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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    Posts

    Recent Best Controversial
    • MassFabs AutoOff feature impact on economy

      Hello,

      There is a relatively new feature that turns MassFabs off when energy drops. While the idea behind it is a good one, the implementation might need readjustment.

      This is the way it works at the moment:
      Massfabs work fine when the energy bar is full. They start to turn off gradually as the energy bar lowers under approx 80% of total bar incl. storages.

      The problem:
      Massfabs are turned off regardless of the amount of energy you have, just as long as it falls under 80% (~78% to be more specific). This results in massive mass loss while in actuality you never had an energy problem.

      When this happens:

      1. You build more energy storages - until the bar is full again your massfabs are off. Not desirable and just plain wrong.
      2. You have a temporary mass influx due to reclaim for instance or teammate donating - You use more energy while building - energy drops (taken from the storage) - massfabs are off.
      3. You have mass in storages and you start building something using this mass up fast.
      4. During you eco scaling up - constant energy fluctuations which are normal and expected - again some or all massfabs can be off.
      5. Upgrading RAS
      6. Overall any situation where you have an energy expenditure which makes the total energy bar lower than 80%.

      The verdict:

      • Energy bar fluctuations are totally normal and frequent - no reason to lose so much mass over it.

      Suggestions:

      1. As an immediate fix - either let the player enable/disable this feature in settings or revert to the way it was previously.
      2. More to the point of making this feature viable:
        Massfabs turning off should initialize under different conditions.
      • Approx x2 of the energy needed to sustain all massfabs. So if the require 10k - start turning them off gradually when the bar is under 20k. Imho you do not need more than that, but maybe a subject for testing.

      • Also probably needs to be a fixed minimum to account for situations where the energy bar is small due to little or no storages built.

      • Again I think the feature should be an option to be turned on or off coz some players may prefer not to use it.

      Update:
      So it was brought to my attention and also confirmed by Nomander below that the Overcharge is taken into consideration here. Max OC is 90k energy. So I tested and can confirm what Nomander said regrading bigger energy bar by using 16 storages. In this case you can use more of your storage before fabs are turned off.
      Imho it should absolutely not be so unless this is under player's control. At this later stage OC is rarely used but the game reserves 90k energy for that by disabling Fabs.

      posted in Balance Discussion
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      Big_Imbowski
    • RE: Ethereal FAF Client 2.0

      Hello, the client keeps looking better and better!
      I have a few suggestions/requests that may be useful for all.

      1. Option to hide moded games, especially due to the fact that the client does not support them anyway.
        The error you get: "SIM modes not supported"

      2. Possibility to see the game list as a detail list just as it is in official client under option "table" view.

      3. Chat: adding friends/foes. If there is a possibility to sync with already existing lists that a player made with the official client.

      4. History: official client will delete all history and private conversations, an option to save them will be most wellcome.

      Thanks again for your hard work))

      posted in General Discussion
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      Big_Imbowski