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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
  • Biome "Sunset" removed from mapgen?

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    109 Views
    BlackYpsB
    It got removed because the shader that this biome uses got changed with the latest game release. It will be readded once the necessary changes in the map generator have been completed.
  • For Those Who Have Played Vanilla FA and SupCom 1

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    H
    T3 metal maker in vanilla?
  • Decapitation

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    455 Views
    NoRest4TheWickedN
    @BerserKK It is in the Victory Conditions under Assassination. If it's not you need to update your client
  • Could a 'Direct Strike' Game Mode Work in FAF?

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    N
    grid system from WC3, where you just build units, and they go on their happy little adventure automatically. So an autobattler? It's definitely possible, down to placing units on a grid like they're buildings (we already have that in the form of cheat spawning units).
  • 6 Votes
    7 Posts
    216 Views
    N
    Based on the discussion here but mostly on discord I think for ACU sharing it will be two options: Recall ACU: avoids the explosion killing all BP/army in mid/late game. Permanent share: for people who don't mind ACU share due to balance (including mods) and lobby wait time reasons. No long-term temporary sharing as it is too complicated for players. This means early game is unsalvageable after a disconnect. For the share condition on disconnect, there will be no lobby option: Recalling ACU fullshares the units unless the ACU dies during recall, in which case the normal share rule is used. How should this "recall" be done? Some have said teleport it for a long time (30s) so it can get killed. I prefer the idea of sharing it for 30s and then it quickly teleports away because it creates a more natural situation for how the ACU can be killed or saved (avoids TMLs or snipes, doesn't stand in important locations). If the permanently shared ACU is killed then the normal share rule is applied at the time of death. It's simply as if they gave you all their units and then died. Originally I had a hidden timer turning the death into fullshare after some time, this idea is now removed to simplify the rules. Should the permanently shared ACU count for keeping your own army alive?
  • Include the possibility to OVERCHARGE GUNSHIPS!

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    -1 Votes
    5 Posts
    209 Views
    NoRest4TheWickedN
    Just a heads up but there is a mod that gives you the ability to shoot air units but to be honest having overcharge on air is a little worthless. If someone has too many gunships the overcharge is useless. 40 gunships is enough to enter a base and kill the commander long before he gets the second shot off for overcharge.
  • ploblem with login

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    NoRest4TheWickedN
    you won't be able to fix that till FAF updates again. You can still play, it's just limited with some campaign missions and multiplayer is still accessable
  • Dark Mode

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    27 Posts
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    Brutus5000B
    I added both CSS & JS and also retested it after update to 4.3.2. CSS and JS are active, but I see no button to switch it on (forum.faforever.xyz) Don't we somehow need to add the input box with class .theme-switch?
  • Trainer Team 2025 - The Wiki | Part One

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    6 Posts
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    StrydxrS
    @Kilatamoro said in Trainer Team 2025 - The Wiki | Part One: The Aeon 1v1 guide is outdated and barely English. Hello Kilatamoro, the Aeon 1v1 Guide is in the training archive section due to it being outdated, and we're unsure if Faction based 1v1 guides are entirely the best way to teach the game mode. But who knows what the future holds for the wiki
  • Main problem of Supreme Commander

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    maggeM
    @thinker I have merged your other thread with this main one to keep the discussion organized. Let us keep the conversation respectful, please.
  • This topic is deleted!

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  • Decapitation should be a rated victory condition

    Moved
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    IndexLibrorumI
    Praise dev
  • Avatars shown in lobby

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    9 Posts
    202 Views
    speed2S
    @Nuggets I was just answering why touching the lobby code frowned upon
  • Optional Split Teams Option for TMM

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    5 Votes
    14 Posts
    302 Views
    S
    @Strife custom games can be ranked as well, idk what you’re saying
  • About formation move

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    3 Posts
    179 Views
    N
    In steam FA you can ctrl + right click to issue a formation order instantly but FAF removed that with an engine patch, and now you only have the option of holding right click to begin issuing a formation move order. You can also formation attack move by holding alt alongside right click. Formation move is useful if you don't have the apm to keep your army in formation while moving across the map (this is not that often) but you need to because you have different speed units or need shields (snipers). You can also use formation move in place to quickly get your units into formation with a desired orientation. Some sandboxing shows it can be better than normal move orders when attacking because while it does make your units move slower, it guarantees way less bumping, so overall more units get into range faster and stay in range.
  • 1 Votes
    2 Posts
    219 Views
    maudlin27M
    If you genuinely think you're being insulted then you can make a report to the mod team, or create a ticket to discuss further with the mod team (e.g. if the report is discarded due to not meeting the reporting requirements involving sufficient evidence of a rule breach and you want to understand this further).
  • Another dumb idea from Dorset

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    16 Posts
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    JipJ
    @JaggedAppliance I think we'll just have to agree to disagree on some points. I think it's fine to work on some feature without the intention to include it. It could just be an experiment. It could be because it doesn't work out the way you think it would for the user. Or because you're not happy with the implementation of it for the future maintainer. I do this type of experimentation a lot and it helps me with learning and exploring what is possible. Even if some of it never ends up in the product directly. it's not obvious in my mind that if I spent time on something that it also means that I want to see it become part of the product in question. As an example, initially I had a focus on better graphics. I had a great proof of concept, but I was unable to make an implementation that did not have a terrible experience for everyone involved. I dropped it at the time. Years later with the hard work and effort of @BlackYps we now have the shaders. And the map generator and editor support for the new shaders too. It's a good user experience because of some automation he included into the map editor. Now it's a great time to include it. For those that are interested, see also his work on GitHub here and here. @JaggedAppliance said in Another dumb idea from Dorset: I'm not sure what the point was about the cybran nano. Just that that was game design happening? This is getting silly now but yes it's related to game design, but again it doesn't make anyone a game designer if they were involved. I did not make this claim. It certainly was not the intention. I tried to make the claim that the decision is about game design - not that the people making the decision are game designers because of it. How people perceive a game is all about game design. And this made an impact on their perception of the game for some users. Interestingly enough, just like it did for you. I find it interesting that you write that you do not understand why I brought it up. And you conclude the same paragraph with that it was a bad change that damaged the identity of Cybran. That is why I brought it up! And that identity is perceived, it is in my opinion related to the design of the game. Just like the majority of changes are except those that are purely technical (same user experience, but better code structure or better performing code). I think we have a different definition of game design, and specifically where game design starts and ends. In my opinion, even some mod authors can be characterized as game designers. They introduce new mechanics, new rule sets, sometimes even entirely new genres (looking at you Dota). But just because you are a mod author does not imply that you are also a (good) game designer. Just like people who are good at the game also does not imply that they are a (good) game designer. But in my opinion we definitely need people that look at the game from the perspective of a game designer. Which is also why I think the teams should be merged - just like they were initially if my history is correct. Statutes are whatever. Let's be honest, it was probably written in thirty seconds. It reads like that anyway. I agree with you that it feels like these statutes can use some work. But I disagree with dismissing them. Without the intention to patronize you, but statutes exist to help the community understand what a team is doing here, and how the team is supposed to work. It originates from this proposal that comes with this document that was approved during a general meeting of the association. To quote the document at the end: The detailed responsibilities of each team are intentionally not specified here so they can be changed without requiring a GM. Instead the teams have the duty to define their area of responsibilities and write them down somewhere public. Which is what the statutes are. The team can update them as they see fit. Take for example the status of the DevOps, Game and Promotion teams. They're much more informative about how the team operates, even if some roles are vacant at the moment. Back to the statutes of the balance team - for now it's all we have to work with to understand the role of the balance team. I appreciate you sharing your approach as balance team lead. And I agree that describing the average mod author as both passionate and (to be) crazy (with their ideas) is probably a great description, in a good way . I also agree that it's important to guard the game from ideas that just don't work. To come back to my earlier post - I'd like to express that even if something should not be in the game, it can still be interesting to just explore the idea with the mod author/contributor instead of just getting a 'no'. The mod author is clearly passionate about FAForever in some fashion by spending so much time and effort. The conversation does not have to take hours, something as simple as just having a decent conversation (over voice) about the idea together can be sufficient. It can be meaningful for both parties, even if it is just about discussing the context of it and why it was declined. Which brings me back to my first paragraph of this post. To me, these conversations can be more meaningful then the changes becoming part of the product. And that conversation can bring in a new team member in the future. It certainly worked that way for me. The reason I am here is because @Uveso spent some effort on my first mods and/or pull requests to help streamline them. His open and friendly attitude is what made this place feel accessible. Thanks for that .
  • FAF changes summary

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    UvesoU
    In case you want a really deep dive into all the code-side changes that were made to FAF (there are over 4,500 changes): https://github.com/FAForever/fa/pulls?q=is%3Apr+is%3Aclosed
  • Personal Trainer Team Meeting | 18/04/25

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    No one has replied
  • Im done with billy nukes

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    1k Views
    C
    Deribus is right lets focus on the billy I propose two changes reduce the range by a third meaning the acu will be slightly more exposed in order to use it. if the damage of a normal missile is 6k lets keep it at 6k and make the billy an aoe upgrade to the regular missile. (so at least some t3 units can survive) perhaps a cost reduction could be in order with these changes to match