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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
  • Alder Lake

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    CheeseBerryC
    @sambadagio have you investigated thermal throttling and its possible workarounds? It's a common problem on many laptops and high cpu score but low in game performance is a very characteristic symptom
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  • FAF Client Scaling

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    AskaholicA
    Oh yea my bad, the client doesn’t handle scaling well even on windows.
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  • 0 Votes
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    AskaholicA
    There is no way to know if the connection issues might go away. Sometimes games can launch after being stuck in connecting for 5 minutes, you never know. That’s just the nature of the internet. If it hasn’t launched after 2 minutes just quit and queue again because it’s very unlikely to work at that point.
  • Question about SimLua

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    Azoth-A
    https://gist.github.com/HardlySoftly/fc4945cf6fb99e1f8f0e1b8fbb023971
  • Need help about MODs

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    K
    I´ve changed the min triger delay to the minimum and on the second picture i´ve set the bars to the minimun and it seems to work as i wanted it to be also... are drag orders good? I´ve seen people use it and i´ve seen this old video how to do it: https://www.youtube.com/watch?v=49QffV1VnkM Does anyone knows more turials about this?
  • New changes to the 2v2 TMM

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    NOC-N
    I approve of this new mm system.
  • 4v4 TMM Map List WIP - Community Feedback Welcome

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    H-masterH
    On the list there is Madness -6-with the comment: "Spawns are not odd-even + terrain issues in the middle of the map." This is one of my maps. I've just uploaded a new version to fix this. Spawns are odd vs even now Middle heightmap has been redone so there shouldn't be any terrain issues anymore. There is a lot more building space now. In addition, some textures and decals have been placed on the main mountains, to give a visual clue to where the edge of the mountain is. On the Discord channel, I also submitted another map: Madness -2-. Changes for that map are: Lighting and textures have been redone to make the map darker A pool has been placed on the main island as a place for commanders to hide with low HP Some mex spots on the main island have been placed closer to sea, to promote naval play of main island players A couple of decals have been placed Please send me a PM on these forums if you have comments.
  • Is there anything in future with faf ratings?

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    KaletheQuickK
    @askaholic woah hey now, no gap and Astro matchmaker?
  • ETA on next patch?

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    JipJ
    It is merged and set to release for tomorrow: https://github.com/FAForever/fa/pull/3561 Thank you again for reaching out. We'll look into other lasers (Seraphim T2 PD / Destroyer, UEF t3 Battlecruiser) to see if they're viable or require a similar change somehow.
  • T1 bombers overshooting targets

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    arma473A
    Bombers can miss if they make a major elevation change around the time they are dropping their bombs. So if a bomber flies over the very high mountains of Astro Craters, its elevation climbs rapidly. While it's climbing up, if it tries to drop a bomb, it will undershoot (instead of dropping bombs that hit the target, it will drop bombs that land between the bomber and the target) When a bomber leaves the very high mountains of Astro Craters, its elevation decreases rapidly. While elevation is decreasing, if it drops bombs, it is likely to overshoot the target (bombs don't hit the target, the target is between the bomber and the spot where the bombs land). This is what happened at about 18:30-19:00 in your game. This is something that happens a lot on Astro Craters and on certain other maps. There are some parts of Point of Reach where a bomber can miss because it flies over mountains right before dropping bombs. One way to get around this is if you ground-fire (tell the bombers to attack the ground). So if you're coming down from a mountain, you can tell the bombers to bomb the ground between the bomber and the ACU. Then when the bombs overshoot, they might hit the ACU. Another way to get around this is to choose a different path. If you fly in through the "mouth" of Astro Craters, you avoid going over any mountains at all. He could also have chosen a different target. For example, he could have crossed the mountains in the same place (at the bottom, the south part) but picked a different ACU to attack. If he flew over the enemy base and attacked the top ACU, the bombers would have fixed their elevation by the time they're ready to drop. Changing the flight path can put you at risk of flak and other anti-air weapons, so it's not always the best option.
  • Question about targeting

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    FtXCommandoF
    If you target the ground, they shoot the ground. If you target the unit, they follow the unit into the FOW.
  • Survival maps

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    FemboyF
    Maybe you are missing the mods for it? better to ask in discord
  • RECONQUISTA - Or how I named something to think about it better

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    ?
    #news-worthy
  • TMM Rating Allowance Needs to Use Ladder 1v1 Matching (or close to it)

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    S
    I didnt read the whole thing, but in my experience it can be frustrating when in tmm u play against two opponents that have a high rating difference as the death (or disconnect) of the lower rated opponent often means an auto loss for your team. If its is at all possible to still get consistent enough games when the maximum rating difference (between two teammates) is capped at say 400 or so, that would be a good change I think. But I suppose that would depend on the amount of players in que.
  • Does T3 Mobile AA have uses?

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    KaletheQuickK
    I do have trouble using it in games, but I think it might be more effective on different maps. It has a little AOE and a few times I've been able to sneak them near a tightly grouped blob of ASF and get great value, but mostly they deter gunships from hitting my land forces. I have on occasion put 6 cougars in a Continental, then had it move forward to bait the enemy air blob, only to unload and shred the blob up a bit, giving a favorable engagement to my air.