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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
  • New Streamer!

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    No one has replied
  • reclaim heatmap

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    ComradeStrykerC
    The game "Ashes of the Singularity" has a heat map - though it works differently. That game's heat map is shown as a radar-type of thing. The more enemies in an area, the brighter and "hotter" the heat on the map is. If it's minimal, then it's practically translucent. Perhaps, if there is little to no reclaim, the player doesn't see much of a heat signature but after a navy battle, the player sees a bright signature? Zooming in to finally see the actual numbers could be a thing as well. This could be offered as a 3rd option for reclaim. First being standard, 2nd being batching, and 3rd being a heat map. I do like the idea of a heat map as it won't clutter up a player's view if there is a lot of reclaim. ~ Stryker
  • how to never lag?

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    MachM
    the cable part is unfortunately non-negotiable, the problem is that it would be an "eye sore" to have it running through several rooms, no matter the drilling of walls being needed or not (which in itself separately is also out of the question), nor the cable's appearance unless it is literally invisible I may try the powerline adapter solution though since it seems it would have same effect as a cable without cable's problems, but I need to check first if disabling those devices changes anything as well, only way to check so far is to try playing like this until I either run into same problems or it just works fine on its own (or more like waiting until I run into same problems, to prove it's not that) and once again I forgot to mention something, but when there is a problem to specific player, when joining a lobby without that specific player, there is no lag ingame once again, without any changes being done to anything, which makes it look as if the problem is outside this entire area in first place and invariant of its interior connectivity (since it can be lag free even with wireless just minutes after it was lagging, just by there not being the specific player in game that the lag was solely towards), and is also why I don't understand how everyone sees me lagging but not the other player since problem obviously only exists between the 2 of us, like I have to remind people "look how I am not lagging now when this player isn't in game" and they will still think it was solely my problem and dismiss the current evidence of persistent no lag situation
  • This game has become too toxic

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    K
    I'm quite new around here, I've played maybe 200 games in total - mostly unrated 1v1 practice games that I host. Although it's a bit of an unusual environment, I've faced players from all over the world with ratings from -100 to over 2k. I can happily say that almost all of my games ended with a "gg" and in many cases also additional words of advice from better players after the match. The most toxic thing done to me was a first bomber The situation might be different in stressful teamgames but from my newbie perspective the community is solid.
  • Any way to personal players rating ?

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    X
    Ty, its help. Not ideal, but solution.
  • Matchmaker Team Sentons 4v4 TMM Inclusion

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    FtXCommandoF
    Veto would never allow you to restrict an entire category of maps, even if you worked together and coordinated vetos with the enemy in queue.
  • Pretty intresting one 12min tempest

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    CheeseBerryC
    If it's actually fun/interesting, post it in replays-to-cast on the discord
  • Are there any other places to get Forged Alliance maps?

    Locked
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    maggeM
    @Katini The game costs less than $3, and you are welcome being part of this community with a legit copy which gives you access to a ton of mods, maps and even a map generator which you can customize to your liking and so much more. Illegal content is not tolerated.
  • How do I mute markers?

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    ?
    @rezy-noob Giebmasse won't make me. Boink him.
  • New Top Players

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    arma473A
    I thought of ChatGPT when I read this And there it is, at the bottom At least we humans still have a chance to sniff out AI-generated BS Next year, who knows?
  • What do you think about this mass-farming blueprint?

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    ZartanZ
    Cybran shields are a meme unfortunately and I say that as a Cybran main. I'd say cybran mass farms need some hives in there also, as a minimum consideration.
  • radar proximity clusters

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    K
    I asked GPT and maybe the code she returned matches the requirement Narrator: It didn't.
  • What makes you more or less likely to join the 2v2 matchmaker queue?

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    FemboyF
    The rating disparity, in 2v2 Im like a 1k so I get matched with other 1k people but I’m more around 1.5k so I just steamroll super hard and I feel really bad for everyone involved. However, 50% of the time I do get a quality match so it’s pretty decent but not like 4v4 where it always feels balanced
  • I am loving the new reclaim batching in 2022.10.0

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    ZartanZ
    @cascade said in I am loving the new reclaim batching in 2022.10.0: One thing that I miss about the old additional reclaim info mod was that it gave you the total sum of reclaim on screen. It was fun to zoom out and see the exact amount of reclaim on the map or in a specific area Seconded !
  • What are your favorite and least favorite maps to play in the matchmaker?

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    X
    My favorite 4v4 TMM maps: Mangrove Delta Forgotten Archipelago Maridia Metir Basically, I love navy maps with an emphasis on frigate raids, t2 navy, and torps. These maps in particular are very much the sweet spot for me in terms of aggressiveness. Other navy maps like Headland, Lena River, Lost Archipelago or Saskiya are a bit too large/turtely for me. Still ok maps, but not great. Good 4v4 land maps: Monument Valley Plateau of arracis (haven't played it much, but I enjoyed the 4v4 on it so far) Here I like asymmetry, larger than 10x10 so TML and firebases arent too dominant, not some kind of winner-takes-it-all mex or reclaim distribution. My least favorite 4v4 TMM maps: Seraphim Glaziers (usually decided after 2 minutes by bomber vs transport) Winding river (so much wrong here. River too long and narrow. Corners 100% contestable winner-takes-it-all. After winning mapcontrol and having 3x the eco the game drags out for another 30 minutes because you cant actually attack bases with land/navy) Adaptive Kusoge (bottom 2 slots too open. 20x20 diagonal is just too big for a pure land map) Sands of Ablicka (<2km rush distance on top lane and very contestable reclaim) Syrtis Major (just awkward middle relcaim and lots of chockes) Sirgis (too spread out, fucked side slots) any very linear/lane-oriented and symmetric 10x10 land map Seraphim outpost (basically 4 1v1s next to each other, with whoever wins his lane first then just dominating all other slots with air) Delta river (too turtely) Strife of Titan (you spwan like 1km away from an enemy in 4v4) While compiling this list I came across a couple maps that should be considered for 4v4 tmm: Turtle Beach Adaptive Ocean Crater Skadi Krakens Nest Madness -8-
  • This topic is deleted!

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  • How are sequenced transport drops done?

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    ZartanZ
    @amygdala said in How are sequenced transport drops done?: That vid might help too. https://www.youtube.com/watch?v=-GQuFgutQLQ&list=PLxH0oefiZR_VrY6qtvv4iIHfn6i6ipnaS&index=12 Yup this is how i learnt this trick
  • What separates good players from great players

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    Azoth-A
    Mods
  • What do you call the game mode/map where....

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    veteranasheV
    There's a crazy rush mod as well
  • Why does this game seem to get harder the more I play it?

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    arma473A
    If you want some help with the learning process, you can seek out a trainer. Or you could take a look at the guide I wrote. Just the first few pages have some basic concepts that can be really helpful if you don't already know them. Watching replays is very important for improving, but you need to know what to look for. The main thing is to try to figure out which side is winning vs. losing. When you get a sense of what is a winning position vs. a losing position, then you can try to figure out HOW each of those players is putting themselves into a winning vs. losing position.