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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  • 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
  • Please please please bring back the flags...

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    phongP
    @lucyme I'm in Yurp and never had problems playing with australians.
  • Sera ion storm algo

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    bananiB
    As per my experience it prefers units instead of buildings and loves to avoid hitting ACU if there are units in range, also would hit buildings more than ACU but not that significant
  • Destroy markers when they leave the map

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    C
    Thought this (markers showing up off map) was a bug tbh.
  • Nuke kicks a SACU off transport in a Gyle video

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    4 Posts
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    N
    @zlo just very confusing that the mesh just drops from the transport and lands in a spot, where another SACU is standing
  • Transport bug? My ACU fell out

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    KnownSniperK
    Its probably in the small window when a unit gets sucked into the transport but isnt clamped in yet so it doesnt count as being loaded in the transport Or atleast thats my guess
  • Can't log in, Steam verification link is broken: 404

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    C
    Alright, now that I used the CaipirinhaPilot and logging in, it still failed, BUT installing the new client (2023.11) fixed the problem now. Thank you for your assistance!
  • Unit commands/input seem very *VERY* slow in responding...

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    MostLostNoobM
    @zoodoo4u There was a small issue with pathfinding that was inadvertently introduced in a previous update, but that was fixed in the hotfix that was released a few hours ago. Are you still experiencing this issue after today's hotfix? If so, please make a report in the Game Issues and Gameplay questions sub-forum that includes the replay# & also a drag/drop of the game log (client > top left menu > Show logs folder > logs > sort by Date Modified > most recent game log file) so those that can help have that data to review.
  • acu get transformed into colossus

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    arma473A
    "tele-GC" is a strategy where you can make a colossus appear at the back of someone else's base (or basically anywhere on the map, including in the water) You need an Aeon unit with T3 engineering (which means you need to get T3 on your ACU or someone needs to make a T3 HQ) You need to use that unit to make an Aeon Quantum gateway (3000 mass) You need to use the Aeon quantum gateway to make 5 aeon RAS boys (6450 each, which costs 32,250 mass) You need to upgrade teleporter on all 5 RAS boys (75,000 mass) You need to upgrade sacrificial system on all 5 RAS boys (750 mass) Then you need to teleport all 5 RAS boys at the same time (teleporting costs 10k energy/second, doing it for 5 at once means 50k energy, -- so your team needs to have a lot of T3 power generators - 10 T3 pgens would cost 32,400 mass. It would be better to have at least double that) When they appear at the destination, one RAS boy starts making the GC. Then all 5 of them use sacrificial system to build it basically instantly (which costs you the 5 upgraded RAS boys). So you need to spend at least 110k mass for every tele-GC and that's on top of needing a big infrastructure with T3 tech and lots of T3 pgens
  • Perma unit download

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    T9sL4vE2qH7bP3T
    @nex Thanks
  • This topic is deleted!

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  • Why are some ladder matches unrated?

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  • When do I use neptunes?

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    O
    When The Chicken Of The Sea Has Spoken in THE CAVE OF BLUB ... BLUB......!
  • Overcharge now works with 4000 energy?

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    R
    Ah that's why I have seen auto OC shooting T1 tanks and them not dying.
  • This topic is deleted!

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  • First time playing co-op with Friends

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    C
    @sladow-noob thanks a lot, I’m excited about playing (even though I’m worried about sucking, lol)
  • Connection issues never been this bad

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    Brutus5000B
    @hoschmosch said in [Connection issues never been this bad] I won't casually learn all aspects of IT just to solve a specific and highly granular issue. Oh. But you expect it from us? Nobody here is an expert in network stuff. We all do learning by doing. But it takes a lot of time. And time is very limited if you work full time and have a life outside of FAF. as you mentioned, the admins claim to know what to do, but their precious time prevents them from investing that time in their own project and the community. First of all where do we claim that we know how to solve this particular problem? There are different issues and nowhere am I denying the connection problem. I even blogged about what we try to do and what is blocking me so far. But then step aside and say that you don't have time for us. an admin who invests more time in constantly giving us long-winded statements instead of addressing the problem? And again, this is about a core issue, not the design." If someone wants to take all of this over and solve this problem, I'll hand over the keys tomorrow. Where is the magical dude? By the way prepare to also start maintaining 7 linux servers, a docker stack with 26 applications, with each of them needing regular maintenance and software updates. But we can also make a partial handover. Considering that the quality has been in the gutter for about a year, and playing is hardly possible, you can be sure that everyone now knows that you either don't care anymore or you're trying to divert attention from your lack of knowledge and helplessness. The Russian has exposed you. Sorry to burst your bubble, but I receive different feedback from people, that it's at least partially playable. Still we try to solve the issue. But unless an expert comes and fixes it, there's nothing else we can do. We cannot hire a company to fix it, that's a multiple weeks or month job with expenses going in to the 10.000$s of dollars. So we have acknowledged the problem. We/I are trying to fix it. We/I are not qualified experts on this. Nor is anybody else who contacted me on this so far. You can continue insulting us all day long, it won't speed up anything.
  • Developers Iteration III of 2023

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    G
    @nex awesome
  • Was this a cheat or what ?

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    C
    I thought the mass cost showed zero because the build cost was so high that whatever fraction of 1 mass the engineer was spending got rounded down to zero? But I know missile build mechanics are strange, wouldn't be surprised if that assumption was wrong.
  • needed mods that works with rated games

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    Sylph_S
    @iostrym The only mods I use are a strategic icons mod, 'engineer alt selection', and 'build range preview' (ok, I use 'range tester' too, but I hardly ever use it, it's just a throwback to another time!). A lot of people use an eco manager to see MEX upgrades though. You can certainly get by fine in the game without any mods. (You can do a great deal with custom keybindings if you learn about game.prefs without doing any modding btw)