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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
  • Questions about performance: tactical missiles

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    JipJ
    @veteranashe said in Questions about performance: tactical missiles: Do the t3 sub Cruse missiles shoot different as well? They would likely be affected by this change too - yes. But, for now this change is far away from being part of the game. @Askaholic As an example of a significant performance improvement: https://github.com/FAForever/fa/pull/3392 . This branch includes the tactical missile changes for the cruiser (but any tactical missile launcher will have to deal with the changes in the end) and the changes applied to the Zthuee as described in the original post about performance. I've described the changes and why they were made in the PR. The behavior of the Zthuee remain untouched - they work exactly the same. A small copy from the PR: When having 400 Zthuee idling we spent 3 ms / tick on both branches. When we let them ground fire, the results are: Current default FAF branch: 11 / 13 ms -> 8 / 10 ms for firing This branch: 8 / 9 ms -> 5 / 6 ms for firing Disclaimer: make sure you are completely zoomed out when checking the performance of the sim. The amount of effects Zthuee spawn do effect the sim and the results if they get rendered. This shows that there is a significant gain to be had for applying the benchmark optimizations to projectiles in general. This includes: No empty and / or unnecessary table allocations Upvalue moho functions Pre-allocating table elements Inlining of functions Using the benchmarks as a guideline in combination with the profiler as to how often things are called. These changes are a lot less straightforward.
  • FAF on Linus Tech Tips!

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    A
    I'm really liking the subtle hints too https://youtu.be/21jH39rlvDA?t=9
  • Questions about performance: Cybran build drones

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    JipJ
    The new cybran build bots are now available in FAF Develop! This should significantly improve the performance of games where you use a lot of hives. The aesthetics changed slightly (as you can see above) and this is still open for input. If you have suggestions - please post them here. There is a short guide here on how to play on FAF Develop and report back if anything happens: https://forum.faforever.com/topic/2332/questions-about-performance/12
  • How do u guys make shift-A straight from factories for engi reclaim?

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    arma473A
    for units: select unit(s) while holding alt, right-click where you want the order You can also hold shift if you want. If you hold shift, it will add the attack-move after whatever orders the unit already has. If you don't hold shift, the attack-move will become the unit's only order. for factories: same thing, select the factory/factories you want, hold alt, right-click "factory attack move" (FAM) is a special kind of attack move. Engineers on regular attack-move (RAM) behave exactly like engineers on patrol. So they wander around, move up to reclaim, reclaim it (if your bars aren't full). FAM engineers will stand still at their waypoint, and reclaim with greater range. This is great because engineers can't reclaim while they move. So you can take more reclaim faster and you can have engineers further back away from the enemy. To get FAM, your factory can only have ONE attack-move order. It can have any number of move orders before the attack-move order. (zero, one, two, etc.) but only one attack-move order. If you put more than 1 attack-move order, engineers coming out of the factory won't have FAM, they will have RAM. https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h43m31s On a map with mass that can be reclaimed, like stones, you need to have factories that send out engineers to grab the mass. You can use a patrol order, which you don’t need to worry about, or you can do an attack move order, which gives the engineers extra reclaim range. If you use attack-move, you then press shift so you can see the attack move order and drag the factory attack move order to another place. If you keep moving the order around, the engineers that have been produced will then keep moving and reclaiming, but this takes your APM. When you have reclaimed about half of the stuff that can be reclaimed, stop making more engineers for reclaiming. At that point, let your existing engies finish reclaiming the things. If you watch replays from higher-rated players or even a lot of medium-rated players, you can watch from their POV. If you hold shift, you will see their orders. Depending on the map/situation, you will often see them move the factory attack-move orders around so engineers will reclaim most efficiently. The classic example is on Seton's, where people reclaim trees at the start, but you also see this commonly when there is a big reclaim field like after a big battle.
  • Biass' Successor - An Introduction

    iamthecaptainow
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    UtopianU
    I hope this means fixes for BrewLAN as I believe it doesn't work perfectly with the current version of FAF.
  • Did anybody ever try to fix the horrible engy bumping?

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    veteranasheV
    If you watch this video, halfway through you can see engines bumping reclaiming trees https://youtu.be/5Mdn-7towfg
  • Not Okay. Line Crossed.

    Locked
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    ResistanceR
    i guess whoever wanted to meme has done their job,locking that nonsense.
  • Forum like button could be improved?

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    Brutus5000B
    I'll not make any customizations to this forum, as this will always cause trouble in the long run. This theme already causes enough trouble (e.g. look at the mark all unread messages as read button)
  • Best path to maximise mass income at all times?

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    B
    Depends on map. If you're in a big team and eco slot, you pretty much always ras instead of t3 pgen, because especially if the mex are closely packed. Dual Gap is a clear example of this. If its a smaller team map with no eco spot then just copy top builds in Setons. If its a 1v1 then look at 1v1 play.
  • Spotting the ACU late game

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    arma473A
    As a general rule, if it's showing a gray icon, that means you don't know what kind of unit it is. You might know whether it's an air unit or a surface unit or under-the-water unit. But you don't get any more info than that. If it flagged the ACU for you, that would defeat the purpose of having gray icons.
  • This topic is deleted!

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  • This topic is deleted!

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  • Suggestion: Remove game count

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    TsirkitnaT
    I think until the league system is implemented it's best to keep it as is. I am a level 1000 ranked player with 850 games and will get kicked too after waiting in lobbies for a while. The sub-1000, non-grey crowd kicks me because they fear my games played and think I'm going to be better than my rank suggests and the semi-pro to pro crowd will kick me because I'm a noob who can't get my rank up after so many games and don't want their team dragged down lol. To me, it's part of it and I don't let it bother me anymore. I take it as a challenge to rank up the right way and play well when I do get in the 1200+ games. My advice is play with people in your own "league" so to speak until your rank and games count is more palatable for the higher level lobbies. Keep playing and you'll have 100+ games soon enough and will be enjoying it more the way you want. Welcome back btw.
  • A Reminder of the FAF Code of Conduct

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    MoraxM
    As a follow up, I wanted to write a quick reply and let everyone know that a 3 month ban from events is not the standard penalty for breaking the Code of Conduct. Like all moderation actions, cases are reviewed in detail before a decision is made, and for this particular instance a lengthy ban history for the player subject to penalty was a strong point. To be clear, the 5th point in the Code of Conduct “Be careful in the words that we choose” was the reasoning for the ban. Again, this was done on a live stream in front of many viewers, and people who give support for the community. I just wanted to clarify folks should not assume this is a standard level punishment. My apologies for any confusion.
  • 2 weeks + Notice of Succession

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    biassB
    Hello. This two week period is now over. You can now see Balthazar's introduction here: https://forum.faforever.com/topic/2354/biass-successor-an-introduction I assume everything else will be transferred over shortly. I don't have the power to do this on my own, but in typical FAF fashion i've not been contacted in any way about my stepping down yet. I'll still be lurking around in my usual spots incase you still have something you want to ask. Good luck.
  • Give me suggestions

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    @cheeseberry said in Give me suggestions: Btw., have you checked out the FAF discord? https://discord.gg/vVmGB2kygS Especially in the channel "gameplay_and_training" you'll probably find gameplay advice much sooner than here in the forums. yes,ok
  • Seuton´s air

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    X
    The problem with your current strategy is that any "high level player" will see what you are doing and counter it. The way air works is that your opponent can just rush out a T3 strat bomber by minute 9-10, and then kill all your teams mexes. All the while you only have T1 air, which is too slow to ever kill a decently microed strat bomber. Many games in the 800-1200 rating bracket end by one air player getting his first strat out before the opposing player can build his first ASF. The sad reality is that the only counter to a T3 air rush on a map like sentons is to rush T3 air yourself. Any mass spent on T1 air is just delaying you from getting to T3. If you like to play more aggressive, try smaller maps.
  • Questions about performance: Ambient sounds

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    A
    @sprouto said in Questions about performance: Ambient sounds: You could also tie the ambient sound processing to the SIM speed, turning it off when it falls below 0. We do this with a number of subsystems in LOUD (primarily ancillary video effects such as contrails, flying debris particles) but for the same purpose - maintaining SIM performance. This might be practical, since the ambient audio effects, and the direct audio effects are handled by different functions. This seems like the most practical approach and could be carried over to other performance sinks.
  • 6 Votes
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    S
    You can make best formating with google docs and share link.
  • Checkerboard map with point defense in each square

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    S
    @speed2 Awesome! thank you