Can we have more map gen please?
Best posts made by Caliber
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RE: 4v4 TMM January 2023 Map Pool Tier List
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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.
Changing the Corsair projectile from rockets to a unique emp bomb that can stun those stubborn T2 UEF turtle bases.
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.
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.
Speaking of SACU's the seraphim now have a regen aura preset, stolen from the commander, aswell as an ARAS preset.
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.
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.
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.
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.
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.
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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"
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.
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RE: Matchmaker Pool Feedback Thread
Loving the new higher rate of getting map gen maps by the way
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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.
Or Even place all this information about changes that is on the forum but in another tab in the client.
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RE: The Problems With The UEF - Part 7 (The Ravager)
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.
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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.
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TMM map team error
Teams not correctly aligned on this map in the tmm
aslo this map has two unbuildable mexes
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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 visionjust an creative idea
Latest posts made by Caliber
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RE: Check out a new mod
@Nuggets thats why i said it has very little to do with balance, most things in this mod are not meant to be taken seriously, but if somebody thinks, thats cool, then the mod has achieved my intentions.
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RE: 413 Payload Too Large from POST https://api.faforever.com/mods/upload
@Jip said in 413 Payload Too Large from POST https://api.faforever.com/mods/upload:
We can't only keep the latest version - it would break all replays that use* a previous version.
How much value is placed on modded replays?
I see many many standard rated games that have desynced replays and it doesnt create much of an issue, from what I see.
If a creator wants the previous versions removed, and it saves a lot of space on the server, I dont see a huge reason not to.
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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.
Changing the Corsair projectile from rockets to a unique emp bomb that can stun those stubborn T2 UEF turtle bases.
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.
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.
Speaking of SACU's the seraphim now have a regen aura preset, stolen from the commander, aswell as an ARAS preset.
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.
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.
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.
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.
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.
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RE: MapGen 3v3 SHOWDOWN
above 2300 should play with handicap like using playstation controller or without keyboard just mouse, for laughs.
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RE: The Billy Nuke needs to be nerfed
I agree that billy is too strong, one shoting 30-40 or more bricks/percy ect is insane.
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RE: Multiple Languages
seems like a lot of steps for a few lines that may be on screen for ten seconds, I play in windowed mode so I could just copy, minimize, paste in a second, and enjoy the salt in all languages, I have tried the phone thing but like phong says its not the easiest toption.
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Multiple Languages
Heres and idea, not shure if its possibel or even may have been suggested before but,
seeing as FAF is a game used by so many far and wide,
Allow the ability to copy text from the chat box in game and lobby so that we can use google translate?
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RE: T2 Bombers
let me get this right a 2000 a 1700 and a 1500 die to corsair and you all say skill issue?
or
occam's razor
T2 bombers are too easy to spam
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RE: T2 Bombers
@indexlibrorum said in T2 Bombers:
As the bombers didn't get you on their first pass, but on their second or third, by your own argument you believe flak would have saved your life.
You weren't under 'constant T2 bomber attack', you were an overextended 3k HP com without AA in a game where your teammate was just airsniped and where you—10 minutes in—haven't scouted the enemy team even once.several errors in your last comment.
No flak would not have saved me, flak only reduces the likely hood of multiple passes flak does not insta kill corsair sadly, second yoji was full health and had air support, still died because it takes a significant more investment to stop corsair attack.
I say constant attack because if you look at the game the corsair spammer doesnt just make 5 corsair and moves on with their life they are spamming them nonstop if i didnt die to first five then another 20 would have killed me.
and why focus on just me at least 3 coms died to corsair abuse in that game.
and you say overextended I was bearly over the halfway line.
I have another 50+ replays of make corsair = win game
If the hp is just lowered abit to make T1 air more useful or make the costs more you can still have your op com killing cheese unit, it just wont be as easy to abuse.
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RE: T2 Bombers
@IndexLibrorum in previous posts it was agreed that flak is not great against T2 bombers as the bombers do their damage before flak even engages them, flak only reduces the chances of a second or third run from the same unit. t1 inties are also bad against T2 bombers as they are slow and do low damage.
In order to survive a constant T2 bomber attack you need at least have nano multiple flak and shields or asf nearby that already have intel on the snipe way before it happens specialy on big maps.
previous arguements have stated that the balance means you need an equal investment in mass for AA and shields to survive a snipe attempt, I beleive this to be a bad idea as all players are focused on the fight in front of them, this means that to survive a snipe all players at all times in all games must always be over prepered for a snipe which is false thinking and ruins enjoyment.
secondly ignore balance and skill arguements, does anybody believe that having this mechanic in the game actually improve faf.
being able to spam a single unit and cheese win games within 10 mins adds quality to FAF?
another way to look would be to consider that the average cheese snipe game time is 10-12 minutes the average lobby time is about 30 minutes, making faf and actual lobby simulator.