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    Caliber

    @Caliber

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    Best posts made by Caliber

    • Check out a new mod

      Hello everyone

      Check out my new mod "Calibers Balance Mod" although it has very little to do with balance at all, its more about exploring unit design and changing small things like projectiles, sounds and abilities of the units.

      Here are some examples of these changes.

      Turning the tac missile defense of the summit into a short range gatling gun to deal with pesky frigates who get into your personal space.
      fdabhaethtwae.jpg

      Changing the Corsair projectile from rockets to a unique emp bomb that can stun those stubborn T2 UEF turtle bases.
      sfjhnsrfjwrs.jpg

      Turning the Absolver into a rather expensive but OP EMP tank that fires a cloud burst projectile that stuns enemy units for 4 seconds, giving Aeon a much needed buff in the t3 phase.
      sfgnsjnhsry.jpg

      Creating a cybran SACU shield disrupter preset, taking that perk from the Aeon as in my opinion it suits the cybrans alternative aproach to gaining an advantage on the battlefield.
      sjyhsryjwry.jpg

      Speaking of SACU's the seraphim now have a regen aura preset, stolen from the commander, aswell as an ARAS preset.uktdukdtruk.jpg

      Giving the Aeon T3 arty the ability to hover, as it suits the unit and has no visible tracks as the original movement type seems to suggest.
      gheasthwerhrat.jpg

      One of the largest changes I have made is to T1 and T2 navy, as all submarines are now T2, there was no real dynamic to T1 subs. These new T2 subs have very low Hp but very high DPS, designed to kill frigates, cruisers and battleships with ease but get wrecked by destroyers.

      dhtwsrethjwers.jpg

      Here is an example of a projectile change. the cybran t3 gunship only fires a single shot dispite having a double muzzle and that projectile isnt very interesting. So I utilized the double muzzle funtion as it now fires two shots at once with a more interesting projectile.
      gkmtdukt.jpg

      A small change made was to the UEF and Sera T1 PD, all T1 PD are essentialy the same, theres nothing interesting that seperates them, until now, I noticed that the UEF PD sound effect cant quite keep up with the high fire rate so slowing the fire rate and increasing the DPS helped with that issue, unless you pay very close attention most wont notice the sera T1 pd has a double muzzle but fires in a way that doesnt show, so I doubled up the shot by adding a delay that makes it more interesting and seperates it from the other PDs adding a little bit to the faction diversity.
      rjsrtykjsyr.jpg

      These are just a few of many changes I have made alongside some visual and sound changes. aswell as swaping projectiles that I think suit some of the units better.

      If you have any suggestions for new abilities or things you think might fit other units let me know and we can have a look.

      posted in Modding & Tools
      CaliberC
      Caliber
    • RE: 4v4 TMM January 2023 Map Pool Tier List

      Can we have more map gen please?

      posted in General Discussion
      CaliberC
      Caliber
    • RE: Should Strategic Missile Submarine be able to make AntiNukes?

      On the topic of this thread i have thrown together a mod that gives navy a strategic missile defense ability, it's simple but effective.

      but if your interested its called " Naval Anti Nuke"icon.png

      I have basically created a clone of the Missile subs and sera battleship but removed the nuke attack and given nuke defense, all other aspects of the units remain the same.

      The nuke defense subs have shorter range from static defense from 90 down to 70 and the seraphim battleship is 60

      and they are surface fire only!

      the submarine storage is 3 and the seraphim battleship is 1

      the battleship is different as people make a whole load more battleships than missile subs.

      I made the mod quite quickly so i am aware of somethings that need improvement but if you use the mod please feel free to leave me any feedback.

      posted in Balance Discussion
      CaliberC
      Caliber
    • RE: Matchmaker Pool Feedback Thread

      Loving the new higher rate of getting map gen maps by the way 🙂

      posted in General Discussion
      CaliberC
      Caliber
    • Update/Changes

      So i have a suggestion that i hope could save quite a lot of fustration with frequent updates.

      Currently there are links to information on changes to other sources in various places that i think from speaking to other players are poorly understood how to even check for updates and understand why when where those changes are being made.

      Most people who are not invested into contributing to faf do not go the extra few clicks to find extra info

      Speaking to other players after the most recent updates, most people did not realise that the mobile factories have now changed and are fustrated that they could not build from them any more as they didnt realise the changes that have been made, also the most recent change to ringing structures has confused a large amount of the players i speak to who have resorted going back to using the old templates to ring mexes as they dont understand the changes that have been made or understand why.

      my solution to prevent the confusion is to place this info onto the newsfeed of the opening page of faf (not just a link) so that this can be very easily seen and understand what is changing, why its changing and when its changing.Untitled.png

      Or Even place all this information about changes that is on the forum but in another tab in the client.

      posted in Suggestions
      CaliberC
      Caliber
    • RE: The Problems With The UEF - Part 7 (The Ravager)

      kduuytkfiy.jpg

      inspired by comradestryker i made this little mod to the Ravager that now fires the projectile from the TMD without stoping for reloading giving it non stop fire power!, imo it does look more realistic though the only issue now is finding a sound that fits, however in testing there seems to be very little down time from the sound effect re playing so it seems to be up to the task for now.

      posted in Balance Discussion
      CaliberC
      Caliber
    • RE: Matchmaker 0_0

      3039 vs 978 is not a match in any humans mind, I would rather not have a game at all than have games like this.

      Does the matchmaker not pair up equal opponents? at least on rating.

      posted in General Discussion
      CaliberC
      Caliber
    • Unbalanced Maps in Matchmaker

      Unbalanced maps in matchmakerUntitleddhjtaedj.png

      posted in Balance Discussion
      CaliberC
      Caliber
    • TMM map team error

      Untitlederahqe.jpg

      Teams not correctly aligned on this map in the tmmUntitledyfli.png

      aslo this map has two unbuildable mexes

      posted in General Discussion
      CaliberC
      Caliber
    • RE: Satellite overperforming.

      an idea i just had would be to turn the novax into a factory that has to build the satalites, kinda does this anyway when they get shot down.

      base of novax could be cheaper with sats having increased build time and costs ect
      with options of which satalite you want to make such as

      *intel only sat
      *defense sat that does more dps but has a range limit
      *current sat, renamed to something like offensive sat without intel just vision

      just an creative idea

      posted in Balance Discussion
      CaliberC
      Caliber

    Latest posts made by Caliber

    • RE: ACU TML too strong for short-range combat

      people abusing the new fast sera tml com to one shot coms is brutal

      posted in Balance Discussion
      CaliberC
      Caliber
    • RE: Another Novax conversation

      Another reasonable suggestion imo would be to reduce the travel speed, giving players a longer grace period to react, and also a turret speed reduction, currently the turrect speed is i think above 300 which is crazy fast, reducing turret speed would increase the time it takes to change targets wich is one of the annoying aspects of the novax, being instantly able to switch targets as they become available such as downed shields and engineers ect.

      posted in Balance Discussion
      CaliberC
      Caliber
    • RE: Im done with billy nukes

      Deribus is right lets focus on the billy

      I propose two changes

      1. reduce the range by a third meaning the acu will be slightly more exposed in order to use it.

      2. 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

      posted in General Discussion
      CaliberC
      Caliber
    • RE: Im done with billy nukes

      @Nuggets My point was UEF have no weak points unlike other factions, can you tell me one area that uef are weak in?

      Such as Cybran shields and PD are weak.

      posted in General Discussion
      CaliberC
      Caliber
    • RE: Im done with billy nukes

      @maudlin27 said in Im done with billy nukes:

      I also worry that anything good the UEF gets is nerfed because when viewed individually it is strong (billy nuke, novax), with nothing else given to the UEF to compensate. I.e. whether a unit is too strong shouldn't just be considered in isolation, but also in the wider faction context.

      Imo the UEF on the whole need a bit of a nerf

      Billy nuke = arguably the strongest com upgrade allowing the acu to destroy all t3 armys without risking the acu (aswell as telebilly lol)

      Percy = Strongest land unit

      Broadsword - strongest air unit

      Spearhead = only t3 mml

      Ravager = only t3 point defense

      Novax = best intel unit and very effective harrasment unit

      drones = no other faction has drones

      Mavor = strongest artillery / strongest unit in the game

      fatboy = land exp that can destroy any other exp without even getting scratched

      acu = T2/gun/shield or shield nano gun very versatile acu

      Atlantis = requires ground firing from battleships

      sparkys = great t2 build power

      continentals = stongest transport for transporting the strongest T3 land units = most powerful drops.

      anymore I missed?

      as well as all that they have no real weakness, shields are strong arty is strong most HP for buidlings ect

      posted in General Discussion
      CaliberC
      Caliber
    • RE: Im done with billy nukes

      @Sainse I have tested sera mobile shields and I dont see them as a counter to billy

      Billy damage = 12,250 Sera mobile shields health 10,000 leaving 2,250 damage to units under the shield and kills the shield so they cant even recharge

      at best it protects the units from being one shot, it reduces damage, but does not prevent damage.

      posted in General Discussion
      CaliberC
      Caliber
    • RE: Im done with billy nukes

      @FtXCommando

      Counter to Broadswords = Mobile AA

      Counter to Washer = Mobile AA

      Counter to billy = ?

      Also 10,000 e per second is 4 t3 pgens then what? most air players float +10k energy in average games.

      If you want to compare energy costs cybran laser costs 500,000 energy and places the commander in much greater risk compared to the 315,000 energy for billy and keeps the com relatively safe

      posted in General Discussion
      CaliberC
      Caliber
    • RE: Im done with billy nukes

      If no mobile counter to billy exists then it is automatically OP regardless of costs.

      Unless a mobile TMD is created Billy will never be balanced.

      Nuke=SMD, Arty=Shield, Gunships=Mobile AA, Tele=PD, Billy = Only Loyalist or creeping tmd very slowely farward all the way into your opponents base, but by the time you do that the game would already be over, if I know that my opponent cannot attack me because I have billy I am free to do whatever I want.

      posted in General Discussion
      CaliberC
      Caliber
    • RE: Im done with billy nukes

      @FtXCommando you still failed to describe a mobile counter to a billy nuke other than loyalist

      as one doesnt exist.

      and your argument is that its expensive? yeh I would guess that something that can one shot a T3 army is rather expensive, if only others could see this information

      I also said that a billy " CAN " one shot 30 - 40k mass, I didnt say that it happened. You assume too much.

      my point is that there is no mobile counter to a Billy therefore any army that moves outside a turtle base is killed instantly.

      and you aslo assume that if someone other than yourself points out that maybe something in this game isnt perfectly balanced then haha skill issue.

      Not very constructive

      I also just tested TMD against billy if the billy target is behind the TMD it takes only 2 to defend if the target is infront of the TMD it takes 4 to defend.

      posted in General Discussion
      CaliberC
      Caliber
    • Im done with billy nukes

      From now on if I see any of my team or opponents make a billy upgrade Im just leaving the game

      The billy is by far the most stupid thing in this game

      one billy nuke can completely delete an antire T3 army thats about 30 - 40k mass killed in one shot

      only cybran have a mobile counter to it

      so if your op has billy you cannot win by land

      you cant creep T2 Tac Def all the way into you ops base

      it takes 4 or 5 tmd to defend one

      I give up

      UEF = Win

      posted in General Discussion
      CaliberC
      Caliber