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    Deribus

    Deribus

    @Deribus

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    Best posts made by Deribus

    Chrono Dampener Rework

    In both my ladder and team games I've gotten the feeling that Chrono Dampener can be quite oppressive to play against, while also providing little feedback. I've written a mod (called "Chrono Expand" in the vault) to try to address these shortcomings.

    Default Chrono Dampener:
    alt text
    There is a small effect around the ACU which causes units in a huge area to get immediately stunned for 2.5 seconds. The last titan is actually at the edge of the range, but there's no way to tell that.

    Chrono Expand:
    alt text
    The effect now covers the entire area in a wave which stuns units. All units lose the stun effect at the same time, which means that the closer the unit is to the ACU, the longer it gets stunned for. At present, units right next to the ACU get stunned for 3.5 seconds, while units at the edge get stunned for only 1 second.

    The values above aren't set in stone, and are actually mostly the result of my lackluster modding ability. I'd love to get a stun shorter than a second at the edge but for some reason that starts to shrink the radius of the effect instead.

    What are your thoughts?

    posted in Balance Discussion •
    RE: Small suggestions topic

    Make radar selection not make the exact same sound as a ping

    posted in Suggestions •
    RE: Community Manager Candidates 2022

    Instead of focusing on what I would do if elected, I'll focus on how I've already been doing many of these duties.

    • Being a communication relay between players and contributors
      • Compiled a loooooooot of data on the small suggestions topic: https://forum.faforever.com/topic/3206/small-suggestions-topic/291?_=1649658115116
    • Collecting data related to the player experience
      • Ran an experimental survey on people's opinions on the state of naval balance https://forum.faforever.com/topic/1597/naval-balance-survey?_=1649658115124 (as well as the above)
    • Being present for the players and answering questions
      • Hard to provide a simple link to that, but I'm pretty active on both Discord and forums, as well as the many PMs I get being a moderator.
    • Organization of regular games
      • A little old, but I organized this thread on a forum: https://forums.spacebattles.com/threads/supreme-commander-gaming-thread.323817/, which ran for 2,879 posts over several years before finally running out of steam. I've also organized many games among my Discord friends but again, can't just link that 😛
    • Other Community Management-esque items
      • Trying to lead the Balance Discussions subforum by example: https://forum.faforever.com/topic/759/balance-thread-guidelines
      • Supcom "fun fact" kind of posts: https://forum.faforever.com/topic/3413/what-each-simspeed-value-means?_=1649658115138
      • Occasional meme-making:
        • https://discord.com/channels/197033481883222026/849681991111934002/952114017487446066,
        • https://discord.com/channels/197033481883222026/849681991111934002/930825385443196948
      • Wrote an April Fool's mod that sadly couldn't be implemented this year but perhaps could be next year
      • Activity on Reddit: https://www.reddit.com/r/supremecommander/search/?q=author%3Au%2FDeribus&restrict_sr=1&sr_nsfw=&type=link (as well as dozens of comments answering questions)
      • Many private training sessions with players
      • Responsible for the single most important Discord channel, #cute-animals

    Hopefully the above demonstrate both my experience with and willingness to do many of the tasks that might be asked of the community manager. Oh, and also I'm a Russian speaker so I can engage with astro players.

    What are my actual plans if I were elected?

    A lot more of the same, additional data compilation, updates on the state of development, I like the regular games idea. Might look into running a successor to "this week in slack" but Zulip is so active in so many channels I frankly don't know if I have the time to catch up on that many messages. I have a few other ideas but I'm not committing to anything at this point until I consult with the board post-election.

    Will I remain a moderator?

    I too had this question, as I was hesitant to retain the moderator role while also being the community manager. I felt this would make me less approachable as a community member. However after posing this question to the board they recommended I keep my role as a moderator, so that I will do.

    posted in General Discussion •
    RE: Small suggestions topic

    Trying to make a more convenient list of suggestions, as this thread has grown enormous:

    Being worked on/looked into:

    • Easy to interpret lag information (Coming soon)
    • Change radar selection sound (Being worked on)
    • Give friendly/enemy nuke launches different sounds (Being worked on)
    • Display total score of each team in lobby (Being worked on)
    • Repeat hotkey improvements (Being worked on)
    • See friendly radar bubbles (May not be possible, being investigated)
    • Full share unit gift prompt/notification (Being worked on)
    • Button to notify players to ready up (Being worked on)
    • Enable many "proplayer features" by default (Being looked into)
    • Global unit toggle (May not be possible, being investigated)
    • Force rainbow cup colors (Not possible in custom games, but being worked on for matchmaking)
    • Better CPU test (Being worked on)
    • Audible low power warning (Being worked on)
    • Display whether maps are rated (Being investigated)
    • Matchmaking menu improvements (Being worked on)

    Probably not possible

    • Add unit to beginning of build queue (May not be possible)
    • Fix stereo sound issues (May not be possible)

    Feature already exists or was purposefully removed

    • Ship FAF with PD + Walls template by default (Rejected/similar feature already exists)
    • Prevent pause button spam (Feature already exists)
    • Target prioritization improvements (Rejected/old feature that was reworked)
    • Allow reduced disconnection timer (Feature already exists)
    • View share condition in-game (Feature already exists)
    • Ability to name templates (Feature already exists)
    • Shift-g reclaim orders (Rejected, purposefully removed)

    Suggestion outside the scope of the thread

    • Clear client search field (Client issue)
    • A variety of UI improvements (Client issue)
    • Toggle option for UI mods when watching a replay (Client issue)
    • Highlight alternative game modes (Client issue)
    • Merge all ladder queue chats (Client issue)
    • Option to hide games by specific mod (Client issue)
    • Portal/teleportation building (Rejected, better as a mod)
    • Chat history (Client issue)
    • Wyvern mod fix (Rejected, mod issue)
    • Encourage optimal balance games; discourage leaving the game early (First is a large feature but may be looked into later; second rejected)
    • AI improvements (Rejected, large issue)

    Rejected for other reasons

    • Lobby voting system (Rejected)
    • Gain rating for each player kill (Rejected)
    • GC claw inconsistency (Rejected/no issue)

    Miscellaneous

    • Hotkey of build closest mex for engies
    • Announce when players lose connection to one another
    • Infinite build experimentals
    • Chat beep lite integration
    • Spread build
    • A variety of changes from KonjikiNoYami
    • Filter maps by size
    • A variety of changes from WillowsDuality:
    • Make air units bounce off map edges like wrecks do against shields
    • Custom template images
    • Allow premade teams in optimal balance
    • Separate nuke load bar for nuke subs and battleships
    posted in Suggestions •
    What each Simspeed value means

    I did some testing and managed to determine that the formula used is
    Speed Multiplier = 2^(Simspeed/3)

    In other words, every +3 difference in simspeed is a doubling of the simulation tick rate. Here's a handy dandy table for those curious:

    Simspeed Time Factor* *For positive sim speeds the time factor is times faster, for negative sim speeds it is times slower
    0 1×
    1 1.25×
    2 1.59×
    3 2×
    4 2.52×
    5 3.17×
    6 4×
    7 5×
    8 6.35×
    9 8×
    10 10×

    Can't say this is the most useful information, but I found it interesting.

    posted in General Discussion •
    1st (bi)weekly community game

    One of the things requested in the Call for Community managers is setting up regular community game. I've spent some time figuring out how best to do this, but eventually decided the best way to find out is to attempt one and see what happens.

    First weekly game will be on Diversity on Sunday, June 12th, at 4PM UTC -4

    Here is a link to let you know when it will be in your local time zone

    Why this date/time?
    Sunday because I work Saturdays, and that time because that is when daily FAF peak player count is. It won't necessarily be at this time every week.

    Why this map?
    I thought it was a relatively straightforward 10x10 map that most players should be comfortable on.

    This first game will be largely experimental, so don't take it as a definite sign of how these will play out in the future.

    Also depending on how many people join I may need volunteers to host parallel lobbies so we may split up by rating.

    posted in General Discussion •
    RE: Did you know?

    Did you know?

    Transports assisting a land factory will automatically carry units to the factory's rally point

    posted in General Discussion •
    Ship FAF with PD + walls template by default

    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.

    posted in Suggestions •
    RE: Why I am abandoning FAF

    Cool story bro

    posted in General Discussion •
    RE: 3D models of the characters

    Do I want to know what you'll be using them for?

    posted in Modding & Tools •

    Latest posts made by Deribus

    Weekly Discussion #8 - Best Campaign/Coop Missions

    To celebrate our recent new coop maps, let's discuss which ones are your favorite and why! This isn't limited to only custom missions or only the new ones, if your favorite mission is Dawn then tell us why!

    posted in Weekly Discussions •
    Weekly Discussion #7 - Favorite Modded Units

    What are your favorite units that come from a mod? Whether just by looks or execution. The name of the mod and screenshots of the unit are encouraged.

    Mod authors, don't be shy about posting your own content that you're particularly proud of!

    posted in Weekly Discussions •
    2nd regular community game

    I've lost track of time due to real life and it's almost been two weeks since our first community game! Wow how time flies!

    Anyway, that was a great trial run and gave me a lot of information about how to host such events in the future. You'll noticed I called this one "regular" instead of (bi)weekly because I'm still experimenting with what frequency will suit us best.

    We'll schedule the next game on Sunday, July 3rd at 4PM EST, same time as the last one.

    This time we'll also do a little more planning:
    If you are interested, please use the following link to tell us what rating range you're in. This isn't binding, just helps me plan for what games we'll do and how to split lobbies. https://strawpoll.com/polls/eJnv7O0X4gv

    posted in General Discussion •
    Weekly Discussion #6 - Most awesome ACU nuke

    This week we'll do something simple, a poll on what ACUs have the coolest looking explosions!

    Our contestants

    Poll link

    Yes yes I know the video is terrible and has camera shake but it's 2AM and I never claimed to be a skilled video editor

    posted in Weekly Discussions •
    Weekly Discussion #5 - What's the ONE UI mod you can't live without?

    We have this great thread that lays out some of the best UI mods. But if you had to disable all but one of your UI mods, which would it be?

    I don't know how else I can emphasize one, we don't need a list of all 26 UI mods you use.

    posted in Weekly Discussions •
    RE: 1st (bi)weekly community game

    First one was a little rough getting off the ground but was ultimately pretty good! Please post any feedback you guys might have so I can improve the next one!

    posted in General Discussion •
    Unable to launch or join coop lobbies

    When attempting to host a coop lobby just says "Preparing Game: Reading File List" for a little while and then it stops and nothing happens.

    Attempting to join an existing coop lobby gives me the following error: CoopError.txt

    Jip and Sheikah mentioned it seems to be a permissions issue, but trying to run the client as admin (which I know is not recommended for other reasons) resulted in no change in behavior. Next step was reinstalling my copy of FA which, again, didn't change anything.

    posted in FAF support (client and account issues) •
    RE: Give ASF Turrets

    Yeah basically what ThomasHiatt said

    posted in Balance Discussion •
    RE: Cybran Strats should get slowed while stealthed

    Yeah this could easily be extended to all Cybran T3 ait, but for this mod I've tried to keep it minimal

    posted in Balance Discussion •
    Cybran Strats should get slowed while stealthed

    I'm sure just about everyone and their mother knows the feeling of dread when your find out the opposite team has T3 air before yours does, because that often means there's an incoming strategic bomber.

    If you don't have your own T3 tech you're basically screwed, and this goes doubly so if the strategic bomber is Cybran, because you won't have the necessary omni to nullify stealth.

    As such I've written a mod (with help from @Jip and @Balthazar) to slow Cybran T3 strategic bombers by 20% when their stealth is enabled. This brings their top speed from 17 down to 13.6, which gives interceptors (speed 15) a chance to catch up if you manage to target the bomber during a pass.

    Imgur link to video, I gave up fighting forum uploads

    The bomber on the left is unstealthed and has the same speed as before, leaving the interceptors in the dust. The one on the right is stealthed and has the interceptors slowly creep up on it.

    Mod is on the vault under the name "Slowed Stealth Strats"

    posted in Balance Discussion •