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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
  • Protecting mexes in early game

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    arma473A
    You want to find a good balance between aggression (raiding, attacking, or just threatening an attack), defensiveness (having units or PD to defend your stuff), and greed (making t1 mexes or upgrading them to t2) @Blodir uses the analogy of "rock-paper-scissors": if your opponent is aggressive, you want to defend (have enough units to intercept his units, win the fight, scoop the mass). if your opponent is defending, you want to eco. if your opponent is ecoing, you want to be aggressive so you can punish him with raids. It’s best to scout your opponent so you know what they are doing so you can counter their strategy. Early in the match (like the first 2-3 minutes) you can’t do this, you have to play “blind,” meaning you have to choose how much aggression/defensiveness/greed you want without knowing anything about what your opponent is doing. There's a thing called "defender's advantage," which basically means if he makes 10 tanks and sends them at you, you might have time to make 3 engineers before you start making your own tanks. By the time his 10 tanks arrive, you have 11 tanks to match him. So you get the benefit of 3 engineers doing engineer stuff and you can blunt his attack. If you beat his attack, you will be ahead because you have 3 engineers making mexes, and if you can scoop the mass from the battle, you will be really ahead. You might feel like you're "losing" because you make tanks instead of engineers, so you can't build your mexes as fast as you'd like to build them. But you also have to consider whether your opponent is building his mexes. By making tanks he is also slowing himself down. You can always check the replay after to see whose strategy was more effective. On ladder maps, it's generally better in the early game to have more units than your opponent, even if it means slightly less eco, as long as you are aggressive with your units. You should be able to do enough damage to your opponent to justify making the units. You're seeing that firsthand when you see how much damage your opponent does to you with early raiding. The main thing about choosing to spend more on "unit spam" than your opponent is that you need to use the units, or you actually will fall behind. If you invest in 3 extra factories and 30 extra tanks while your opponent makes 2 T2 mexes or makes air factory + transport to drop an island for 4 extra mexes, you need to use those tanks, or you will fall behind and your opponent can afford to out-produce you. If you feel like you're losing because your opponent is being more aggressive than you, you should practice being more aggressive yourself. Avoid making t2 mexes when you can make extra land factories to churn out extra units. Don't make 100% engineers out of your early factory, make more like 50% engies 50% tanks, and see how it goes. Make sure you don't carry around a full mass bar. Spend your mass (and make enough pgens so you can afford to spend your mass). If you feel like you have too many tanks and not enough engineers, you can always make further adjustments. Being aggressive isn't the only way to play, but you should definitely at least experiment with it so you are more flexible in the future about what strategies you want to use. Try going for extreme t1 spam, meaning that apart from making pgens and an air factory, you put ALL of your economy into making enough T1 factories to spend all the mass you get from mexes and reclaim. If you can get way more units than your opponent you can try to overwhelm them while they're working on getting t2 mexes or a t2 hq. Then when you think “it’s finally time to make a t2 mex,” instead make an air fac, use it to make a transport to drop arty next to his t2 mexes. You want to see how far you can push the aggression before you start losing games because you were TOO aggressive. Then you can try to find balance between aggression and defense. You should also learn how to adjust your strategy during the match. For example if you have a lot more tanks than your opponent, but you don’t want to risk everything by sending them all into your opponent’s base, you can pause all of your land factories and upgrade 6 mexes to t2 with lots of engineer assistance and then make a t2 hq. When you have more units than your opponent, you have the freedom to adjust how you spend your mass. If you desperately need to make more tanks to avoid being overrun, you don’t have that freedom. Making a big amount of factories doesn’t actually “lock” you in to a t1 spam strategy as long as you are willing to pause them or even recycle some of them. One thing low-rated players usually skip doing is making early air. Air is good for defense. Your air scout can show where the enemy raids are so you can stop them, and you can use bombers or jesters to clean up raids. Having an early air factory (like the 2nd factory or 3rd factory you make) helps to put your opponent on the defensive because you can make bombers to pick off their engineers or to bomb clumps of units. And you get intel from the scout planes. If you have 3 mech marines on his side of the map, an air scout can show you where to send them to find engineers and avoid tanks.
  • Bored with 5x5 maps - why I am considering quitting FAF

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    3k Views
    P
    @tomalak While 5x5 maps force you to use t1 early , and your com, that does not mean you should quit. Neurokinetic skills is sth all RTS players eventually develop one way or another. I am a rusty old player too. Plus, SupCom is not so unforgiving regarding this, compared to other RTS games, cough cough starcraft! I am not judging , I am simply stating a fact. For a game to degenerate simply to a com rush the other player must allow it. Go on and learn the skills or rather relearn them. You are not going to write a novel if you don't know the alphabet. The illusion that you would be better in big maps, if allowed will not help you . A player that can win against you easily on a small map, because he/she is faster will very probably win against you in a big map, even if he/she deploys simplistic strategies, by virtue of being fast enough . If you think a small map does not allow you to breathe, be certain that in a big map you will only be thinking you have time to think and deploy big strategies, only to find out the other player is coming at you with t3 and t4 until and before you implement them . PS. The above is exactly the reason why all players should begin from 1v1 ladder then develop to 2v2 or bigger games.
  • Lags with other players since 3 days

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    162 Views
    No one has replied
  • Is need to boost ED?

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    362 Views
    N
    i think ED5 is too weak
  • Seraphin and faction diferences

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    12 Posts
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    J
    ED1 is the absolute king. I wish it would cost less buildtime though.
  • Game was not rated wrong victory condition

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    2 Posts
    146 Views
    S
    Most likely the game was set to the sandbox victory condition in the lobby options. You can check the game options if you click download more info on the replay in the client.
  • This topic is deleted!

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  • Mexes upgrading, reclaim and mods

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    FtXCommandoF
    Advanced strategic icons are not preference they are evil and deserve eternal damnation
  • what unti you think you should attent?

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    353 Views
    arma473A
    You must balance your attention depending on the circumstances. The duke can be given "target priority" and ignored. The nuke and nuke defense only need to be paused or unpaused. Mercy and fire beetle probably don't have any targets in range if they're next to a duke/nuke on the Seraphim Glaciers map so you can ignore them. A single corsair/janus, strat bomber, and aeon torp bomber aren't going to do much by themselves so you can ignore them, or fly them somewhere safe. The nuke sub requires attention, you have to consider turning off its tactical missiles to avoid being spotted, and then move it somewhere safe. But the most important thing is probably to tell the SACU to build stuff. Whether it's mexes, or a land fac, so you can make engineers, or a shield for the Duke. You will want to be building something before you consider putting it into a transport.
  • Portal tech3

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    Brutus5000B
    You could also snipe the enemies energy. (Assuming the chickens are already in the enemy base)
  • Fan Art Video

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    396 Views
    W
    Today my second video is out and it's not about mass but energy. Enjoy: Let's show 02
  • Astro Crater and Commander Gun

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    15 Posts
    1k Views
    H
    Actually it's very viable if you can reclaim t2 pd or you can force enemy to run. t2 pd + t2 com tech = 1200 mass, t2 pd reclaim = ~400 mass. You need ~3 mins(180 secs) to run from mid to your base, so in that time team with gun can get your t2 pd reclaim(400mass) OR ~2 t1 extractors (4 mass/sec)=4*180=720 mass. So overall team with 1 gun com(500-800) investment will pay for itself and get 500-1000 more mass than enemy.
  • Selecting engies with mupltiple tch lvl

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    1 Votes
    2 Posts
    370 Views
    R
    I don't think there is an option to avoid it, but what you can do is select all lower level engies, set them to assist the higher levels and then select the high tier engies and use them. Also subs do attack while moving
  • Zero people on 2v2 queue?

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    13 Posts
    1k Views
    George_W_CrushG
    Honestly it’s really not much better on the East coast after working hours… I’m at ~1750 tmm and ladder, have a lot of trouble getting any matches after working hours. There really just is not as many people in the US that like rts, but yet we’re having a good time as we have Nexus, Turbo2, Tex, and Swkoll which combine for a rather stellar representation… Only problem is that it doesn’t seem to really influence power to mid tier play…
  • Player Councillor - Voting Begins

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    2 Posts
    2k Views
    No one has replied
  • Replay server fixing - volunteers needed!

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    31 Posts
    3k Views
    MazorNoobM
    The test has ended, mostly successfully. We had 1 case of a replay prematurely ending, of course we failed to reproduce it afterwards. I'll have to think about it. Other than that the server seems to work fine. Many thanks to all the testers!
  • Managing T2 engi-stations

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    3 Posts
    370 Views
    K
    @uveso thanks
  • Player Councilor Election

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    No one has replied
  • reshade - anyone can share his experience/config?

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    3 Posts
    587 Views
    ipconfig-releaseI
    Have you had a look at this? Granted this is for sweetfx, but the two presets explain you need to disable aa, and the other mentions FAF specifically.
  • New mod updates will be pulled automatically

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    9 Posts
    865 Views
    ZLOZ
    There used to be a mod that claimed to fix lag, but instead it would randomly give cheating buffs to random players so other players report them as cheaters