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  • 391 Topics
    9k Posts
    SheppyS
    Looking forward to playing it, I love the directions the changes are moving the current meta.
  • 33 Topics
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    CrofisC
    @Deribus 3 years and still no implementation? Keep it up harder then! XD
  • 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

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    IndexLibrorumI
    Praise dev
  • Avatars shown in lobby

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

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    S
    @Strife custom games can be ranked as well, idk what you’re saying
  • About formation move

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    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
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    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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    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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  • Im done with billy nukes

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    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
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  • Banning

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    maggeM
    @HOSCHMOSCH If you would like more details about your ban, feel free to open a moderator ticket on Discord. The ban reason should already provide clear information, and since this was a repeated violation, you should already be aware of the issue. If you believe the ban was unjustified, you are welcome to submit an appeal via Discord - you are already familiar with the process. That said, please stop creating additional forum posts every time you get banned to draw attention to your disruptive behavior. It does not help your case and just damages your credibility.
  • Ladder

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    S
    That seems about the same rate of success custom games have lol. I swear it's 1 re for every 3 attempts but we are all FAF crackheads who aren't overly bothered by it I haven't been huge into ladder over the years but in the last few weeks I played a lot before I left country for work and I felt that ladder had been connecting fairly reliably. I recommend keeping your spirits up and just sticking with it. A few times when a ladder game didn't reconnect I immediately rejoined que and seemed to get matched with the same group and had some great games.
  • UEF: how to deal with T2 mobile tac missiles?

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    DoompantsD
    AI uses TML very well to pick off valuable targets, so you really don't want them to set up. It's going to take proactive scouting to find where they are and some quick bomber or gunship strikes to take them out. Defensively, the upside is that T2 TMD is relatively cheap and can be spammed, but if you're playing for map control you clearly can't defend everything, so going on the offensive is better. Alternate option: Play cybran and get T3 loyalist bots ASAP and watch those missiles bounce back to the launchers that sent them. lol
  • 6 Votes
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    DoompantsD
    Update: This post helped nab a great player who has been a hoot to have with us, so I figure it's worth a bump a month later to try again. We also have a couple new players that we've gotten into the game, so there's some fresh meat mixed in as they learn to GIT GUD. But averaging 5-8 players on Friday nights and we'd love to bump that up to 6-10, so if you're a fun person who loves the game win or lose, and who enjoys pivoting to some novelty modes like PhantomX and King of the Hill when we have odd numbers, give me a reply or a PM. Friendly reminder from last night to wait until battleships pass overhead before firing your Billy Backpack from underwater. lol [image: 1743878443562-ff04adf4-6575-4649-9748-1e4e24b51ddb-image.png]
  • Ladder Rant....because I am noob

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    BlackYpsB
    Good to hear that it's working now!
  • Personal Trainer Meeting | 30/03/25

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    K
    looking forward to the guides!
  • Rating Reset

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    waffelzNoobW
    hello, second account here to prove i am nuggets
  • Personal Trainer Meeting | 16/02/25

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