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  • 393 Topics
    9k Posts
    N
    Buff brick DPS 295 -> ~304, returning 50% of the DPS it lost after the last nerf (down from 312.5) because: the nerf's goal was to make brick weaker vs Percy, and now Percy is strong vs brick, so there is space to buff the DPS the nerf's goal was to make brick weaker vs othuum/harb, and while in a 1-unit-composition matchup this nerf made it more fair per mass, the brick needs to be more unfair because their lack of shields makes sniper DPS and Ythotha AoE very strong. Their stats also struggle to beat GC/ythotha + harb/othuum compositions a bit too much, which makes getting Megalith too difficult. Monkeylord is not good against GC/Ythotha at all, so mega is required to fight those T4s efficiently without just winning hard in T2 and getting an overpowering army at later T3. Add the Pulsar, which is the unreleased cybran T3 long range anti shield unit. It was wanted by old balance team, then it got delayed and eventually canceled by Rhaelya looking for an alternative solution before adding new units. Since no alternatives have been proposed and I don't see what would work better, I think the unit should finally be added. It solves the shieldless arty's low DPS against snipers and the struggle against mid-late gun coms that OC all your bricks if you try to attack anything while easily tanking with shield upgrades and mobile shields. Make firebeetles jump at enemies. it looks cool and fits the theme makes them hit in the middle of unit clumps more consistently, including on attack move/attack orders. reduces pathfinding needed increases their effective attack range The jump range in my prototype is around 5, which is the current detonation trigger range, and is small compared to any gun (LABs have 14 range). I think after the last nerf beetle is pretty good for gameplay but is a little weak because it dies very easily, especially at T3 stage, if you don't have basically equal unit counts and are in range to tank for the beetles, so that's why I'm interested in trying this new mechanic as a straight buff.
  • 33 Topics
    603 Posts
    CrofisC
    @Deribus 3 years and still no implementation? Keep it up harder then! XD
  • UI scaled too far

    uiscale
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    E
    My problem is exactly the same as Looper's. If you think so, I can make another thread
  • problem to connect to Faf

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    O
    I had the same problem but its fixed now (Good Job Cybrids Missionforce Cyberstorm)!
  • are there 40+ years old FAF players ?

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    39 Posts
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    O
    @gnaag Yes!
  • What can be done to make 1v1 more popular?

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    39 Posts
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    O
    DUDE I WANT TO PLAY BERMUDA LOCKET AGAIN OH MY GOD I CAN'T EVEN IMAGINE ALL THE GOOD GAMES I'VE BEEN MISSING OUT ON IF BERMUDA LOCKET WAS THE ONLY MAP I WOULD PLAY FA EVERY DAY JUST SO I CAN ENJOY THE IMMENSE DEPTH OF GAMEPLAY IN BERMUDA LOCKET BERMUDA LOCKET ISN'T JUST YOUR TYPICAL MAP IT COMBINES LAND AIR AND NAVY FOR THE ULTIMATE VERTICAL SLICE OF THE FA EXPERIANCE WHEN I PLAY BERMUDA LOCKET I PLAY TO WIN I KNOW MOST CAN'T HANDLE THE FAST PACED HIGH IMPACT GAMEPLAY THAT BERMUDA LOCKET CREATES ONLY A STRETEGIC MASTERMIND HAS WHAT IT TAKES TO UNDERSTAND THE SUBTLTIES OF BERMUDA LOCKET AS THE GREAT MASTER SUN TZU SAID WAR IS WON ON A SOLDIERS STOMACH IN BERMUDA LOCKET THE REAL WAR THE REAL SOLDIER IS THE ENGINEER BERMUDA LOCKET IS WON BY THE COMMANDER WHO BETTER UNDERSTANDS THE NEEDS OF THE SOLDIERS AND THE RED ROCKS ONLY ENGINEERS FED ON A DIET RICH IN RED ROCKS WILL BE ABLE TO SUSTAIN THEMSELVES FOR THE BATTLES OF BERMUDA LOCKET WHEN TWO SOLDIERS ARE EVENLY MATCHED IT IS SAID THE SOUL IS WHAT MAKES THE DIFFERENCE AND THE RED ROCKS ARE THE SOUL OF BERMUDA LOCKET ONLY THOSE WHO HAVE ALLIGNED THEM SELVES WITH THE WAY OF THE RED ROCKS OF BERMUDA LOCKET WILL SUCCEED FOR THEY ARE THE VITALITY OF THE SOLDIER AND THE VITALITY OF THE SOLDIER IS THE VITALITY OF THE COUNTRY
  • How is FAF doing?

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    DeribusD
    It was removed because backend changes over the years meant that tool didn't work anymore, and nobody wanted to make (and maintain!) a new version of it.
  • This topic is deleted!

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  • Why do so many things have friendly fire disabled?

    Locked
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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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    3 Posts
    251 Views
    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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    11 Votes
    4 Posts
    595 Views
    EezyvilleE
    o7
  • did the name change time change?

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

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    4 Votes
    1 Posts
    201 Views
    No one has replied
  • Seraphim language, unit names.

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    speed2S
    @tankenabard https://youtu.be/JGQNCS6WU3w?si=urJ1ncw9C0n8ix0g&t=2021 33:41
  • This topic is deleted!

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  • ASF Micro

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    593 Views
    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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    -2 Votes
    8 Posts
    516 Views
    SpikeyNoobS
  • Why do unfinished units/buildings ctrl k in FS games?

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    10 Posts
    851 Views
    C
    I can confirm that this has happend to me several times with T3 HQs T2 and T2 Pgens and exp.