The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

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  • 386 Topics
    9k Posts
    N
    @maudlin27 I think you're underrating the shield by rating it purely on its stats/mass for a few reasons: A big shield HP pool is super valuable to the UEF roster due to their reliance on Percies which are very vulnerable to AoE from Ythotha, Megalith, Fatboy, and SACUs. Percies are also vulnerable to overcharge which is imo a bit too early to be building shield SACU vs ACU, but Sera SACU can have OC that the shield would be good against. The shield generator also does not die to a single OC like other mobile shields. Due to overspill shields have a cap of 3.3x their HP in terms of how much damage a shield ball can block, so having 2.2x the HP of Sera which is 3.3x UEF and 2.85x Aeon lets even just the first shield have much more effective HP than stacked mobile shields. Sure you can micro shields in/out or off/on to mitigate overspill, but vs burst damage there's no time for micro, which plays especially nicely into UEF's roster countering the air snipes that Fatboys experience. The single large bubble takes less damage from AoE than stacked small bubbles. For example billy nuke definitely would not go straight through and kill the shield generator, while it can 1-shot giant stacks of T2 shields and 2-shots stacks of T3 shields due to how AoE interacts with multiple small shields defending each other to deal extreme damage. The SACU also has buildpower, can be upgraded with sensors, and has tons of HP letting it survive to recharge instead of dying like normal mobile shields.
  • 33 Topics
    603 Posts
    CrofisC
    @Deribus 3 years and still no implementation? Keep it up harder then! XD
  • Patch 3721 / hotfix 3722 / hotfix 3723 / Patch 3724

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    19 Votes
    60 Posts
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    rxnnxsR
    @amygdala Thank you, but for me, and I found it out just now, it works as follows: select an engie, press shift, and click once the right mouse button. I hope you do not mind when I ask another question: I found out how to use the "spread attack" button again. but: wasn't there a function called "split group"? When i had a large group I could split it in two, all units evenly divided. if I remember correctly. Just as useful as the "Tab"-Function, that shifts through sea, air and land classes.. Answer: It is a Mod: Group split. how do I increase the spacing of build templates? And while I am at it: is there a place where all this features are listed? Where is an explanation of the hotbuild preset and the alternative one. It is not that easy to find. You know, such stuff should be written somewhere for all those that start playing this game and for all that stopped playing for a while. Thanks for all of your energy and the great updated options!
  • Minor problem regarding 1v1 ladder pool

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    3 Votes
    4 Posts
    904 Views
    ThomasHiattT
    One month is simply not enough time to make a list of 20 maps and check if they are up to date. TAG_Craftious_Maximus also has a FAF version that could be used, if it hasn't been changed already.
  • Small issues?

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    8 Posts
    460 Views
    JipJ
    One issue i have found is that sometimes the mouse icon (move, attack, assist) is sometimes invisible when giving orders maybe this is related?. I am not sure - one is sim and the other is UI. I'll need data to investigate.
  • FAF Live & Viewership Feedback

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    1 Votes
    18 Posts
    2k Views
    NathmateN
    What is a sufficient length for a stream? What is too short? I'm never catching anything live so agree with what others have said, I'll just watch the stream at my own pace. Only thing I'd mention is the FAF Live channel has a lot of quite short streams as there's typically a restart or two due to technical issues. I understand this is because the stream is used by many different people so nobody is proficient, but working out those issue before starting would give a more polished feel. Perhaps just a checklist provided by one of the experienced streamers to go through before beginning could help? (as Jip has suggested) When it comes to caster style, do you prefer a fun and entertaining personality or a deeply-analytical one? Considering FAF Live typically has multiple casters at once I think the most important thing is for them to have an entertaining dynamic. CaptainKlutz and Jip did a good job of bouncing off each other for the Settling Scores cast. A pattern I've seen in other RTS casts is to have a "colour" caster paired with an analytical one, since that leads fairly naturally to a fun dynamic (as FTX suggested). Another note on polish would be for the casters to take opportunity of 'empty' moments to introduce themselves to the chat, since people (or I at any rate) usually will know names but not voices. What kind of content do you want to see on FAF Live? Strictly high-level play, a mix of high-level and average-joe events, anything and everything possible (the more the merrier) I personally prefer high-level, but think a mix would be best for the audience more broadly. Another consideration is that the players, casters and tournament directors are mostly drawn from higher level players, as they're the ones volunteering their time what they want to do is probably more important than what the audience to see. And of course as most FAF Live coverage has mostly been high level play to this point, this is also what the existing audience has self-selected for. The FFA tournament a few months back was interesting to me, as an example of non high level 1v1 gameplay.
  • Stability is hard

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    14 Votes
    2 Posts
    432 Views
    No one has replied
  • Did they change something with mass extractors?

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    7 Posts
    657 Views
    RoweyR
    @Jip I've got you cover on this now as seeing a lot of people ask this question https://www.youtube.com/watch?v=bIZNsHeCKmk
  • Serious issues with new update, please revert.

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    21 Posts
    2k Views
    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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    3 Posts
    174 Views
    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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    5 Posts
    566 Views
    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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    0 Votes
    10 Posts
    543 Views
    JipJ
    Great, thank you for reporting back
  • How long does the 1v1 automatch takes?

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    0 Votes
    3 Posts
    283 Views
    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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    5 Votes
    36 Posts
    3k Views
    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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    7 Posts
    544 Views
    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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    7 Posts
    657 Views
    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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    13 Posts
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    ZartanZ
    @jip Ooh thats a smooth move i'll take that thanks
  • **Platinum question**

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    56 Posts
    5k Views
    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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    34 Posts
    3k Views
    K
    I think my patch downloaded in less than a minute =\
  • Remove uploaded mods

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    6 Posts
    631 Views
    JipJ
    I tried contacting him earlier this Monday - still awaiting a reply.
  • Tower Defence mode?

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    9 Posts
    1k Views
    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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    2 Votes
    13 Posts
    1k Views
    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.