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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
  • Lots 2022 Promotion Work Prep

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    phongP
    @Eternal while working on the logo, I started out with a constant font size and after failing to fit the elements together to my satisfaction with that constant font size, I came to this solution. If you could make your suggestion more concrete I'd love to see it, especially how the text fits in with the faf logo and "2022" and how they relate to the ACU's crotch and arms
  • Full-Share Cannot Avoid Reality of Math

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    archsimkatA
    Thread has somehow devolved into a discussion about what constitutes being "good" and so is closed.
  • Game version 3741

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    S
    The distribution methods for the files has changed so until that client gets an update you have to use the official client
  • Lobby is full audio?

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    Sladow-NoobS
    There is literally a big message "Your lobby is full" at the corner of your screen. I think that one even plays a sound if enabled (not sure though)
  • Aeon T1 transport not taking damage bug

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    TerminalT
    @jip amen
  • What would get you to play maps other than Dual Gap/Astro Crater?

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    H-masterH
    @bulliednoob said in What would get you to play maps other than Dual Gap/Astro Crater?: @h-master I consider Dual Gap an interesting and dynamic map in the sense that many different strategies can lead to victory. As opposed to most other maps, Dual Gap does not have a defined meta. Ask a group of random Dual Gap players their favourite playstyle, and you'll be surprised with the variety in their responses that aren't simply ecoing up. If the players co-operate, they can easily beat the "stale Dual Gap eco meta" with quick T2 air plays into the main bases. Furthermore, strat rush, nuke rush, notha rush and t3 arty rush are examples of more strategies that can be found on Dual Gap. Not only this, but standard land pushes through middle (which can be done in many different ways) have shown to be exceedingly successful, along with attempting to attain naval domination and destroying the turtle bases from the sea. Compare this to the generic t1/t2 spam + gun ACU gameplay you'll find on the more generally "accepted" teamgame maps, like Wonder, Canis, Hilly Plateau, and Pyramid. You'll find that Dual Gap is infinitely more interesting than whatever else everyone plays. Thanks for sharing. My view of Gap may have been a bit too turtly. I can understand the appeal it has. It has very different gameplay compared to more open maps, but that's what a lot of people prefer apparently.
  • Pre-Built Units: Why not?

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    Dragun101D
    Also on orebuilt rhe acu warp in time delay doesn’t exist. For what that matters
  • What makes a map good?

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    Anachronism_A
    What makes a map good is highly subjective. Astro crater has a very simple layout, does not require expanding all around the map, can run at an okay speed on weaker computers, etc. So, some people prefer to play on Astro crater and consider it a good map, while some others think it is an abomination. Many players really enjoy playing on Dual Gap, but many hate it. The same could be said for many other maps. The perspective on what makes a map good can also vary a lot between groups like high-rated ladder players, wonder/hilly/canis/mapgen/etc team game players, Setons players, etc. So, for example, the matchmaker team has its own general set of standards that it uses when evaluating maps, and even then, things like player rating/skill and team size significantly come into play when judging if a map is good for X. Additionally, there are undoubtedly lessons to learn about what makes a good map (for a lot of players' standards) from maps like Dual Gap, Setons, and Astro that have had such lasting popularity, even if some of those lessons strongly conflict with the standards of the matchmaker team/mapping veterans/ladder pros/etc. There are many spectrums that contribute to players' opinions about maps; turtle to snowball, clustered mex distribution to spread out mex distribution, low mex to high mex, low reclaim to high reclaim, flat to mountainous, simple to complex, detailed aesthetics to simple aesthetics that require less processing power, large to small, low player count to high player count, no water to entirely water, etc. While there are strong merits to many of the pros' standards, I have found it funny how big of a discrepancy there is between what most of the 'mapping/ladder pros' think makes a good map and what most players actually want out of a map. Specifically, a lot of players like more eco-heavy/clustered spawn/simple map design with more relaxed gameplay that focuses less on t1 spam-based map control than what the 'pros' generally prefer. Despite that, I have written a mapping checklist that covers a lot of what makes a map good for a lot of people in a way that is theoretically generally compatible with the pros' standards. However, even it would still exclude a lot of popular gameplay. So, make of that what you will, but here is the checklist: proper slope indication (where is passable vs impassable and buildable vs unbuildable is clearly communicated) no technical problems (slots are odd vs even, proper naming/versioning is used, the map/code works properly, there are no broken mexes/hydros, the map folder is <30 mb, and the map is not too laggy) legal (work is not stolen, not used without permission if permission is required, and not used without attribution if attribution is required) proper texturing (textures don't showcase repeating patterns too obviously, are sufficiently blended, have proper albedos/normals/scales, have sufficient variety, and fit a sufficiently cohesive theme) cohesive aesthetics (terrain/texture/decal/prop/marker/unit/lighting/water/skybox usage and placement work cohesively to form an overall map that doesn't make any of its components look too out of place) tolerable aesthetics (map is not too hard on the eyes, not too unpleasant to look at, and doesn't have any sufficiently significant aesthetic mistakes (such as excessive floating trees)) balanced (the map contains no cheats, intends fair balance, does not too heavily favor any factions, and does not confer a much greater level of asymmetric imbalance than Seton’s Clutch does) quantity and placement of mexes/hydros/reclaim supports a variety of each of the following being reasonably viable: strategies, unit compositions, locations of battle, layers of battle (air, surface navy, submersible, land armies, long-range indirect fire), tech levels of battle usage of different slopes/terrain features/water supports a variety of each of the following being reasonably viable: strategies, unit compositions, locations of battle, layers of battle (air, surface navy, submersible, land armies, long-range indirect fire), tech levels of battle PS: I think moreso in terms of percentages/ratios of mexes rather than concrete mex counts, for what is safe vs raidable vs contested.
  • Perception vs reality. Can anyone relate?

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    SpikeyNoobS
    This also happens with cybran mmls. I agree they should be changed to match AOE
  • Humans can use factory attack move but AI's can't?

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    JipJ
    This topic has served its purpose - a moderator can close it now.
  • I prefer customs over tmm.

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    S
    I enjoy both, but I think there are things that could be done to enhance TMM. Off the top of my head: An MM chat window on the MM page of the client so everyone queuing can easily talk to each other. The chat is already there, but it's only for you group afaik A "Confirm" button like so many other games have when it comes to MM so if you disappear for whatever reason you don't get thrown into the game Maybe add a 5v5 queue? With multi-queuing I could see people potentially queuing up for both 4v4 & 5v5. Though I know 3v3 wasn't all that popular so might just cause the same situation. Also random idea, maybe as a community we could have a monthly vote on a mapgen map to add to the queue, just to keep variety up. People can submit their favorite mapgens of the month and then vote on them.
  • Gauging interest for new gamemode (Full Share-lite)

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    B
    @stlng said in Gauging interest for new gamemode (Full Share-lite): You could make it so that you only keep playing after your ACU dies if you have at least one SCU. That would stop Rambo com at least until the T3 stage. I still wouldn't play this mode though. I like shorter games. This makes the most sense to me. The commander is still fragile and valuable until the late game where SCUs come into play. More SCUs make the player harder to snipe because an SCU can take over the 'commander' role, but Players still lose something important if the ACU dies (certain upgrades and things like telemaser attacks). It would probably get out of hand though. I see some hourlong games where people never build SCUs, and others where people have 30 or 40 of them.
  • This topic is deleted!

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    No one has replied
  • Desynchs

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    ZartanZ
    Good to know thanks!
  • Do not add new colors - discussion

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    N
    @eternal said in Do not add new colors - discussion: Lets just stay old and boring I don't think you have any choice E!! (ooo burn!!!!)
  • Community Game Night 3

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    FtXCommandoF
    You play games at night.
  • How about about rules for stack players?

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    ResistanceR
    locking the topic for obvious reasons as well and no, none gets banned for playing with whoever they want
  • FAF Map Editor

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    FemboyF
    https://discord.gg/mXahVSKGVb Join the official discord and look for the map editing section/roles. You'll get better and faster answers
  • New Client Newshub Coming Next Week

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    K
    Another idea is simply having a way to unfold the news into 2/3 rows instead of scrolling them sideways, something like this poor ass shit: I really like that one (last one by @I_FORGORtheSCENE) You could maybe even remove the button, fix the footer (or move that stuff to the right) and make it infinite scrolling to see more posts.
  • 4vs4 non share gone?

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    ResistanceR
    locked since the topic has served it's purpose.