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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
  • Running FA without a GPU

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    veteranasheV
    I didn't think you could have "windows" and "feature" in the same sentence
  • Makes me sick

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    veteranasheV
    @harzer99 I tell the host not so all welcome now then leave the lobby
  • help me a 1v1 noob

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    J
    I just watched 2 games of you against plat. In both games you lost because you had a smaller army at the t1 stage. This was partialy due to a bad build order. You were floating 800 mass while having only 4 factories. This usually means gg. Generally when having as much mass in the bank as in land units a couple minutes in you messed up your bo so hard you can consider ctrlking. But having a better ecomanagement is easier said than done. Babysitting your eco bar and training yourself to feel horrible when your massbar is full is my way of improving on that. Also you went very greedy on the t2 mexes, while being down more then a factor of 2 in army size. General rule is that you only do long term investments when you are at least even on map control/ army size. In terms of improving you could try out what it feels like to run yourself dry on only t1 landspam. That is smth that I'm also doing to learn how to crush at the t1 stage. It won't get you to 2k (unless you are called espi) but it will show you how having a bigger army helps and where the limitations are.
  • AIs in ladder

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    AzraaaA
    yikes....
  • BUG t2 mobile cybran bomb doesnt stun enemy when it rightclick

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    MazorNoobM
    Let me raise up two more bugs with beetles: When told to attack a moving target, beetles don't track it. Instead they repeatedly move to where the unit last was, stop, then start moving again. When told to groundfire, beetles don't move to the groundfire location, instead they explode the moment they reach the edge of shown AoE radius. That makes groundfire almost unusable.
  • Civilians

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    Anachronism_A
    highly variable with a middle-ground in the ballpark of what is commonly found on mapgen maps atm both highly variable but mostly undefended or on the easier-to-take end of the spectrum (any type that doesn't prevent the player from reasonably playing is fine in theory though (ie: I'd probably avoid having a hostile mavor on the map at game start : P) - variety is the spice of life though : ))
  • 0 Votes
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    805 Views
    FtXCommandoF
    If it's in the mod vault, it's considered legal. For custom mods, anything that does inputs for you or gives you information you would not currently have is considered cheating.
  • Aulex's Player Councilor Application

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    J
    @swkoll Time for the petric yudi collab.
  • Player Councilor Election 2021

    Locked
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    biassB
    Following important anouuncements, please move discussions to this thread: https://forum.faforever.com/topic/1633/new-player-councilor-discussion-removal-announcements This thread will be locked, but the timeline in the OP will be updated to fit the current one. Apologies for the inconvenience.
  • New patch? Patch notes please.

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    AurikoA
    now they op, pls fix
  • Blodir's Player Councilor Application

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    SpikeyNoobS
    @fremy_speeddraw got my vote ez
  • Did you know?

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    AurikoA
    imagine blocking nuke like that :<)
  • The fervor can't shoot uphill/downhill

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    JipJ
    Your image actually visualizes the problem exactly. If the target and shooter are at the same height, the shot is pinpoint accurate. That image is not taken with orthographic projection and your drawing is made as if it is made on a perfect X / Y plane. I can come up with another angle that would proof the opposite. The observation of BlackYps is solid and counteracts your observation: if what you say is true, then the projectile should hit the ground in front of an extractor when the extractor is at a higher altitude. It doesn't - it still tries to hit it somewhere behind it. There is no such thing as a "partial" hit. Either the shot connects or it doesn't. There is such a thing as a partial hit if your projectiles split up into 4 separate projectiles and two hit the target while the other two don't. You mentioned this behavior in your post. This is an interesting pattern I hadn't noticed. I wonder if the problem can be worked around by increasing the minimum muzzle velocity of the shot, or by changing the projectile's behavior. (Increase speed OnCreate if target is higher, reduce of target is lower.) Do you want me to share the small mod I made for testing this? Then you can tweak around
  • About Neroxis map generator...

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    FtXCommandoF
    I can only hope the next PC puts more effort into his job than you do in your posts.
  • Stats from $10000+ of high level 1v1 FAF tournaments

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    A
    @ftxcommando said in Stats from $10000+ of high level 1v1 FAF tournaments: It shows a higher competitive drive back then as even lower rated players were trying to join into events they had 0 chance of getting beyond 2 games in. I think this should be main the take away ftx. More people were interested in the competitive scene. More competitive people = more ladder matches/tournies = more competitive discussions = generally much more lively competitive scene for everyone. Maybe the very top players could beat any sub top 10 player without losing a match but who cares. FAF shouldn't be focused around top 10 players, it should be focused around the entire community.
  • 1 Votes
    9 Posts
    2k Views
    nine2N
    To whoever is interested in applying (Ftx, Suzuki, Fancias, Morax, others), go over to this thread and apply! https://forum.faforever.com/topic/1589/player-councilor-election-2021
  • Invitation to comment and speculate on the Energy resource in this game

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    veteranasheV
    @valki said in Invitation to comment and speculate on the Energy resource in this game: @ftxcommando said in Invitation to comment and speculate on the Energy resource in this game: Mass is intended to give value to map control, it is the bottleneck that determines “scale” in macro. Energy is what decides the “type” of usage of mass. Certain things are high energy per mass, certain things aren’t. It’s what stops you from simply being able to transition from one thing into another haphazardly in the game. There’s certainly a lot more to it and the game decisions are much more complicated than this, but that’s the impulse 30 second analysis for me. A UEF interceptor costs 50 mass and 2250 energy, a UEF Tank costs 56 mass and 266 energy. That is a difference of roughly 2000 energy. The same transition dynamic could be accomplished if the UEF interceptor simply cost 2000 energy, and the tank 0 energy. You still need just as many additional power plants to build interceptors then. So why does the tank cost energy at all? I just thought this up, no dev input or lore. Since we are 3d printer we can look at what we have in today's world. I can 3d print you something for a little bit of plastic (mass) and a couple hundred watts to power the printer (energy) But let's take this deeper, we are not extracting plastic with a mex or printing with it, and you can't take the trees that have been reclaimed straight into a tank. So what we are really doing it extracting some resource and splitting it down to atoms and recreating it into a different material. Steel is a rather 'cheap' material since Fe is lower down the periodic table so it takes less atoms and less power to create steel, further the t1 tank is just amour, cpu, gun, and tracks, all simple components to create and print. Now a aircraft has to be light and also built correctly. Just take a look at the cost and materials on our current jets. So the engies are making a lot of aluminum and titanium, which requires more energy to split and reform, also more mass than a tank since Al and Ti are father down the chart (I think) even though the intie will weigh less than the tank. The build quality on aircraft has to be top notch, so just energy consumed from just moving the printer will be more. Makes me wonder if you would make stands then break them off later like 3d printing now. Every unit built has a power generator and a printer on board to produce propulsion and ammo, aircraft has tons more power required. Ww2 I think the tanks were 1000hp and the fighter plans around 5,000. We can already see the costs of power in supcom. T2 tanks have more special amour, with different alloys and layers, just like today, to increase the cost of the unit.
  • This topic is deleted!

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  • Questions about "Xtreme wars" mod

    xtreme wars questions
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    UvesoU
    Hello kalambda, what version of Xtreme wars are you playing ? Do you use my updated version from here: ? https://forum.faforever.com/topic/363/xtremwars-1-4-for-all-game-versions
  • Ui Mods not working

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    P
    thank you !