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    veteranashe

    @veteranashe

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    Best posts made by veteranashe

    • RE: New Player Councilor Discussion + Removal Announcements

      This election reminds me of one that just happened where people didn't like mean tweets so they wanted a different person.

      Just because you think ftx is mean has no bearing on what others think of him. I do not instantly take things as a directed personal attack so I often do not find malace in ftx's posts, maybe others should grow a little.

      posted in General Discussion
      veteranasheV
      veteranashe
    • RE: Sparky Rationalization

      Give the sparky a full t1 suite, along with current T2 suite it has

      Gives utility and qol on drops and base building, can build t1 facts on proxies
      Yes can reclaim dead expansions fast, but a transport can too

      Will not replace the T2 engie

      Can rebuild your base in last ditch type situations with t1 power etc

      Can ring mexes, qol

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • The 3v3 tmm is the best thing to happen to faf

      It's really fun and with all the maps being random it makes everyone more equal with no real meta you have to know. I've been enjoying it.

      I think the random maps only should apply to 1v1 up to a certain rating to help the new players out because it sucks to get owned because you haven't played that map that much.

      posted in General Discussion
      veteranasheV
      veteranashe
    • RE: Snipers/sera mobile shields need a rebalance

      Ever try rushing with labs?

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: Developers Iteration IV of 2023

      @jip said in Developers Iteration IV of 2023:

      Other note worthy changes


      Context based templates

      • #5543 Add the ability to use the context of the build preview

      It is best shown visually. See the pull request for a video. With this feature you can create templates that use the build preview as its context. As an example;

        • imagine you have a radar as a build preview. If you hit tab (the hotkey to trigger the context based templates) then it turns into a radar that capped with power generators
        • imagine you have a tech 3 air factory as a build preview. If you hit tab then it turns into a chunk of air grid

      As mentioned at the start; this is best explained visually. See the pull request for a video.

      • #5541 Make it easier to cycle through extractor / hydrocarbon plant templates when zoomed out

      The radius that scans for deposits increases as you zoom out. It mimics the distance of the pixel-snapping behavior for extractor deposits.

      Assist to copy the command queue of an engineer

      • #5540 Adds another assist side effect that triggers the Copy orders functionality

      The assist behavior can be a bit clunky at times. By copying the command queue you still 'assist' the original engineer but have all the advantages of not having to wait for the original engineer to start the construction.

      Improvements to the score graph

      • #5524 Improve responsiveness and performance of the score graph

      With thanks to @Pokute the score graph is now in a good spot in terms of performance. It now populates the graph really fast, even after long games with a lot of players.

      Improvements to anti-projectile weapon behavior

      • #5518 Disable anti-projectile weapons after firing

      Projectiles have a shooter cap. When a weapon locks on a projectile it adds towards the shooter cap. When the cap is reached no more weapons can lock on a projectile. This behavior is fine but there's a problem: weapons can lock on projectiles even though they are unable to fire. This can be due to many reasons, the most common being the reload time.

      As a result a weapon can lock on a projectile during a (long) reload time and effectively prevent other weapons from being able to intercept the projectile. Other nearby weaponry would just remain idle.

      This is now adjusted; an anti-projectile weapon is no longer able to lock on to a projectile while reloading. As a result anti-projectile weaponry is a lot more efficient at shooting down projectiles and they no longer appear to remain idle like they used to before.

      This impacts both torpedo and tactical defenses.

      7565e2b5-6d22-4403-9e40-20bfbffad966-image.png

      Improvements to projectile collision detection

      When a projectile intersects with multiple units at once it will usually pick the last unit. This was a bug; most commonly seen with the walls behind a point defense soaking up all the damage. As a result walls would work rather unreliably. The bug is most common units that are either very packed or with projectiles that have a very high velocity. One example being the Rhino.

      This bug is now fixed - the unit that would be hit first takes the hit. As a result the walls in front of the point defense take the damage. It is now also possible for small non-hover units to hide behind walls as the wall will reliably soak the damage.

      7f6484cb-69f3-40ee-9a23-27d90e58a885-image.png

      Walls working correctly sounds very awesome

      posted in Contribution
      veteranasheV
      veteranashe
    • RE: Developers Iteration III of 2023

      Reserved to give gg's

      posted in General Discussion
      veteranasheV
      veteranashe
    • RE: Let's talking about HARMS

      Is it possible to change the target ability of harms so battleships can target it normally?

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: Developers Iteration III of 2023

      Voting among the players would be the worst option

      posted in General Discussion
      veteranasheV
      veteranashe
    • RE: T1 Subs & T1 Frigs

      Change the deck gun to artillery with longer range than frigates so they could possibly be used as support in fight along with their torps, can be used as regular subs submerged, and lastly they can be used to raid mexes that are out of range or terrain of frigates and can do that sneakily. This can also gives a reason to have radar surfaced.

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: A Different approach to the T3 air game

      Makes sense, but fuel should be out of this game entirely, if a lab can manufacture it's own ammo a jet can make its own fuel as well.

      posted in Suggestions
      veteranasheV
      veteranashe

    Latest posts made by veteranashe

    • RE: Co-op Feedback

      Some of these missions are supposed to be played with other people toi

      posted in General Discussion
      veteranasheV
      veteranashe
    • RE: Will TML ever be balanced?

      Increase tmd range

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: Will TML ever be balanced?

      Uef4life, 6 million mass in snoops is 500,000 snoops or 1 mil DPS

      Thanks for the numbers on Corsair. I still think it's mostly fine and definitely a excellent addition to the game over ta.

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: Will TML ever be balanced?

      How much mass is in a tml snipe of a hq compared to a Corsair snipe on a aco or a hw

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: SACU Rebalance

      In ta it's balanced by arm having the fark, fast assist and repair knot, so having a necro sacu for cybran while uef gets a pretty slick engineer sacu probably would work out.

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: Where is the guy who was offering a copy of the game for Russians?

      All that ddos for nothing

      posted in I need help
      veteranasheV
      veteranashe
    • RE: SACU Rebalance

      I thought on a gateway that the sacu is built onsite and the human is ported in

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: SACU Rebalance

      @chenbro101 said in SACU Rebalance:

      Ok, so how about an upgrade that increases capture range and speed? Call it hack module or something. So for cybran sacu they would have something like hack, emp gun and AA? Would that make a good enough support ACU?

      Remove the gun and install a capture module that captures really fast at range. The thing with capture you have to put the unit on hold fire otherwise it might kill the unit.

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: SACU Rebalance

      Seems Like the base unit is kinda of worthless, perhaps we should make the gateway quite cheaper so base units can come into play more?

      posted in Balance Discussion
      veteranasheV
      veteranashe
    • RE: Time to move on

      I've been playing total annihilation on taf, it's easier to get a game there than at faf unfortunately

      posted in Contribution
      veteranasheV
      veteranashe