@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.
Posts made by Caliber
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RE: Check out a new mod
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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.
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RE: Replay Desync
yes, what im trying to say is that faf could create a unique replay for each player local to their computer as the game itself isnt desynced, only when the replay system tries to align all the different data from mutliple players it doeasnt work.
so you would end up with several unique replays that could vary slighty but be 99% accurate compared to a full desync with each player reseiving there own version.
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Replay Desync
I was looking through a replay that desynced as 1 player left the game and then noticed that there are normal replays and local replays and wondered what the differance was and then thought what if faf could save a version of the game that it knows to be true on your own computer as the game played out as you saw it because the game itself didnt desync.
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RE: Full share duplicates upgrading structures
#23048236 I just encountered very similar issue, aswell as the base and units not transfering over correctly and an upgrading factory that doesnt continue to upgrade, very odd.
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Co-op Feedback
Soo I just played the first new uef mission Prothyon 16
Thought I try playing a chilled game on my own while theres not many people on but Damn you guys like sh***ing on the players.
Im 1500 rating just reference so not the best but not trash either, damn this mission was fustrating, you play from the very beginning with no tech and very little eco like 3 mexes whilst being bombed and attacked constantly, the first time i tried i was dead in like 10 mins to the constant t1 bombers on hard mode, then i tried again on easy.
removing all the tech from the game is like saying lets take all the fun out of the game.
anyway i spend about 30 mins clearing out the first island then after the cutscene you get dumped on by the scenario with some serious drops that kill almost everything you just spend the last 30 mins building, like damn thats a kick in the balls, and i just gave up after that absolute kill joy.
with only 29 people who bothered to complete that mission with one guy spending 13 hours punishing himself.
dont get me wrong it could have been really good the voice overs by gyle made it interesting and it was well set up but damn, when you think you've made progress then you get slapped in the face by an ai that is in god mode. aswell as before you even have a reason to make navy you already getting hit by t2 navy. there should be a warning on this mission like only for real try hards or 2k plus.
are they all like that or are there any chilled ones?
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RE: Remove black soot
I too would like to desable decals, some of them are very ugly.
@CDRMV where is this createdecal function folder located?
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RE: Will TML ever be balanced?
I have just created a mod that rebalances the tml.
problems with the tml as I see them;
6k damage for very little cost
no risk vs reward factor, if tml doesnt work you risk/lose nothing and can reclaim the tml
tml can be fired way too quickly and kill an opponents whole base in about 10 seconds
spreading tmd around takes timeKey changes;
-Missile energy cost's have been increased significantly to create a risk factor of energy stalling when making tmls."
-Missile mass costs have been slightly increased.
-Missile damage has been reduced to 2k so that it doesnt kill the reclaim but still enough to snipe t2 mexes
-Capacity has been reduced to 1 other than cybran as their launcher has 4 launch tubes so makes sense
-TML build rate has been increased so that assisting is less powerful.
-TML explosion damage has been increased to match missile damage at 2k, so dont stand near it if it gets destroyed, again creating a risk factor for tml use."