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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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    Caliber

    @Caliber

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    Best posts made by Caliber

    • Balance 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.
      fdabhaethtwae.jpg

      Changing the Corsair projectile from rockets to a unique emp bomb that can stun those stubborn T2 UEF turtle bases.
      sfjhnsrfjwrs.jpg

      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.
      sfgnsjnhsry.jpg

      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.
      sjyhsryjwry.jpg

      Speaking of SACU's the seraphim now have a regen aura preset, stolen from the commander, aswell as an ARAS preset.uktdukdtruk.jpg

      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.
      gheasthwerhrat.jpg

      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.

      dhtwsrethjwers.jpg

      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.
      gkmtdukt.jpg

      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.
      rjsrtykjsyr.jpg

      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.

      posted in Modding & Tools
      C
      Caliber
    • RE: 4v4 TMM January 2023 Map Pool Tier List

      Can we have more map gen please?

      posted in General Discussion
      C
      Caliber
    • 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"icon.png

      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.

      posted in Balance Discussion
      C
      Caliber
    • Increase back up distance for Megalith

      This will increase the distance from the Mega to a movement order behind the mega so that the unit will not turn around.

      Currently the back up distance its very small and without exact placement of a movement order or several movement orders your exp unit will turn around and essentially become a very expensive target with 0 dps, the reverse speed is already very slow so that it cant become a kite monster.

      The ability to reverse the mega already exists this would just make it a bit easier and less frustrating to do.

      Also if you match this backup distance to something on the mega that has a visable min/max range ring, the player can use that as a guide, as if to say dont click past this red/orange ring or it will turn around ect.

      Thanks for reading.

      posted in Balance Discussion
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      Caliber
    • RE: Matchmaker Pool Feedback Thread

      Loving the new higher rate of getting map gen maps by the way 🙂

      posted in General Discussion
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      Caliber
    • 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.Untitled.png

      Or Even place all this information about changes that is on the forum but in another tab in the client.

      posted in Suggestions
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      Caliber
    • RE: Wish-A-Mod Foundation

      Allow a dead team mate acu to respawn from quantum gateway.

      posted in Modding & Tools
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      Caliber
    • RE: The Problems With The UEF - Part 7 (The Ravager)

      kduuytkfiy.jpg

      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.

      posted in Balance Discussion
      C
      Caliber
    • 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.

      posted in General Discussion
      C
      Caliber
    • RE: Balance Mod

      This idea worked out better than I thought it would.

      I wanted to create a unit that filled the function of a direct fire exp for the uef as the fatty is less than useful in this role.

      So I came up with this.
      dfghjtdjyrs.jpg

      The UEF ACU is a highly detailed unit and looks great at a larger scale and reminds me of gypsy danger from pacific rim.

      The unit has 45k health with 40k shield twin blasters that shoot larger percy projectiles, its also armed with a sub nuke that launches from its backpack.

      It costs the same as a GC and has very similar dps but overall loses in a 1v1 with a GC as it has a recharging shield and can launch nukes.

      posted in Modding & Tools
      C
      Caliber

    Latest posts made by Caliber

    • RE: Novax written out of the will, and banned from Christmas.

      Only issue is that despite the 72000 E storage needed I have seen replays where it still fires with far less E storage, might be a bug

      posted in Balance Discussion
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      Caliber
    • RE: T3 Mobile Arty & Spearhead Cost Adjustments

      Another way to show how broken spearheads are is dps per mass spent

      spearhead is 0.6 dps per mass
      harbinger which is the best dps per mass (direct fire) unit in the game is 0.38 almost half the spearhead
      percy for reference is 0.26
      uef t1 bombers are 0.77 highest in the game
      T3 mobile arty is 0.09

      posted in Balance Discussion
      C
      Caliber
    • RE: T3 Mobile Arty & Spearhead Cost Adjustments

      @hotcheeseinrear

      The only thing that is extreme is the current balance of the spearhead, with 240 dps compared to demolisher 75dps, thats 3.2x higher, then remember the spearhead is half the cost so really thats 2 spearheads for one demolisher so 6.4 times the dps, aswell the arty needs to unpack before firing.

      Spear heads are one of the top units in the game right now for damage per mass with only (if i remeber) the t1 bomber and t1 pd beating it.

      then the fact that it can fire whilst moving, why? its primary role its to break turtle bases that dont move.

      Also its very high projectile velocity actually allows it to hit slow moving units quite well, especially large slow moving exps the spearheard is exeptionally strong at killing exp like fattys and megas, for a fraction of the cost. consider that it take less than 10 spearheads "4000" mass to kill a moving fatty at "28000" mass.

      Comparing other units it takes 18 percy to kill a GC at "23040" mass and 27500 mass for the GC

      all for a unit that is designed to overwhelm tmd.

      obviously these examples are highly situational but you can see just how low cost and high damage the spearhead is.

      posted in Balance Discussion
      C
      Caliber
    • RE: T3 Mobile Arty & Spearhead Cost Adjustments

      The fact that a spearhead is currently half the cost of an arty and does x3 damage can also fire when moving is just insane, the spearhead should be x3 the cost of the demolisher or damage lowered by a significant amount

      posted in Balance Discussion
      C
      Caliber
    • RE: Increase back up distance for Megalith

      https://drive.google.com/file/d/1fFdTA9Hm3betS6IujEi6Gx7_2rLGQPe4/view?usp=sharing

      posted in Balance Discussion
      C
      Caliber
    • RE: Increase back up distance for Megalith

      @knownsniper how?

      posted in Balance Discussion
      C
      Caliber
    • RE: Increase back up distance for Megalith

      In a mod that I made i increased the backup distance for the maga to match the main cannon range (64) from 15

      i did this so that the player has a visual cue (red ring) as to how far the player can click knowing that the mega will not turn around (click within red ring if you want unit to reverse)

      in my opinion this is far better than its current setting, where the player has to kinda guess were the limit is and risks it turning around unintentionaly

      I cannot fathom why anyone would petition for the unit to be awkward to use

      dethjasreuhjw4re.png

      posted in Balance Discussion
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      Caliber
    • RE: A Big Discussion on Balance. Part 1

      My 5 cents

      Absolver - yes its really good at what it does but is role is very niche - ironically its best used against its own faction, due to harbingers having shields, usefull against seraphim with t3 mobile shields, limited against uef and absolutely pointless against cybran, making absolver emp would make the unit more versatile against all factions and units, but if not done reservedly could easily become op, I always thought that shield breaker would suit cybran better as they dont use mobile shields.

      Czar - best used against asf as mentioned above, but rubbish as air to ground despite having big laser, a small speed buff would make it better to use in both situations but something that big moving quickly could look strange, so hp buff would be prefered as it takes only 25 or less asf to kill it

      Spearhead is annoying as hell, most of the annoying units in faf belong to UEF, lower hp would be nice, also consider to prevent fire when moving.

      Novax - obviously

      Othuum - speed buff would be nice to counter short range, another point for seraphim would be to match mobile shield speed with othuums, come to think of it all of the t2 shields move at different speeds to the main fighting units wich has always bugged me.

      Stealth - is brutally effective but rather than changing stealth costs consider making t1 scouts cheaper, not the build time just mass and energy, navy stealth is far more jarring as distances are much greater

      I have no thoughts about the mercy its very rarely used, however I have seen it used to devestating effect but I have also seen it acheive absolutely nothing so meh.

      same with the paragon very rarely seen maybe 1-100 games and ive also seen people with para get stomped, so if you can get away with making one without being punshed then you probably deserve to win at that point anyway.

      posted in Balance Discussion
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      Caliber
    • RE: Soul Ripper is suffocating in the current FAF balance

      Didnt the soul ripper already have a dps buff not to long ago, I feel its fine as is.

      posted in Balance Discussion
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      Caliber
    • RE: Awassa Kamikaze as intended?

      It is infinitely better to keep the bomber alive, one bomb is 11000 damage, crash damage is 8000.

      to purposefully kill the bomber after spending Energy = 1920000, Mass = 48000, and do only 8000 damage is so wastful.

      posted in Balance Discussion
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      Caliber