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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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    Cyborg16

    @Cyborg16

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    Best posts made by Cyborg16

    • RE: What makes you more or less likely to join the 2v2 matchmaker queue?

      I usually join all three, or only 1v1 or only 4v4.

      Probably the worst point about 2v2 is that you can have unbalanced teams (e.g. 1200 + 1800 vs two 1500) which can be quite significant; with 4v4 it's usually less of an issue simply due to having more players.

      posted in General Discussion
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      Cyborg16
    • RE: Why are base SACU's getting a health nerf?

      The concern I have is that several quite different units have the same icon and mostly the same appearance. Is it possible to use a different icon for each upgrade path?

      Heck, you could remove the base SACU and all upgrade options and just make the various "upgrade paths" completely different units (without upgrades). It would likely be simpler to use and I think wouldn't lose much (does anybody ever convert a rambo boy into an engineer boy on the front line, or similar)?

      posted in Balance Discussion
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      Cyborg16
    • RE: Do you think Sanctuary will replace FAF?

      @thomashiatt said in Do you think Sanctuary will replace FAF?:

      There's not a single thing I would like to see in FAF that involves changing the source code

      Really? There are loads of things (balance and taste dependent) which could potentially be better:

      • improved pathing instead of all this bumping into each other
      • sub depth not fixed
      • radar and sonar shadows (no more hiding radar behind a cliff)
      • no free intel from mex/factory upgrades
      • possibly some different intel models such as deployed drones with limited lifespan
      • modular units without the clunky upgrade system (e.g. in game unit designer)
      • better damage models
      • better unit AI (e.g. auto dodging, raid mode): for those of us who don't think the game is about unit micro
      posted in General Discussion
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      Cyborg16
    • RE: WD #3 - Ridiculous Balance Ideas

      T1 ACU can build T1 radar.

      posted in Weekly Discussions
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      Cyborg16
    • Emerald Craters

      Can we get it off ladder please? Nearly everyone I play on it tells me it's a boring map and I strongly agree.

      posted in General Discussion
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      Cyborg16
    • RE: Patch 3721 / hotfix 3722 / hotfix 3723 / Patch 3724

      Added feature : preselection of mex when selection engineer and hovering the cursor over a mass spot

      I don't like this so much. Is there an option to turn it off? It can require an extra click when doing the "assist mex" thing to build storages.

      posted in General Discussion
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      Cyborg16
    • 1v1 matchmaker rating limits

      Several times recently I've been matched against a 0-rated player on ladder. I'm ~1200. I get that a 0-rated player is more unknown than known noob but all the same it doesn't make for interesting games.

      Shouldn't there be a hard cap on the maximum rating difference when matching? A 300 difference is already a strong predictor; a 600 difference is an almost-certain predictor, and beyond that you can safely bet that no 2k player would want to be matched against someone my level, so 600-700 difference seems like a sensible hard cap?

      posted in General Discussion
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      Cyborg16
    • Billy nuke doesn't always fire on command?

      Sometimes when clicking to launch the billy nuke it doesn't fire. This may be when the ACU is building.

      What I expect:

      • launch the nuke
      • continue other activity (move, build, etc.)

      What seems to happen:

      • stops other order
      • does not always launch

      Replay: https://replay.faforever.com/19459562

      posted in General Discussion
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      Cyborg16
    • RE: How do I block horrible maps

      IMO map veto isn't really required (with good choice of maps), but...

      @ftxcommando said in How do I block horrible maps:

      Glaciers sucks at high level

      Glaciers simply sucks. Too much mass for 1v1. Like many of the GPG maps its seems to be designed for more than two teams and doesn't really translate to 1v1 — perhaps with smaller fewer expansions it would be better. It's also ugly. The main thing to get out of it for lower level players is learning early air control and drops on large maps.

      posted in I need help
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      Cyborg16
    • RE: Fails to load textures: bad path on Linux

      Success! Thanks Jip.

      posted in Game Issues and Gameplay questions
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      Cyborg16

    Latest posts made by Cyborg16

    • Do not call gg BEFORE killing your opponent's ACU

      As if it wasn't already bad enough for the winner to call gg, my opponent topped that by calling gg while I was still trying to micro the ACU. Bad form, hashbrownies.

      But well played for taking advantage of the chaos caused by my allies attempting to OC a monkeylord with BOTH their ACUs. (I'll admit, they did succeed in killing the ML at least. No idea why they allowed their opponent to hold so much territory for so long in a 2v1 position either.)

      posted in General Discussion
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      Cyborg16
    • RE: T4 mobile anti-air

      @Nomander said in T4 mobile anti-air:

      Make flak instead of T3 MAA for dealing with gunships. You will need a lot because gunships cost 1500 mass while flak costs 160. T3 MAA should be reserved for kiting T4 air/killing strats since it's weaker than flak.

      I guess this is the meta I was missing; thanks. There's definitely still a gap for MAA which is decently survivable at the T4 stage and can deal with both gunships and T4 air though.

      posted in Balance Discussion
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      Cyborg16
    • T4 mobile anti-air

      In the T1/T2/T3 stage, air serves a number of useful purposes: scouting, transportation, bombing weakly defended targets, high-mobility gunships able to chase down raiders. And interceptors.

      In the late T3/T4 stage, one team tends to build a huge ball of ASF able to shut down the opponent's air, even over the opponent's mobile land armies. Worse, if one team gets air supremacy and 20+ T3 gunships or a T4 gunship, they can shut down most land pushes.

      This changes the game to the point that land pushes are hard, turning the game into a T4 arty war.

      Suggestion: add a T4 mobile land AA unit to each faction, somewhere around the cost of a spider or GC. Make it strong enough to beat all T4 air and able to kill massed gunships quickly using AOE weapons.

      This should make multiple-T4-pushes more effective and reduce the incentive to make 100+ ASF.

      A simpler alternative would be to buff T3 MAA, but I think this has more downsides.

      posted in Balance Discussion
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      Cyborg16
    • Billy nuke doesn't always fire on command?

      Sometimes when clicking to launch the billy nuke it doesn't fire. This may be when the ACU is building.

      What I expect:

      • launch the nuke
      • continue other activity (move, build, etc.)

      What seems to happen:

      • stops other order
      • does not always launch

      Replay: https://replay.faforever.com/19459562

      posted in General Discussion
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      Cyborg16
    • RE: Smol ACU Adjustment

      That sucks brutally, ACUs don’t need to be nerfed in t3 stage.

      Right. I wonder about adding a second level range upgrade? But it's still a nerf vs T2 PD.

      posted in Balance Discussion
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      Cyborg16
    • RE: Smol ACU Adjustment

      I'm with Ftx in that ACUs in team games kill a lot of early action and in that auto-OC is worth keeping.

      But I don't think auto-OC is too powerful, at the early T2 stage when there isn't a huge amount of power. If you think it is, send a few T1 units ahead of the T2 to use up that stored E.

      Ultimately I don't see a solution to the strong-ACUs-in-teamgames problem other than paper-thin armour on ACUs. Or maybe making snipes more balanced (yes, that Mercy vs T2 bombers for snipes balance issue).

      posted in Balance Discussion
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      Cyborg16
    • RE: Should subs cloak while idle, submerged and stationary?

      What if T1 subs have cloak but no stealth and no sonar; also T1 scout planes have no sonar? Makes subs vs mexes & engies strong without affecting subs vs navy. Also means moving sub loses to lurking sub every time (if they engage at all).

      posted in Balance Discussion
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      Cyborg16
    • RE: Suggestion: Ladder Map Size preference

      It would likely skew ratings, e.g. someone might only play 5x5. This would make it harder to compare people by looking at their ladder ratings.

      posted in Suggestions
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      Cyborg16
    • RE: Smol ACU Adjustment

      @thomashiatt said in Smol ACU Adjustment:

      Auto OC is some stupid ability FAF added, so it's much easier to argue for it's removal than things in the game from the start. It has horrible anti-synergy with the new variable energy overcharge system (which I still think is the worst thing ever done to the game).

      Give me the ability to OC while still following the last move order and I won't complain about removing auto-OC. As is, it is useful for retreats.


      IMO frequent lack of T2 usage comes down to dynamics that have very little to do with the T2 units themselves:

      1. Early game, grabbing mexes and reclaim is a must. Raiding is often also important. Hence T1 cannot be skipped.
      2. Mid-game, eco is important. T2 pushes take time to build and reach the enemy, time that allows preparation of defence (gun ACU, T2 PD, maybe even T3 land).

      T2 land is not useless, but mex upgrades and map size are the real reasons T2 land has little use.

      So, nerf mass-storage adjacency bonus for more T2 tanks?

      posted in Balance Discussion
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      Cyborg16
    • RE: Smol ACU Adjustment

      The other option is to look at energy cost for OC. OCing an Ilshovah already requires more than one Estor.

      posted in Balance Discussion
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      Cyborg16