The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

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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
  • World map? Risk style?

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    R
    @innomen I made a variant of Dirt-Dan's Pacific map (with permission). It has been modified to work well with AI, fixing a number of pathing issues. It is an adaptive 16 player map, and can be played as a regular map with no AI. SE Asia is the resource capital of the map, but difficult to defend. China and the US both have fewer resources, but much more defendable. At 40km, it does play a bit long. I might make a 20 km version for playability speed. There are also a variety of Europe and World maps in the vault. Though anything over 40km, the board game Risk might actually be faster. If only there was a DefCon mod for Supreme Commander! Would make that 80km world domination map playable.
  • This topic is deleted!

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  • Multiple lags and Freezing (only lasts like 3 seconds)

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    Z
    could be network (use ethernet not wifi) could be internet (is CGNAT turned off at isp? it should be) could be slow cpu most likely one of those, maybe some other unusual thing
  • Solving the problem of keeping noob allies alive and active

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    D
    A little off topic, I played the game many many years ago not at any competitive level, just having a blast building defences. But we all knew the vanilla game would lag hard late game. Then literally last week stumbled on FAF and wow its amazing, even tried BAR but it has nothing on FAF. Now getting to my point, noob player doing some multiplayer, everyone was super nice, helpful and we won. I know there is a skill gap but educating us noobs really does help to bridge a large gap and make the game more enjoyable for all. Make the game welcoming for newbies, grown the player base and keep this community thriving in a positive attitude manner that I've come to see.
  • This topic is deleted!

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  • Changing the Meta

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    Paradox_of_WarP
    @thewheelienoob a noob shouldn't be giving out pro tips smh
  • Faction win rate?

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    N
  • "opponent AI on"

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    JipJ
    @sheikah said in "opponent AI on": Is that related to the functionality that I think FAF added for having an AI take over an opponent when they disconnect? No, that was managed via Lua. But I'm not sure if that is functional.
  • DualGap Adaptive needs to be given to the FAF community!

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    JipJ
    That appears to be a decent good-first-issue for this topic: https://forum.faforever.com/topic/7808/looking-for-new-client-maintainer/1
  • Area reclaim will not be coming

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    Karl-K
    Never used the area reclaim feature but it seemed like a cool idea, unfortunate that its not possible to implement in the way the devs wanted
  • Call for Volunteer: Map Editor Development in Unity

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    BlackYpsB
    Nice to hear from you! Maybe we can go over some changes together so I can learn how you would go about doing them? You can find me on discord, then we can schedule a time that fits for us.
  • This topic is deleted!

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  • Why does everything suck so much right now?

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    Brutus5000B
    Before the moderation gets flamed again for abuse of power I will close this thread as a neutral person here.
  • Client Problems

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    phongP
    @mostlostnoob well that definitely helps for #aeolus at least, I guess I can ask people that we speak there.
  • Time to go

    its joever
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    FemtoZettaF
    F Many old players leaving recently... See you, Endranii.
  • The End of FAF

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    IndexLibrorumI
    @futureman If you are banned, you will not be able to login to the FAF launcher. It'll instead show you a distinct message which includes the reason for your ban, for which replay that ban was applied, and for how long the ban will last. Seems like you have unrelated chat issues, check in the discord for someone that can help you fix.
  • A miserable experience and frankly broken mechanic

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    T
    Every navy obliterates hover unless the map is to tiny for t2 or t3 navy. Also aeon navy is by far the most powerful in the game because of tempest and omens.Also a crusher has a huge radar bubble and a frigate also has decent radar and omni exists and it is very good.
  • cant login

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    MostLostNoobM
    @teach_ I would suggest that you start by clearing your browser cache & trying again. If that doesn't work, then try temporarily changing the Default Browser in Windows Settings again, clearing the cache of that browser & trying again. Also, don't forget to click the checkbox next to Remember Me before you click the Login with Browser button so you won't have to login every time you open the client. @magge GG WP
  • Gee Wiz

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    MostLostNoobM
    @oblivion666 As I said, if you join the LOUD Discord & state what's going on along with the loud.log file (LOUD Updater > Help > View Game Log Folder > loud.log), then we can help you diagnose what's going wrong & hopefully help you fix it.
  • Bring back 1v1 ladder notification like in python FAF

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    Brutus5000B
    Server != server. The server admins (mostly @p4block and I) work on server infrastructure. The Kubernetes change is unrelated from DDoS and was planned long before that. The lobby server development has mostly stalled after TMM development. Major topics and pull requests have never been finished (for example changes required for Galactic War) and the maintainer has stated his lack of time and long term interest. We had that situation before. Barely anybody wants to take the responsibility of the lobby server code. I can't blame anyone, this community is super toxic if you break something.