Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you may not be able to execute some actions.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
The king is dead, long live the king
Ship FAF with PD + walls template by default
One of the most common pieces of advice I see for new players is to make a template of PD surrounded by walls. It's by far the most used template and even some more experienced players can be annoyed if they lose access to it for one reason or another.
Why not have FAF add the 4 (one for each faction) templates automatically? It'd be a QoL feature like mex assist for storage and should be fairly low impact to everyone who doesn't want it.
The "hate for Dual Gap" is irrelevant here.
You have (again) failed to provide an argument for why this should be a core balance change rather than just a mod. Hives are balanced just fine on virtually every other map. Nerfing them so they're balanced on Dual Gap would come at the expense of those maps.
Hives were considered very OP in Phantom. You know what people did? They wrote a mod that gave hives to all factions. Problem solved.
@Tagada said in Weak Overcharge:
I really wish we would have a few guys that would be responsible for deleting all the stupid posts
Ask and you shall receive.
All posts that did not actively contribute to the conversation and/or contained personal attacks have been deleted. Keep it civil, keep it on topic.
What about massively increasing their death explosion radius and damage? That way they're a lot more dangerous to chill in your base, and if you keep them clustered together they'll chain
@Arkansas said in The Last Thread about RAS SACU Balance:
How about just removing RAS from ACUs all together.
Do you mean SACUs?
Increase the volatility of a RAS ACU (lower hit points, bigger bang, makes it less useful in its other roles)
This what I suggested as a first step, but I disagree with lower hitpoints.
Upgrades universally improve upon the unit's capabilities. RAS reducing HP would be unintuitive for new players.
Remove RAS preset
@archsimkat said in The Last Thread about RAS SACU Balance:
I feel like an easy change to nerf RAS bois just would be to remove all SACU presets.
Not a fan of this approach either. Making something clunkier to use just makes the game more frustrating, instead of making a well thought out balance change that improves the game as a whole.
@keyser said in T1 sub rebalance:
one player didn't bother making subs, while the other one, used his own subs for a long time and was able to deal quite a lot of damage through out the game.
I actually went through that replay tracking the first sub with a stopwatch. Jagged's first sub spends no less than 7 minutes and 12 seconds actively firing at something, and it dies with around 1100 mass killed.
At 360 mass per sub, extrapolating that means it would take an average of 2 minutes and 21 seconds of constant firing for a T1 sub to do its own mass worth in damage. I can't think of a single other combat unit that would have to survive in combat for that long to recoup its worth.
So first of all that's Seraphim.
Anyway, what color is it supposed to be and what are your graphics settings? It looks pale purple to me but I agree it's pretty faint.
Hamburger menu in the top right, settings, pagination, set whatever you'd prefer
There has been a lot of discussion in the the last thread about RAS SACU balance about reclaim, especially dead land armies in the T2 through T4 stages.
The core of the issue is that a failed assault at that point in the game leaves an enormous mass gift on your enemy's doorstep. This discourages aggressive tactics, and encourages strategies like nukes and T3 artillery, which in a worst case die quickly only for you to reclaim 81% of the mass back.
There are countless ways to address this, but first I think there should be some guidelines to agree on:
If you disagree with any (or all) of these don't hesitate to say so. I'm happy to change or refine these.
With that out of the way, what are some ways to nerf reclaim?
What are some other ideas? What do you think about those above?
Community ideas:
@KaletheQuick said in Reclaim:
reduce wreck HP by tech level add 'wreck' option to target priorities
@arma473 said in Reclaim:
buildings should still leave 81% Add "better reclaim view" and "unit selection cost" to the base game of FAF Instead of reducing reclaim by tier, determine the % reclaim left after a unit's death based on the ratio of energy cost to mass cost.
Moved to Balance Discussion
@Valki if you believe TMLs/MMLs are underpowered, provide a replay as an example
Merged the two threads
I watched arma's attempt and tried myself a few more times. 17 minutes is pretty typical, so 16 minutes is probably possible given some more attempts, but not much faster
I built 2 in 20 minutes
Does this work for random spawns? Because if so it's an explicitly banned exploit:
"Using a mod (or any other way) on a map with random spawns that shows exactly which player has which start point and faction"
And it's not a huge issue, just a well known one. Draws aren't particularly common. I'd wager knowing and consistently using this exploit would net someone no more than 50 ladder points.
There are bigger issues to fix out there. While this one would be nice, I don't think it's a priority.
Просто продолжай играть. Серый рейтинг означает что система не уверина потому что у тебя не достаточно игр.
Enable observers in the game lobby
Ecomanager is most likely what's causing it. My understanding is it contains a feature that selects all and gives it to an ally when you die. It's somehow messing up and giving to civilians instead
@BIG-BENNIS-MAGIC said in Merge engineers into support engineers to circumvent pathing issues.:
Or station them in it. Like in a carrier. So you can get them out and to another one.
Getting raided by an early bomber? Dump your engies into a nearby factory. Boom they're invincible now