@mostlostnoob Thank you. That worked.
Posts made by Accidental_Aeon
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RE: Game UI is not right
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RE: Game UI is not right
Also, this forum does not support image file sizes larger than 4096 KB despite the fact that a FAF screen shot at 1080p is 7.91 MB. I understand that the creators of FAF want high quality screenshots so that it is easier for people to make visually appealing meme, thumbnails, etc. so please fix the forum file size limit.
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Game UI is not right
My target priority menu is off screen. How do I get my target priority menu back to the left side of my screen so that I can use the menu? In the meantime, I am using hotkeys to do target priority but I really want those keys on the screen so I can see at a glance what a units target priority status is.
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RE: A miserable experience and frankly broken mechanic
But that requires you to
- scout that your opponent is making hover.
- Have enough brainpower to ask for seraphim or uef tech
- Have a teammate who reads chat
- scale production.
You have to be at least 1600 rated on setons before you begin scouting for hover spam. It takes a fairly high IQ to understand which naval units are good against hover spam.
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RE: A miserable experience and frankly broken mechanic
I watched the replay. It turns out Aeon navy sucks vs hover. This is not new news.
Lets go down the list
Tempest+BS+Torrent suck against Hover for obvious reasons. They have low rate of fire and massively overkill their target. Also hover units have small hitboxes and they can miss.
Exodus: I believe half of the Exodus DPS is under the water in terms of depth charges or torps. And the number 1 feature of hover units is that they are unaffected by Torps.
If you want to counter hover units then you need to invest in units that have high damage on their surface guns and low dps on their torpedos. The Valiant is good here.
The Neptune and seraphim destroyers also trade well vs hover because they always hit their shots regardless of the size of the hitbox.
Aeon navy has always been terrible against hover. The best thing you can do is ask for seraphim tech and make seraphim destroyers. Aeon destroyers are atrocious against hover.
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RE: The End of FAF
Naughty Words:
Nobody should be banned for exercising their free speech rights. If you don't like it then you can block them. It is that simple. JT is one of the most toxic Setoners and several Setoners have responded by refusing to play with him. It is that simple. There is no reason to ban people. It is hard enough as it is to fill a lobby.Ctrl K base:
There is no reason to ctrl K your base. The proper procedure is to recall first. If the recall falls then you can ctrl k your com. And preferably you ctrl k your com outside of your base or near the enemy units although I have not always done this.No game is 100% lost. If you understood just how likely FAF is to desync then you would play on as long as possible. The losing team has every right in the world to play on in hope of desync. You may not consider this to be an "honorable" way of fighting but this is the way that FAF awards points. Don't hate the player. Hate the game.
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RE: Seton's Clutch Tournament Best team of 2023
Since my team is unfilled. I will take Citron's spot on the team with JT, Gulmo, and Chan.
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RE: Seton's Clutch Tournament Best team of 2023
Sign me up: Accidental_Aeon
Current rating: 1689
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RE: My thoughts about balance
I will only speak on Navy balance since I am only a UEF only setoner.
TLDR: buff anti hover units or just nerf hover.- The number one issue with navy balance is that hover spam is a bit overtuned. My main issue with hover spam is that it is a braindead strategy. You simply click drag a line of t2 factories and set the rally point into the enemy navy. There is no skill and no micro. Additionally, the hover units have small hitboxes which makes it difficult for boats to connect salvos. The vision buff to hover tanks was definitely not needed. Anecdotally, I see a lot more setoners spamming hover rather than using torp bombers after the torp nerf.
If you are playing setons then you are guaranteed to see hover spam in almost every game. It is inevitable. The meta feels like it is moving towards where the mid player just makes hover in both ponds instead of making naval units which takes an IQ higher than 50.
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Aeon navy is not overpowered. Aeon navy is very bad against hover units. The Aeon navy has high alpha damage and overkills a lot of hover units. Meanwhile the valiant invests almost all of its DPS into rapid fire surface guns and ignores torp damage so it is a good unit to deal with hover. The Galaxy has a similar high fire rate with low alpha damage and the Seraphim destroyer and battlecruiser have beam weapons that evicerate hover units. Aeon is balanced. No further nerfs are required.
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UEF navy is also balanced correctly. I got to 1900 by only playing UEF on Setons. There is no need to buff UEF. You just need to learn to scout your enemy properly and make the correct counter units. Don't underbuild or over build coopers, valiants, cruisers, frigates, battlecruisers, or battleships. In fact with proper scouting you should always have exactly as many of each as you need. You need to STOP making the same que of 3 valiant, 1 bulwark, 1 cruiser, 1 cooper I see in every low rated game. You need to use your brain and change your unit composition based on what your opponent does.
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T3 Seraphim navy and all of Cybran navy probably need a buff but idk. The Salem is still the worst destroyer.
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Regarding the weird interaction between UEF and Serphim T2 navy. I believe the problem would be solved if the Valiant could ground fire the Seraphim destroyers.
EDIT: I can provide replays where I crush navy with hover spam from mid if the audience so requires.
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RE: The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade)
You would be surprised how many 1900s can't spend everything the paragon produces.
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RE: The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade)
In my opinion the 1000-1600 rating is where the most aggression occurs and where aggression is the most successful. These players have enough game knowledge and eco skills to preform an impressive rush but do not have the necessary scouting skills to spot and counter a rush.
<1000: Learning to get reclaim and acu micro
1000-1200: learning and perfecting one specific rush
1000-1600: Learning to make air factories early and improving scouting; using target priority mod
1300-1600: learning how to click trees and manual reclaim
1600+: pausing shields, radars, sonar, etc to avoid power stall; targeting scout planes
2000+: Niche micro tactics: strat bomber micro; paragon micro; awassha micro; etc. -
RE: The Fatboy
I don't know if I said this yet but let the Fatboy build a billy nuke. Also let it fire the billy nuke from underwater.
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RE: The issues with manual reclaim
I don't see how manual reclaim is breaking the game. With all the scout laming, tree clumps have never been weaker. Most of the time they just break because of lamers and all those clicks are for nothing.
With regards to maps like Wonder where you need to manually reclaim to get the mass in the craters, that is a calculated risk you must take. Some players prefer not to take so much mass but instead shoot the enemy commander. Some prefer to take the damage and keep reclaiming. It is a delicate balancing act between how much you should reclaim vs how much you should fight with com. This decision is skill expression.
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RE: Players losing connection to each other
I don't see a problem with this in Global games. The problem might be growing there but I haven't seen it.
The biggest problem I see are in TMM games and especially water maps. I can't tell you how many times I get a water map on TMM and somebody disconnects. I might be paranoid but I think people are legitimately just quitting when they roll water.
As for late game desyncs I have no clue.
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RE: Pending Balance Changes Feedback Thread
If you want to nerf harms then NERF the hp on Cybran ras coms. Why is it that Cybran ras coms just has 4,000 more hp than the Aeon ras com and 3,000 more hp than the UEF ras com? Cybran ras coms sitting underwater building harms, sams, and tmd and reclaiming is one of the worst aspects of navy balance. If Cybran ras coms were easier to snipe then you would see a lot fewer harms finish and it would reward players who scout and snipe expensive units. All i am asking for here is for the Cybran ras com hp to be reduced to that of Aeon or even lower.
In order for a player to fully counter harms they must
- Destroy the harm
- Destroy the unit building the harms to secure reclaim.
Again, the problem is not harms but Cybran Ras coms sitting underwater building harms, sams, and tmd and reclaiming.
You can't ground fire them with cruisers because of tmd and you can't ground fire with battleships because the ras coms will just reclaim the HARM and rebuild it. You can't torp them because they will have flak and sams on the water making your torp run= 100% mass donation.
The only way to counter is overwhelming battleship ground fires + subs and coopers to kill the ras coms. Subs, coopers, and battleships are not very efficient units in terms of dps. I could do the math but trust me when I tell you it takes so much more mass and energy to break the Cybran stall than to stall.
That is not to say Cybran should not have the harm. Cybran need harms because they don't have a hover tank and not having a hover tank basically dooms your faction to irrelevance in Setons.
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RE: Why are base SACU's getting a health nerf?
I don't want to start a balance riot but why does the Cybran Ras Com has 3000 HP more than the UEF Ras Com and 4000 HP more than the Aeon Ras Com? Is this because the Cybran have generally weaker quantum gateway?
Anecdotally, it is frustrating trying to kill underwater Ras coms building HARMS.
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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.
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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.
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RE: 4v4 TMM January 2023 Map Pool Tier List
TMM Rating: 1317
Global Setons Rating: 1500Note: 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.