• Redesign of all HQ and support factories

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    maggeM

    This thread is only meant as overview, not for feedback. Please give your feedback in the proper threads, which are linked in the first post.

    Any replies in this thread here will get removed.

  • Get out of my way (Team Engies)

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  • Vision and radar of killed units.

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    D

    Im a noob and so my point of view is I like this little ......whats the word....quirk. Imo it still costs apm to be able to take advantage of this so its a skill thing when it comes down to it. How many times I will be watching a scout, have to return to my acu/army to micro and then guess the timing of the crashed scout to switch back real quick in order to catch a glimpse. I do like the ideas and conversations about realism so the idea of slowing the wrecked scout down (and speeding naval wrecks up?) is intriguing but to me its one of the many nice little quirks about this game that have kinda become meta at this point if that makes sense.

  • Name the Login tab

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  • AEONS are GARBAGE!

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    D

    @Arran If I recal restorers were the OP meta. No mobile T3 AA, high unit health, etc.

  • Make sound notification or return game poping up when custom lobby starts

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  • Unify TMM rankings & leagues

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    maudlin27M

    @Paradox_of_War In the games ive played
    Ie at the c.1k rating level 1v1 is basically just t1 tank spam managing multiple fronts at once; 3v3 is much more focused on ecoing earlier and managing your ‘lane’, and often can have a dedicated air slot. 2v2 usually has multiple ‘lanes’ to manage and requires t1 spam to fight them, and won’t lend itself to a dedicated air slot. overall 2v2 feels closer to 1v1 in terms of the playstyle required than it does to 3v3

    So someone who plays well at 2v2 might play badly at 3v3 and vice versa, to such an extent that I think it would be unhelpful to merge 2v2 rating with 3v3.

    I don’t have the same objections for 3v3 and 4v4 being merged as they play much more similarly to each other than 2v2 does to 3v3

  • 5v5/6v6 tmm?

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    JipJ

    I am not sure.

    I managed to implement a rejoin-like functionality. It allows a player to attempt to rejoin the lobby after X seconds when the lobby did not manage to connect to all peers. It is similar to a player rejoining a custom lobby. See also #6479.

    However, I noticed that the lobby implementation is brittle. The rejoin tends to fail by... crashing the game. And I'm not doing anything special there - when I exit the lobby it occasionally crashes. Maybe that is because I run multiple instances on the same machine, I do not know. At the moment it is disabled.

    If we do want to take this road then I feel we need much more statistics. Grafana (a tool to see how many lobbies there are, etc) recently got back up with thanks to Sheikah and Brutus. We'd need to expand that to track other lobby-related statistics . One of them is the local status of a player. And when a player attempts to rejoin. And whether that succeeded.

  • FAF *on* Steam

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    IndexLibrorumI

    FAF does not own the FA game or its IP. We're essentially just hosting maps, mods, different balance changes, and allowing players to create lobbies. That is not a game.

  • aeon t3 shield

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    E

    You have yet to actually justify why aeon shields need to be bigger. They’re in contention for the best t3 shield in the game, they really don’t need to be changed. If you don’t see them being used to defend arty in your games it’s because you’re playing with people who don’t know what they’re doing, especially if they’re choosing cybran over aeon.

  • Lods

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    Ctrl-KC

    The second image is not about LOD of a unit. It is problem with how engine optimizes map terrain mesh.

  • Why doesn't the T3 seraphim sub that the T3SUBMARINE catagory?

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    maudlin27M

    He's pointing out that T1 submarines include the category T1SUBMARINE, T2 submarines have the category T2SUBMARINE, but the T3 submarine doesnt have a category T3SUBMARINE.

    Depending on the reason for wanting it, you could still achieve something similar by looking for units that contain both the TECH3 category and the SUBMERSIBLE category, while if you wanted to then exclude the t3 nuke subs you could exclude the category NUKE.

  • mass storage.

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    P

    LMFAO I got to this post by following OP's profile from a random link when I was googling something random. What a notorious troll.

  • Improvement of Leaderboards

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    S

    Good topic,
    I can help with some UX/UI design if needed.

  • Add high unit cap lobby options

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    S

    @Sainse Technically - the game can use up to 4GB of memory - but - due to the way that lua handles memory, the limit is about half of that. At some point, the number of units becomes the main reason that memory usage grows to that point (around 2GB) - and it will then simply crash to desktop.

    The size of the map, and the number of units in the game, and to a lesser degree, the number of wrecks and props, contribute to the overall memory usage, for the main part. After that, the AI (and the number of them involved) plays the largest role in how memory is used up.

  • how to play with old versions

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    Brutus5000B

    Since there are some unfrequent changes to the gpgnet protocol, old versions would not work with the current FAF lobby server.
    Thus you will not find official support for running old versions.

    In theory, if you start an older replay, all the files of that replays patch level get installed. But you cannot play online via FAF, but would have to play via LAN or some other solutions. I don't know to which extent this is currently possible.

  • Strategic Icons Rendering Distance

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    Ctrl-KC

    Assembly patch is required.

  • Reputation: cant write chat, cant vote

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    CrofisC

    @Nuggets What's that capslock nuggets? I thought you were relaxed...

  • Feedback page design

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    JipJ

    Maybe @Sheikah and/or @BlackYps has an idea on how to tackle this.

  • Map Gen reclaim numbers

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    BlackYpsB

    The exact reclaim numbers are not really doable because the map generator doesn't know the reclaim values of the props