• Supreme Commander remaster is possible!

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    RoweyR

    @magge I think that this post has served it's purpose

  • This topic is deleted!

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  • TMM option to hide your opponent's name and rank

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    ResistanceR

    @hinthunter i am not saying that it is impossible or hard, what i am saying is that it requires to change stuff that always brings bugs and issues and from my pov this does way more harm than good. I am also pretty sure that the conclusion that you came into from that big ladder thread is a bit wrong as introducing hidden credentials doesn't fix the main issues that were brought up there

  • 3v3 TMM remove the 15x15 maps

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    F

    @Penguin_ oh I assumed I'd get 10x10 maps, and majority 12x12 and 13x13 based on what the Map List gives me.

    I would prefer them all smaller, currently almost all games are won/lost in the expansion phase of the game, which I'm assuming is exaggerated because it's a generated map

  • In Game Statistics

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  • Redesign of the Aeon naval factory

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    ArranA

    Agreed (with above post). Additionally having visually striking differences between a support and HQ factory help gameplay. Making the differences too minor (or non-existent) has already been showcased with ACU's and SACU's.

  • Redesign of the Aeon land factory

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    ArranA

    The mat black on the redesigned support factory pillars which support the fins over the build area looks wrong. At least add the lighting effects of white dots from the original model to break up the ugly texture.

  • Insta kill for units that are off map

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    JipJ

    If we make the timer shorter than a normal bombing run would be cancelled. The intention is to prevent intentional exploits, not to annoy players that are just playing the game

  • Reclaim Only Attack Move

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    Z

    Just have your Harbingers on Patrol. They will automatically attack and reclaim everything coming near to them

  • ACU Rework

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    M

    @jip Yeah I had realized that as I went along writing it. Hence why I stopped filing it out completely.

    I absolutely draw inspiration from black ops acus, but I see no reason not to cut a lot of this out. So please address points individually. BO ACU suffers from being 'word salad' where its not immediately clear what upgrades you would take for a clear style of gameplay. Almost all of the upgrades have several actual impacts that are not at all concentrated in one sector. They also allow for some severely op combinations and generally break the traditional ACU scaling FAF intends.

    I suppose I should explain some of the reasoning behind some of it.

    Why?

    Gun cost increase?
    Generally tends to dominate all other acu upgrades in the meta currently.

    Later gun options for other factions?
    Allows for some limited play into the experimental phase, something UEF and to a lesser degree aeon are not capable of. Seraphim can do so because of the immense hp, regen, and damage output it is capable of plus having T3 mobile shields. Cybran is incredibly squishy/risky but can somewhat have an impact with the use of cloaking as a defensive option staying out of omni range long enough.

    Air combatant?
    Aggressive T2 air is one of the strongest aspects, and there is generally no strong counter to ASF spam. Making the single most important unit capable of making itself a counter, as it does on land increases counter play options and extends ACU risk reward factor.

    Naval Combatant
    ACU is largely irrelevant in naval maps with the exception of drops or some limited support of Cybran com in low tier low quantity naval engagements on small maps. Largely defensive because of the speed and risk in current form. Making the single most important unit capable of making itself a counter, as it does on land increases counter play options and extends ACU risk reward factor.

    Commander Engineering Arm
    Allows for a tanky engineer that is very mass bp efficent, while allowing more utility in other options over being locked into tech itself. Tech being less relevant as the game progresses and non ACU buy in cost is less relevant.

    Support
    Having a support choice that is near combat oriented allows for the player to play a more unit centric offensive style that does not rely entirely on absorbing damage with acu and microing OC.

    Electronic Package
    Adds variety in options and generally makes sensors a potential worth while upgrade all game, unlike as is current. UEF drones are a meme in 99% of cases so something a bit stronger with more utility that comes later may be good.

    Mobility
    Currently ACUs are completely inflexible in their ability to impact larger maps without having complete air control. A more limited option to increase potential impact over direct potential is good game design.

    Weapon
    One I am less sure of. Essentially more focused on stand off or AOE options that reward the aggressive playstyle gun already does, while allowing more counter against getting blocked.

    Tech
    Eco tech makes a more passive commander use more viable early on, extending existing eco versus aggression concept. Fire base tech is to give the player efficient tech access to allow a creeping style game play
    Tech and TML are on the same mount option on account of how blatantly over power com TML can be, reducing the potential build power rate and allowing more time for a counter against something mobile is a good thing.

    Defense
    Mostly to provide some variety and make cybran acu not dog shit.

    Tactical Weapon
    Again to give the other factions some form of impact in extreme standoff or high risk infiltration options.

    I explained the T4 and SACU limitations in the original post.

  • Blaze Pathfinding Problems

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    Z

    @jip https://replay.faforever.com/19754815

    At around 19:50

    I kept trying to pull them out they where weirdly drifting around

  • Point defence should switch targets if their bullets hit the terrain

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    M

    just have to micro that is all.....that and get t1 bombers or a few units to kill the unit in question......but yeah anyway you look at it you just have to micro it....also, before I set any pd down I hold spacebar and see what the terrain is so my placement can be optimized. I typically scan the entire terrain in my lane while my first engines and BO's are happening early on so I can see what the best approach is based on my lane.

  • Nukes should explode in the air

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    D

    @exselsior build a second SMD? Or make them un-selectable once they pass over their damage range ring or in the last few seconds of flight.

  • Air units should have the "idle" tag

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    gabrilendG

    Oh neat, probably should have looked through the keybinds before I suggested that. WELL the "select idle bomber/gunship/interceptor" request still seems valid

  • A Different approach to the T3 air game

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    B

    With some tweaks to damage stats / costs you could basically have inties perform the zone defense role although you would still want a few asf to catch up with strats if required.

    Then let every tier support factory be buildable without the hq but of course only T1 units can be made so you can quickly spam up some bp if your team has an air loss

  • Split mex t2/t3 upgrade hotkey

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    L

    Hey
    For me it's not a skill issue, i came back recently after a 2 year pause and i mostly play with Turtleman, we played a few dozens games already. We play since 2007 and have played countless games. We both noticed in the firsts two games the behaviour change.

    We are not especially low skilled (1800-2300 global depending on season), inexperienced, or imprecise, but we still get "random" T3 mexes occuring almost every game. We just got better at suspecting and pausing them.

    It's not really the same thing as asking for units in factories imo. When you know you will be able to afford a T2 mex in a heated game you just get the first T1 mex nearby (with keybind or unzoom) and press upgrade button.

    I don't agree that doing the error almost every single game that gets intense or with a big map dozens and dozens of time with that kind of experience when we almost never miss anything else comparable in a game is "just on us for being autistic clickers" ; it is a little more complicated than that.

    I'm glad to see we are not alone ^^

    I don't care how it can be fixed just give me a solution ๐Ÿ™‚

  • 2 year old bug: lose player control when a player dies/leaves

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    T

    @jip said in 2 year old bug: lose player control when a player dies/leaves:

    We could pause the game as a player leaves

    I vote for this.

  • Hotkey to lower selection prioritization of selected units

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    nine2N

    Like amygdala said the unit lock feature was made to solve this issue but also it looks like ui party is not working 100% any more.

  • Don't ask again. [running client as admin]

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    C

    @uveso said in Don't ask again. [running client as admin]:

    you can't"

    oh no ๐Ÿ˜ž

  • Stupid Engineers

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    FtXCommandoF

    Suggested every year with engies and ACUs. The only way to do this is by giving them the massive tag, which in turn means they walk over everything just like t4s do and thatโ€™s terrible.