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    Accidental_Aeon

    @Accidental_Aeon

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    Best posts made by Accidental_Aeon

    RE: Why would you have left FAF?

    I am a brand new player coming from AOE 2. I think i started in early January and mostly play seton's clutch land position. Before I complain I want you guys to know that the game is really fun and I am kinda addicted. Watching other people's replays is really accessible and I have been learning a lot by watching 1k+ Setons games.

    Imo, there are no accessible build orders. There are some from Heaven on youtube but those are more general concepts and don't contain builds for every map. If the client had just some basic generic build orders for setons + other popular maps that work 80% of the time that would be great. Nothing fancy, just something to get people started.

    AOE 2 takes it even further. There is a mod that walks you through step by step with voice direction each of about 11 different build orders. Then at the end, it gives you a grade of A-F based on how fast you could preform the build. There are builds for fast castle into knights, fast castle into Unique Unit, scouts, scouts into skirms, scouts into archers, archers, ect. If something like that existed for FAF then learning the game would be much faster.

    Learning hotkeys and build orders are really the boring, initial investment into an RTS that a lot of people just fail to overcome. After you are over that hurdle and know several build orders and are comfortable with your hotkeys then it is smooth sailing.

    posted in General Discussion •
    RE: Increase vision & radar ranges of all units by some 10-20%

    I oppose this change.

    Scouting is already overpowered in FAF. Take a game like Age of Empires 2. There are no air scouts. If your opponent walls you can't even see what he is doing. You get only 1 scout for the early game and if you lose it then you are shit out of luck.

    The only change I would make is to increase the water vision on t1 and t3 scouts. I sometimes fly a spy plane directly over a nuke sub/sub/commander and the plane doesn't even scout them. For some reason the water vision on scout planes is pathetic.

    posted in Balance Discussion •
    RE: WD #3 - Ridiculous Balance Ideas

    Give the fatboy a billy nuke and 500 buildpower.

    posted in Weekly Discussions •
    RE: 4v4 TMM January 2023 Map Pool Tier List

    4v4 tmm.png

    TMM Rating: 1317
    Global Setons Rating: 1500

    Note: There seems to be a noticeable uptick in instant ctrl k when a player doesn't like a map. Please grow up.

    Canis is so low because it is so campy. I put the water maps higher because I like navy.

    posted in General Discussion •
    RE: Torp bombers are too strong vs subs

    I am a 1600 Setons player and Torp bombers seem pretty balanced to me. One potential nerf to Torp bombers is to increase the value of their mass reclaim. As it stands, when a torp bomber dies above water, its mass reclaim is reduced compared to when it dies above land. If we removed this difference then Torp bombers would be a more significant mass donation when used.

    All air-to-ground units are inherently mass donations. By definition, when the air-to-ground unit dies it is above hostile ground forces which could reclaim its wreck. The key downside to torp bombers is that you have to push with navy or hover to get the reclaim from the fight. Otherwise, they are just as much a mass donation as gunships or bombers.

    posted in Balance Discussion •

    Latest posts made by Accidental_Aeon

    RE: Balance Patch 3750 - Feedback

    In Supreme Commander 2, shields soak up nuke damage so a base with a lot of shielding would take minimal damage from a nuke. I am not saying this would be a good change (it would be a bad change) but it is an option to increase counterplay of nukes while maintaining their pre-patch power level.

    posted in Balance Discussion •
    RE: Balance Patch 3750 - Feedback

    It was clear that Aeon needed a nerf in their t2 phase. Not because of the Asylum but because of cough cough Chrono dampener. I am VERY happy with this change. The sniper bot nerf was a long time coming. Good change but I fear this may be a little too harsh of a nerf. Lets wait and see.

    The kennel buff is a straight up buff to the paragon (which was needed imo). In a team game it is now easier than ever to get kennels and spam units with a paragon.

    I have no clue how the Soul Ripper rework or the Bulwark rework will function. The tempest is infamous for its ability to melt shield boats. I think we may see similar behavior for other battleships now which makes the tempest less special.

    My only problem with the patch is the hives nerf. Cybran shielding is balanced around hives assisting. Nerfing hives means nerfing cybran shielding which is already atrocious. Without buffs elsewhere this looks like a straight up nerf to Cybran in almost all situations with no buffs elsewhere. I am no fan of Cybran and this doesn't make me happy to play it anymore.

    posted in Balance Discussion •
    RE: 4v4 TMM January 2023 Map Pool Tier List

    4v4 tmm.png

    TMM Rating: 1317
    Global Setons Rating: 1500

    Note: There seems to be a noticeable uptick in instant ctrl k when a player doesn't like a map. Please grow up.

    Canis is so low because it is so campy. I put the water maps higher because I like navy.

    posted in General Discussion •
    RE: No Veterancy Coalition

    If you do remove veterancy then please add a healing building that will heal my land and naval units. We should be rewarded for trying to keep units alive on 1 hp.

    posted in General Discussion •
    RE: Increase vision & radar ranges of all units by some 10-20%

    I oppose this change.

    Scouting is already overpowered in FAF. Take a game like Age of Empires 2. There are no air scouts. If your opponent walls you can't even see what he is doing. You get only 1 scout for the early game and if you lose it then you are shit out of luck.

    The only change I would make is to increase the water vision on t1 and t3 scouts. I sometimes fly a spy plane directly over a nuke sub/sub/commander and the plane doesn't even scout them. For some reason the water vision on scout planes is pathetic.

    posted in Balance Discussion •
    RE: Torp bombers are too strong vs subs

    I am a 1600 Setons player and Torp bombers seem pretty balanced to me. One potential nerf to Torp bombers is to increase the value of their mass reclaim. As it stands, when a torp bomber dies above water, its mass reclaim is reduced compared to when it dies above land. If we removed this difference then Torp bombers would be a more significant mass donation when used.

    All air-to-ground units are inherently mass donations. By definition, when the air-to-ground unit dies it is above hostile ground forces which could reclaim its wreck. The key downside to torp bombers is that you have to push with navy or hover to get the reclaim from the fight. Otherwise, they are just as much a mass donation as gunships or bombers.

    posted in Balance Discussion •
    RE: Full-Share Cannot Avoid Reality of Math

    I will only talk about Setons because that is the only map I play. There are some players who are 1600 (Gilobot) who will absolutely NOT double base because they feel it weakens their micro and their eco efficiency. Gilobot would rather ctrl k his commander than manage two bases. I have trouble managing two bases as well. The only time your argument is relevant is when a 1200 inherits the base of a 500. The 1200 is still going to have less eco efficiency but their eco efficiency will still be better than the 500 when all is said and done.

    You claim that Setons is just a map with 4 lanes that rarely interact with each other. This is bullshit. Beach should always walk to mid to scoop mass. The mid player should ALWAYS be making naval units by 15 minutes. And everybody should be making drops
    or bombers or t2 fighter bombers or torps throughout the game.

    If you are sad because you "Won your lane" on setons but your teammates lost then you are a moron. You don't get rating on setons by "winning your lane". You get rating by winning THE GAME. If your teammate is losing his lane don't just ctrl k and give up. Send him torp bombers or drop his opponent or build a nuke. Or God forbid you can even give him your own mexes or pgens if he is low on resources. This is a team game after all. You win or lose as a team.

    You claim that suiciding your com as mid and gifting eco to your air player is a good strategy on setons. I don't think you understand the micro involved to build bases. The air player should be ctrl king their t2 mexes. They need to be scouting CONSTANTLY and watching their scouts as they pass over the enemy. They need to be watching for enemy transports, bombers, strats, and proxy bases. They need to scout for nukes, game ender, any upgrading cybran commanders (this could be telemazer).

    You seem to think that air slot is a dummy slot that takes no skill. This is wrong. Remember what I said earlier. Front player needs to help beach. Well if you are air player and you inherited front base then you need to make navy to help beach because the other front player will be making navy to help his beach. Now you have to micro navy on top of managing two ecos.

    posted in General Discussion •
    RE: How do I get target priority mod?

    Thank you. It is working for me.

    posted in I need help •
    How do I get target priority mod?

    Title

    posted in I need help •
    RE: WD #3 - Ridiculous Balance Ideas

    Give the fatboy a billy nuke and 500 buildpower.

    posted in Weekly Discussions •