@jip yep, much better now thank you. far more stable.
now i'm back to the old issues of players having slow cpus, or players being far away from each other e.g. russia to australia
@jip yep, much better now thank you. far more stable.
now i'm back to the old issues of players having slow cpus, or players being far away from each other e.g. russia to australia
Just wondering why people play the Dual Gap map so much in FAF. I've dabbled in it, and it's ok for a little while, but gets old quick. I don't understand how people can play it constantly, night after night. Don't the majority crave a more versatile experience?
@thomashiatt thanks lol. i tried searching but didn't see anything.
Just wondering why people play the Dual Gap map so much in FAF. I've dabbled in it, and it's ok for a little while, but gets old quick. I don't understand how people can play it constantly, night after night. Don't the majority crave a more versatile experience?
more thoughts!! this is about the AI behaviour and unit composition, especially for navy
I'm not fan of the way the navy units horde. espcially in t3 onwards, the battleships, aircraft carriers etc will blindly suicide into my defenses. it's not especially satisfying. i would like the long ranged naval units to hold back in the same way that t3 mobile artillery do.
also the composition of naval units spawned is not very satisfying. i see t3 nuclear subs, aircraft carriers. these units are useless! can you please get these to spawn a lot less?
also similar, but less egregious, i'd like a change in the behaviour of the experimentals and bosses. i would like the long range ones to hold back more just within firing range.
i was thinking sometimes the passageways are narrow and exps/bosses/dooms take up a lot of space. maybe make it so the long range ones hold back, until there are more behind them wanting to move in, so they move in closer to make space
with the exps/bosses/dooms, when they get in your bases, they're not as devastating as they could be. they lack the cunning and effectiveness that a human would have. they just kind of stand there and take fire. i'd like them to be a lot more devastating in what they attack.
regarding the end game, you know what would be cool is when the main timer is over, there is a similar UI element. maybe it shows the number of dooms remaining to kill.
something to indicate that we are in a new stage of the game
otherwise, i'm enjoying the mod. the settings were overwhelming at first, but i've gotten to know them. i like how you split them up by category.
thematic suggestions:
you should make some text explaining what is happening and how to win. do you have to kill the dooms, do you have to kill the HQ? do units ever stop spawning?
nice to haves:
I don't have the base defenses as high as you do. i have the HQ shields and turrets on the lowest setting. i like being able to destroy them
monkey's wishlist. i want the ability to:
@jip yep, much better now thank you. far more stable.
now i'm back to the old issues of players having slow cpus, or players being far away from each other e.g. russia to australia
hmm, both US and Germany are working for me now. Germany wasn't working for me yesterday.
I notice the coturn servers have changed. yesterday there were 7, today there are only 3.