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  • 352 Topics
    8k Posts
    phongP

    Game does that for allies, not for enemies. For enemies players need to watch out for big gun acu themselves.

    The game alerts teammates to players getting upgrades and building experimentals via chat messages. These were implemented in faf and are not in the base game. Another example of info that's relevant, poorly communicated, that received a fix which I think is imperfect. As for enemies, players add this info to the map themselves because the game doesn't do it, after scouting it and recognizing it. "gun acu" text markers are quite common in the early game. Getting the information isn't the problem, showing it is.

    My suggestion would not make the information easier to get, it's not "maphacks", you would still have to scout it. If a com got gun and I didn't scout it, the invisible unit that would show this upgrade icon next to the com would not be revealed to me until I had vision of it.

    What do you think gameplay depth should rely on, if not player choices ?

  • 33 Topics
    609 Posts
    D

    ACU and all units increase is physical size as they vet.

  • Serious issues with new update, please revert.

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    JipJ

    Thanks for reporting it - that one is fixed and tested, available on FAF Develop. Tonight (10pm GMT +2) the next patch will be pushed and then it will be part of the regular branch too.

  • I´ve been crashing on dual gap

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    JipJ

    This hard-crash has been fixed on FAF Develop for a week now. I've been telling people any way I can to play on it - including the red banner at the top in the news.

    On Monday it will be part of the patch.

  • Nomads?

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    KaletheQuickK

    @jip said in Nomads?:

    It is hard enough to balance four factions, let alone five.

    Well one of these is going to have to go then...
    Eyeballs Sera

  • My game crashing when i drag select units

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    JipJ

    Great, thank you for reporting back 👍

  • How long does the 1v1 automatch takes?

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    C

    In my case the game often takes close to a minute just to start. I don't know why; I have a fast PC and haven't been able to find log messages. Something to do with Proton maybe. At any rate, it's plenty fast enough after starting.

  • Ping After Death - Could be Removed

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    JipJ

    We're going to aim for an implementation where you can mute other players ping messages for the next patch of November, see also this issue on the FA repository.

  • Galactic Colossus appears to use Supcom 2 icon

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    JipJ

    And @arma473 the friend of @TauNoob1 was right - a similar merge (where it includes textures) is flawed. The new implementation is not - and then the icons can be activated / deactivated accordingly. You will also no longer have this issue where another mod accidentally overrides a base game texture as not all textures will be loaded, just icons and those are loaded in such a way that if they are not enabled then they do not clash with the base game icons.

  • Can I download an older version of FAF?

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    RoweyR

    that should not be an issue as I know people who are still on v 1.5 of the far client and don't update unless they are forced to.

  • How do you survive Mavor fire right now?

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    QuietJoyQ

    @jip Ooh thats a smooth move i'll take that thanks

  • **Platinum question**

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    ValkiV

    @captainklutz You could simply require that by having T1, T2 and T3 air staging for each class. Then you can balance the cost of the air staging proportionally if you feel that for example ASF repair is too cheap an option.

  • What should be done to address FAF patch download issues?

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    K

    I think my patch downloaded in less than a minute =\

  • Remove uploaded mods

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    JipJ

    I tried contacting him earlier this Monday - still awaiting a reply.

  • Tower Defence mode?

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    Anachronism_A

    @ovo
    There is an infinite build range mod on FAF's vault. You could use that mod on one of those survival wave maps and limit yourself to only building certain types of things. But, if you want those limitations to actually be coded into a map or a mod, you might want to create a forum suggestion thread describing what you think should be made in detail.

  • How should UI mod(s) change in-game icons?

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    ValkiV

    @emperor_penguin having worked in proces automation and HMI this springs to mind... High Performance HMI https://youtu.be/5GEvFF8pGlc?t=238

    In particular in regard to color. There is something to be said for:

    Baseline everything is gray unless it matters Enemy icons are higher contrast gray lines vs background TML, SML and experimentals use red lines instead of gray PD, TMD and SMD use green lines instead of grey Highest tech units currently in the game use light blue instead of gray backgrounds until there are more than 20 of that tech level Dangerous units like Mercy, Fire Beetle, strategic bombers and maybe T2+ gunships and bombers use blue lines Player color is shown as a circle underneath icons and this never overlaps the real icons.
  • Downsides of the Advanced Strategic Icons mod

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    C

    I changed my Engies to have 1, 2, and 3 visible because I can't see the little tech lines zoomed out, but maybe that is also too much.

    I'm looking at your screenshots and not totally a fan, but I do agree that with the default icons finding that T2 engy is too hard. Perhaps use the spanner symbol, then make it a double/triple spanner for T2/T3 engies? But the 1/2/3 icon is good enough to also make an option, if you are willing to make a few variants.

  • archsimkat can you detail the MODS you used on this game?

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    AskaholicA

    As of the latest patch Advanced strategic icons style mods will be able to be put on the vault. I would check there first as I’m sure someone is gonna upload it there.

  • Slow coop mission downloads

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    CascadeC

    that works great! thanks sheikah

  • Tell me your Shard stories!

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    ZLOZ

    keep in mind that shards were buffed.

    From my own experience i remember chasing air units with shards cause they are just THAT fast

    Edit:
    also not 100% sure but also running away from torpedos
    dodjing almost any projectile
    Edit2:
    Even if you don't manage to completely run away from torpedos, you still greatly prolong time before unit dies and usually at that time torps are right above your aa boats... tho they still kinda don't feel that great against t2 torp bombers, tho you really need to take unit costs in account if you want to understand how good they are

  • Do air wrecks always bounce on shields?

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    KaletheQuickK

    @kdrafa91 Yeah, this was done to fix the exploit of Ctrl+k a whole wing of aircraft to take out the shield or other targets under shields.

  • Map Gen Week Feedback Thread

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    MoraxM

    Placing this feedback here from Tex as it’s quite detailed:

    @Tex said in “Introducing MapGen Week on Ladder”

    I thought mapgen week was fun, but would not want to see it done for a period longer then a week. The last day or two was a little tedious. That being said, would be excited to see it kick off the first 5 days of any month.

    My two cents on the whole build whoring issue: What most people below 2k ladder think build whoring is, is just the other player having decent macro and a basic opener. That will not change regardless of if you play mapgen or not. I only know builds for a small handful of maps. Palms, badlands, and loki come to mind. The rest i just improvise on the spot.

    A good build should make sure that you plan to build only as much power as you need, more mex/reclaim on map means more power, so plan ahead. Engis should expand quickly, and you should have an early tank or two screen for your expanding engis. Thats all there is to it. If you are wasting power (or god forbid, mass) in the first 5 minutes, thats not the result of a bad build, but of poor macro. That will be the same on mapgen or any custom map. Its a skill that needs to be developed.

    Buildwhoring would be the tagada/nexus level creations. The secret badlands build, or any other build that requires you to have planned out engi reclaim/pathing to the absolute second, giving you a clear goal of a faster transport, bomber, or getting 2 factories ahead of your opponent by minute 5 due to cutting pgens or skipping mass extractors. It would be map specific, and have 0 power overflow with mass/energy storage at ~10% for the first 5 minutes.

    If its something that can be done on any map, its not build whoring, its good macro. If its something that you can plan in the first 15 seconds by pulling up the reclaim field on the map and sending an engi to the nearest rock/wreck, its just good macro. If it truly was a build order whore, the player would be up in the land of 2k.

    I say all of this not to antagonize or beat anyone down, but to help people try to understand how to better improve on their end. 90% of the people i train (or used to when i had more time), their biggest issues were their macro decisions. Not micro/gameplan choices. People up to 1600-1700 still spam t1 pgens in a line with 2-3 engis for the first 10 minutes, leaving their power management decided by the gods, regardless of the map. Once you have a decent understanding of the macro in this game, then you can start to learn how to really play it. Its really hard to outsmart people when they have 2-3x the stuff that you do. Its much easier to win when you have more tanks.