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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
  • Novax bug in new patch

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    MachM
    @jip said in Novax bug in new patch: And a lot of times it just works as usual. We didn't touch the Novax, as far as I am aware it has always been like this. do you suppose this may be due to novax not rechecking for new target before the beam stops (if target checking change is already live), I know it is (was) very sensitive to that and stops the beam early if it doesn't have any other enemy unit in range to shoot at, not checking for new targets fast enough automatically may cause the same effect, I'm not saying it is the cause, it was just first thing I can see could be
  • Paragon theoretical maximum

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    angelofd347hA
    Mexes produce mass from e. And the commander is a mini paragon.
  • Still too many people badly disconnecting

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    FtXCommandoF
    No you can’t.
  • Cybran acu superlaser not firing?

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    ZartanZ
    @angelofd347h This could be it i was right beside the enemy acu, holy crap I never knew that, geez!
  • BO Request - Auburn Canyon

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    AurikoA
    Don't listen to those haters, they're only here to be mean, kill your dreams and make you quit FAF. Here's a reasonable one : 17199921 I would advise to look at harzer's POV (BangerNOOB), his take is closest to generic BOs (so easier to reproduce), it looks better rounded and safer. Grim's one is interesting though. Here's my wacky aggressive BO : 17305261 Not perfect by any mean, bomber side is questionable, depending on what results the first lab got. Number and direction of labs can vary depending on your elo's meta. I'm making a bit too much power, you can remove one pgen after the second land fac. Follow up can be lots of power into gun, more land fac, more air fac, a transport if cliff build fails ...
  • Windows 11

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    ResistanceR
    topic has served it's purpose, locked
  • This topic is deleted!

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  • Engineers on patrol travelling far away

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    FtXCommandoF
    I wouldn’t use it with this fix either, it’s terrible for reclaim compared to a default attack move anyway. I don’t want my engies not showing up as idle once they’re done reclaiming nor do I want them repairing random stuff and sporadically turning into resource sinks rather than resource producers. Only time I really use patrol move is for some small int cloud I don’t need to pay attention to at the edge of the map or to space out bombers/gunships before moving in so flak is less efficient. Ah, and reclaiming with sacus.
  • 1st (bi)weekly community game

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    Sinister208S
    thanks for the info
  • This topic is deleted!

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  • How to make it detrimental to have a low-rated teammate die

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    B
    There is also a new game option "no tech sharing" for which I added a mod for full share in the vault : fullshare but not for tech. This means if the player you kill is the last/only one for that faction you limit their unit options for the rest of the game.
  • A small analysis of teams in TMM 2v2

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    MylaurM
    @spikeynoob If you're interested, you can copy paste the table into R with datapasta. It's shockingly easy and then save it to a text file or something. I tried doing some fancy MDS but nothing interesting came out lol. faftmm2v2.csv [image: 1654723974924-rplot.png]
  • Mod to stop foe players joining your lobby?

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    AskaholicA
    There should be no need to refaf. If they’re on your foe list then they can’t join lobbies which you host. They can still be matched with you in matchmaker though and they can still join other custom games that you’re in when someone else is the host.
  • What happened with the latest update?

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    veteranasheV
    If the sim is running +10/+10 it's not the game slowing down, it's your computer
  • The ratio of rating to games

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    P
    Lately, I've noticed a large number of low rank players with a small number of games. I ask them if they have a new computer and a new account and some of them agree. So their true rank is masked because they have a new account. Some of these players are really high rank players in disguise. I'm not complaining, just making an observation, so I'm ALWAYS leary of low rank/low game players.
  • Auto Mass Fab Feedback/Discussion

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    J
    And a way to see if what is import and what you produce yourself. In half the cases where I make tele SCU's from air or eco slot, the naval player goes empty on E...
  • Intel not shared

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    J
    @jip said in Intel not shared: Ah - forgot about this post. The intel of players is not synced, as far as I am aware. That this happened is therefore possible. It was likely at the very edge of a scout at some point - intel is not updated at the same time, that caused this inconsistency. Whuut? This isn't Age of Empires? Intel is supposed to be shared!? But the spyplane was from the player that couldn't see the nuke afaik. So more intel was shared from his perspective than he got himself!?
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  • Cybran stealthing

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    J
    @cyborg16 said in Cybran stealthing: What often confused me was a stealthed ACU under water. It turns out that the scout/spy planes all have sonar (equal to vision radius, I think), therefore can "see" underwater and spot the ACU. Nope. Only Cybran and Sera Spyplanes have Sonar, with range being equal to the radar range of the spyplane. UEF and Aeon Spyplanes DO NOT have sonar, although they will still spot underwater stuff in their much smaller omni ring. [image: 1653514509087-sonar-resized.png] See attached; above vision is from the player with the subs; two near each "enemy" spyplane. Bottom is the view from the player with the spyplanes. The most left and right spyplane are the sera and cybran one; they each see two subs. The UEF and Aeon spyplanes only see the sub that is in their red (omni) ring. So if you are out to hunt ACU's hidden in the water outside sonar range... you better use cybran or sera spyplane or you need to fly right over them and even then their blip will appear only shortly. Note that in both omni and sonar ring, there is still no unterwater vision.
  • Cybran Acu upgrades

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    J
    @uveso said in Cybran Acu upgrades: The funny part, it depends if you are under water or on land when you issue the CoolingUpgrade. Way better, when you issue the upgrade on land, but remove the upgrade when you are in water... What do you mean?