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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
  • Recall button

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    @magge said in Recall button: That is a good suggestion, which you can add as a request to the GitHub project, when it has not already had been created there: https://github.com/FAForever/fa/issuesbasketball stars If anyone is abusing the current implantation, you should just report it. I have not seen any report about it so far in the last weeks. @espiranto said in Recall button: I will also start doing this every 0.3 seconds I would highly recommend not doing it. As it is already severely constrained by the current implementation, I don't see how you could ever use that to compel it as a requirement. In the absence of evidence that we have already broken it
  • What do you want mapgen to do differently?

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    i dont know if the map gen already works like this, but maybe there could be shematic presets of proven map patterns which you can modify trough certain variables. Dual Gap Style (sorry), setons style, plateu corners, plateu mids, river, lake whatever. boiled down to its main characteristics which are proven trough 1000s of matches to be a gud map. e.g. its basically canis but looks flat and empty like crater at first. then let map gen do its magic in modifiying it to a new map with the choosen parameters. it would somehow defy the whole point of having a mapgen but in theory the aim would be get new but more predictable outcomes. ofc the possibility to create maps out of nothing should still be the main feature.
  • Move connectivity window

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    G
    I'd second this... making it movable. It pretty much halts all access to the menus.
  • Attack move hotkey?

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    BlossomedB
    @Jip @crispweed I see that the latest commit from Jip to Dev branch "fixed" capitalization cursor -> Cursor, but do we know if it was even a bug to begin with (Jip check reply above from crispweed)?
  • Seraphim and Coalition campaign updates!

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    ResistanceR
    you can always downgrade the difficutly, hard is supposed to be hard and for now, it's the default difficutly.
  • Sparky left wheels go backwards

    sparky wheels wheel uef
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    MadMaxM
    i have made an issue on github for this thankyou for reporting it
  • What's your favorite map and why?

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    arma473A
    @arkangel_ Abhor
  • 0 Votes
    9 Posts
    449 Views
    DeribusD
    Penalizing higher rated players is a healthier solution than boosting lower rated ones. Otherwise you'll have new players learn stuff that won't be possible anymore without a 10% energy production buff or whatever.
  • Proposal - degradation of rating over time

    Moved
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    RobustnessR
    the idea is not very
  • Tip for the noobs

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    BlackYpsB
    Being zoomed out also matters more with higher rating
  • FAF custom campaign maps way to hard

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    11 Posts
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    speed2S
    There was a bug in the game code that allowed instantly finish structures, some of those are in the leaderboards. Modded games don't show up in the leaderboards. Only game with default settings.
  • mass spending

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    ?
    @karlshady said in mass spending: As an avid player of FAF, I agree with the sentiment that mass spending can lead to an unfair advantage in gameplay. While having a large collection of units and resources can certainly be helpful, it can also create a lopsided playing field where newer or more casual players are at a disadvantage. Found you, ChatGPT.
  • This topic is deleted!

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  • Share Until Death Transport issue

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  • 0 Votes
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    Anachronism_A
    @tagada said in Does anyone want to get/share some data on map win percent compared to map play count?: Nobody argues that map familiarity doesn't matter, of course, it does. People argue whether BOs, not map familiarity, have a significant impact on player performance I think a significant portion of the complaints regarding BO's don't actually mean BO's by your definition, but instead mean the general familiarity and knowledge of how to reasonably open on and play the map that players typically get after playing it a few times. I think this is also generally more impactful at lower levels than higher levels on average, as the impact of individual map familiarity can be reduced by increased generalized skill and map reading ability in FAF. Also, FTX said yes when I asked, "do you really deny the concept that people play a map better by like the 5th time they play it than the 1st, and play it even better by like the 10th time, etc in general?" That seems like denying at least a significant aspect of the impact of map familiarity, and that question is clearly and directly related to the OP and the purpose of this thread, regardless of what you want to call it
  • Wars of Glory mod trailer

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    BlackYpsB
    I agree with Femto. I would remotlce the WoG logo from the beginning and replace the discord logo section with the WoG logo. There should be another gameplay section after the reimagined unit balance text.
  • Outsourcing new CPU scores for lobbies

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    C
    @chaksur said in Outsourcing new CPU scores for lobbies: noticed their ram was clocked lower than it could be. . https://www.reddit.com/r/hardware/comments/nnqt8k/linus_is_wrong_explaining_mhz_vs_mts/
  • 4v4 TMM February 2023 Map Pool Tier List

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    DeliD
    [image: 1677006749741-my-image.png] Servus
  • FAF Balance as Mod instead of base settings

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    @evildrew said in FAF Balance as Mod instead of base settings: without having it be 1 GB in size? Mesh = { IconFadeInZoom = 130, LODs = { { MeshName = '/units/xnb2031/xnb2031_lod0.scm', AlbedoName = '/units/xnb2031/xnb2031_albedo.dds', SpecularName = '/units/xnb2031/xnb2031_specteam.dds', NormalsName = '/units/xnb2031/xnb2031_normalsTS.dds', LODCutoff = 200, ShaderName = 'NomadsUnit', }, { MeshName = '/units/xnb2031/xnb2031_lod1.scm', AlbedoName = '/units/xnb2031/xnb2031_lod1_albedo.dds', SpecularName = '/units/xnb2031/xnb2031_lod1_specteam.dds', NormalsName = '/units/xnb2031/xnb2031_lod1_normalsTS.dds', LODCutoff = 300, ShaderName = 'NomadsUnit', }, }, },
  • Bannable offmapping

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    K
    @melanol said in Bannable offmapping: Can't aircraft just decelerate when approaching map edges? Specifically, if map edges had a zone that dampens any movement towards the edge (ONLY towards the edge, so only changing one of the speed vector's components), that should not feel too immersion breaking. Ideally, maps would be designed with that zone in mind, but if the zone is not too big it should not affect existing maps too much.