If this mode ever gets implemented i believe it would become the standard and most played option. and will ease my personal hatred of t2 air sniping which the balance team see as no issue with, even though 9/10 games end with early com snipes making the average game length of 12-15 mins and with the average lobby length about 30mins not exact. = proves that FAF players prefer lobby sim over actual game.
Posts
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RE: Decapitation should be a rated victory condition
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RE: 15minutes of gaming?
Same thing with com snipes really, some players actively just try to kill coms as quickly as possible mostly with t2 air, but it just ends the game quickly and there is literally no enjoyment from either side, just one player who gets to say I win and its over. this is one of the issues that honestly make me just want to quit FAF altogether as theres no point in playing games that end quickly and in this way. I would rather just give a player 20 points than spending 10-12 mins in game and boom com gone, game over, next. What a complete waste of time.
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RE: 15minutes of gaming?
@ZLO desire to win vs enjoyment from playing
- short games means less time playing and more time in lobby sim, which suggests that you dont enjoy playing but actualy only enjoy the concept of winning.
- long games means more time playing the game you like to play, sometimes although rarely it is possible to enjoy games that you lose if there are fun dynamic aspects to that game.
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RE: 15minutes of gaming?
I have to agree players spend 30 plus mins in lobby just to desperatly end the game quickly by shift g units, its pretty sad state of play.
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Lods
I think the lod distances could be re adjusted on some units like the sera asf and some aeon units i have seen
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RE: Decapitation should be a rated victory condition
Om guessing this idea has been put aside?
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RE: Seeking Help to Develop a Mod: Adjusting Commander Collision Properties
I have been playing around with my own mods for a few years now and I never knew about being able to display the hitbox like this thats sooooo useful, are there any more interesing functions like this?
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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.
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T2 Bombers
Are you not bored of playing games where if you use your com in any way shape or form other than hidding in water you just get sniped by t2 corsair, seriously lame gamplay.
was this not the very reason mercy was changed? to make using your com actually viable
and before they come on here saying skill issue bla bla I have seen 2k+ players deleted by corsair many times.
#23189663 heres a replay for fun
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Opti
Can you consider changing the opti balance so that it doesnt put the two stongest players on the same team please.