i.e. T2 and T3 mobile shields give significantly more health per mass invested than an equivalent combat unit, compared to the new bubble shield SACU which gives less (so maybe its combat potential makes up for this, but then it's less of a mobile shield than before, when the rationale for the change was that it was being rebalanced with mobile shields in mind?)
  • 33 Topics
    603 Posts
    CrofisC
    @Deribus 3 years and still no implementation? Keep it up harder then! XD
  • This topic is deleted!

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  • Why do so many things have friendly fire disabled?

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    IndexLibrorumI
    And as we're not going to get anything else constructive out of this thread, I'll put a lock on it before it devolves further into namecalling.
  • Aeolus chat settings

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    Brutus5000B
    You can look up all the different settings in our IRC config: https://github.com/FAForever/gitops-stack/blob/83d63bde50b59bdb9eb06fe63adc1680aeca755c/apps/ergochat/config/ircd.yaml#L953
  • Replay Desync

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    Brutus5000B
    This is exactly what FAF is doing. Your local replay stream is saved locally, and the "consensus" replay is saved on the FAF server. "Consensus" means that this is the replay that matches the majority of the players still connected.
  • Co-op Feedback

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    ipconfig-releaseI
    @saver said in Co-op Feedback: @deletethis I don't know that the missions can also be played offline. Thanks for the info. This makes certain tests easier. I cry everytime I wish the FAQ section could be highlighted more somehow
  • wave mods

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    L
    If you have replays, where the game locks, but the ui is still active, there is a thread where some people are discussing. https://forum.faforever.com/topic/7980/game-getting-locked-up-in-infinite-loop/7?_=1722726098437
  • The final farewell.

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    EezyvilleE
    o7
  • did the name change time change?

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    F
    no
  • "Supcom On My Mind" Video by Syndicus

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  • Seraphim language, unit names.

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    speed2S
    @tankenabard https://youtu.be/JGQNCS6WU3w?si=urJ1ncw9C0n8ix0g&t=2021 33:41
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  • ASF Micro

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    N
    This is about 0-75 ASF where micro is still possible without overkilling everything (stop command after that). Btw landed ASF are a brutal opponent since they will always get behind you flying into them, so you could sandbox vs that. Sera/Aeon > UEF >> Cyb in terms of ASF DPS quality (Cyb can easily overkill due to low muzzle velocity, UEF can overkill due to firing 2 shots). If you can win with cyb vs landed sera 100v100 head-on its probably extremely good micro. TL;DR: shift-g your asf to a move order nearby and behind them a bit before your cloud touches the enemy's. Turnrate and speed try not to overshoot the target by slowing down when approaching the target. So to maximize turn rate you need to keep the move order behind the ASF and reduce your speed by placing the move order close to the ASF (but not too close, they do not start a turn within 5 distance of the waypoint). Keeping your speed low allows you to turn in a smaller radius because turn rate is constant. Normally when you right click the game issues a formation to units, which means your move waypoints are actually spread out over the entire formation instead of onto one point (do the 3 console commands dbg navw dbg navp dbg navs to see navigation info). To get more control over your ASF you can shift-g every move order so that the waypoints go onto one point like you want them to. The "every single move command" part is easy because you only need 2-3 move commands to do a 360 degree turn, since there isn't a very high max turn rate or high damping on the turn rate. ASF formations were changed to be more spread out 2 years ago so you can't get the ultra tight formations like in ZLO's video. Shift-g makes tighter groups than what's in the video (because it has no formation). Watch out for cruisers/flak/sams when you do that of course. Imo shift-g makes ASF clouds survive better vs enemy ASF micro'd or even stopped, but nobody tested this idea. Getting good turns is about timing (0.5 s command delay + turn time) and clumping ASF so they actually obey you. Basically want to get the turn finished right when the enemy ASF pass by you, so you start the turn a bit before the clouds touch in my experience. Clicking in front of the enemy ASF is wrong, it doesn't maximize your turn rate or minimize speed. Your move orders are just a tool to get your ASF to move in the correct position and orientation, they don't guarantee a good result if clicked on top of the enemy (it just doesn't make sense). I mentioned ASF don't turn within 5 range of their waypoint, which can explain why large formations suck to move but also allows for a cool trick where you just hover ASF and get 500 DPS shooting at enemy gunships/T4s/strats.
  • Username rules updates

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    GiebmasseG
    Thank you for the constructive feedback and discussion. We are proceeding with a three month rename interval for now. We will monitor the situation for its impact and adjust if necessary. If a technical solution is implemented widely in FAF communication mediums (e.g. similar like discord unique handle), that allows better identification of players, we see no issue with going back to shorter rename periods. Regarding the rule on similar names, the wording of the rule is as following: Usernames that impersonate others or are visually identical to other usernames, for example by exploiting visually similar characters, are not allowed.
  • Did you guys remove my ability to change avatar?

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    SpikeyNoobS
  • Why do unfinished units/buildings ctrl k in FS games?

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    C
    I can confirm that this has happend to me several times with T3 HQs T2 and T2 Pgens and exp.
  • Antares Unit Mod - artillery pieces broken to varying degrees

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  • New Map Generator Options

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    S
    That is exactly what I was looking to implement. Sweet
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  • did we loose player ratings?

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    G
    In multi-player games, you can't tell who the strong/weak opponents are? You normally play differently based on where the strong/weak players on each team are. I think that the gold/silver/etc system is really just a measure of how much you play rather than how strong a player is? I would like to have the ratings visible in-game. Having strong/weak players be disguised will make for worse games I think.