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
  • FAF seems to be overall down after the infrastructure change.

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    IndexLibrorumI
    Replays should be working again!
  • Host?

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    12 Posts
    1k Views
    N
    mods there appear to be people impersonating someone
  • Replay server down?

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    276 Views
    maggeM
    There seem to be issues with replays after the recent infrastructure changes. The issue has been forwarded and will be worked on.
  • CPU %100 at lobby screen

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    -1 Votes
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    510 Views
    C
    @magge thankyou for the reply if you need resources discord has many people who do not use the forum that love the concept of this game.
  • disable factory assist.

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    1 Votes
    14 Posts
    1k Views
    ?
    Since we are talking about assisting factories, I suggest assist command automatically use SHIFT so that whatever is being built right now is not destroyed. Same for when you order a factory to stop assisting.
  • Rotation of arty/t4 after finishing construction

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    1 Votes
    3 Posts
    468 Views
    N
    Thank you!
  • Unplayable matchmaking for the last few weeks

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    17 Posts
    3k Views
    DgunD
    Connectivity seems to be back to normal now
  • 4v4 TMM January 2023 Map Pool Tier List

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    6 Votes
    67 Posts
    7k Views
    ArhurtA
    @chisato said in 4v4 TMM January 2023 Map Pool Tier List: capella six have tons of unbuildable mexes and obnoxious amount of dense reclaim, hutts and sr islands have very awkward path finding that makes them unplayable, krakens nest have some terrain issues but dont remember where. Would love to have a chance to fix the pathfinding issues if I am provided a bit more context to understand it.
  • [Rating] Inconsistency when drawing

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    1k Views
    FichomF
    @ftxcommando I forgot to add, which is quite important: that is a valid reason. But, at least the Draw mechanic should have a timeout so it's unrated for a sufficiently short games.
  • Can we Pleaassee have 1 v1 random map only queue?

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    1 Votes
    69 Posts
    7k Views
    E33144211332424E
    @dgun said in Can we Pleaassee have 1 v1 random map only queue?: @sladownoob its not about winning or not, I just don't enjoy. There is a reason why other rts ranked only use random generated maps - because then it is completely fair. And why is it unfair to prepare for the games? The map pools are open to everyone. And everyone have access to the replay vault so you can just spend 3 minutes and get BO for a map.
  • Air staging radius

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    1 Votes
    2 Posts
    242 Views
    MostLostNoobM
    @melanol You can already see the range ring when you hover over or select the platform. I believe it's a mustard color. That said, there's an issue in the engine logic that will prevent aircraft from using the currently closest platform & instead travel to the platform that was closest to were the aircraft was built.
  • Allow AI to use specific units, disable for players.

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    351 Views
    MostLostNoobM
    This could be done with a mod & could be done with a check of the player type to determine if the player is human or AI, so there would be no restriction on human players & AIs having the same faction, only humans having access to all the structures & units that the AI has access to. I would suggest making a mod request thread in the Modding & Tools sub-forum.
  • Remastered

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    1 Posts
    196 Views
    No one has replied
  • relay is ddosing people

    Locked
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    -5 Votes
    3 Posts
    618 Views
    Brutus5000B
    You have no clue what you are talking about and how any of this works. I can confirm that there are bugs in the ice adapter that cause the weirdest kind of behavior. But I cannot tell you why, because it worked for years before that. There is a case in Discord where a user confirms that the ice adapter causes internally 200mb/s traffic to the game. Despite investigation we have no clue why. What I can tell you for sure, that flaming at us is not going to help you or anybode else.
  • Why don't we have t3 sera gunships, but we have this?

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    FtXCommandoF
    2 titans don’t fit in a t1 transport which is a very big deal for early t3 unit utility. Titans are also significantly worse in direct combat situations during the t3 stage. Harbs maintain the capability to maneuver around t4s that titans/loyas do while maintaining solid concentration of dps/hp like brick/titan (obviously not to the same extent) and unlike othuum it can micro/dance. All of that makes it flexible with some hole to be useful existing basically all the time.
  • Auroras in 1v1

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    7 Posts
    613 Views
    waffelzNoobW
    sorry im too busy studying physics
  • Templates

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    waffelzNoobW
    Uh, building templates..? I agree with the post but idk if it's feasible
  • Engineers on attack move sometimes ignore a tree group

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    3 Votes
    6 Posts
    504 Views
    KnownSniperK
    Xd i just noticed
  • Why do exp/buildings now die if not finished when handed over upon death?

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    1 Posts
    223 Views
    No one has replied
  • When are Technology Three Seraphim Submarines getting fixed?

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    1 Votes
    4 Posts
    398 Views
    RoweyR
    Host a game and on the left hand side you select the FAFDevelop game type rather than just the faf game type