FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. Doompants
    3. Posts
    • Profile
    • Following 0
    • Followers 1
    • Topics 11
    • Posts 98
    • Groups 0

    Posts

    Recent Best Controversial
    • RE: Add the Tombstones from the 2025 April Fool's Update as a Permanent Feature

      FWIW, we actually found these tombstones break the PhantomX mod's win conditions. When an ACU pops the rest of their forces don't disappear.

      Didn't report it because we assumed they were reverting after this week. 🙂

      Otherwise I don't have a horse in this race, but maybe another reason to make it optional.

      posted in Suggestions
      DoompantsD
      Doompants
    • RE: UEF: how to deal with T2 mobile tac missiles?

      AI uses TML very well to pick off valuable targets, so you really don't want them to set up. It's going to take proactive scouting to find where they are and some quick bomber or gunship strikes to take them out.

      Defensively, the upside is that T2 TMD is relatively cheap and can be spammed, but if you're playing for map control you clearly can't defend everything, so going on the offensive is better.

      Alternate option: Play cybran and get T3 loyalist bots ASAP and watch those missiles bounce back to the launchers that sent them. lol

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: Friday Night Giant Robot Battle: Beer league recurring group interested in adding a couple bodies

      Update: This post helped nab a great player who has been a hoot to have with us, so I figure it's worth a bump a month later to try again.

      We also have a couple new players that we've gotten into the game, so there's some fresh meat mixed in as they learn to GIT GUD.

      But averaging 5-8 players on Friday nights and we'd love to bump that up to 6-10, so if you're a fun person who loves the game win or lose, and who enjoys pivoting to some novelty modes like PhantomX and King of the Hill when we have odd numbers, give me a reply or a PM.

      Friendly reminder from last night to wait until battleships pass overhead before firing your Billy Backpack from underwater. lol

      image.png

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: Another Novax conversation

      @Jip I like this idea, and FWIW, using SMD to kill a satellite also exists in BlackOps with the 'Artemis' Aeon Experimental (nuke) Satellite.

      Which is great, although the fact that SMD can shoot down the Artemis and not the Novax currently is... weird.

      posted in Balance Discussion
      DoompantsD
      Doompants
    • RE: Rating Reset

      I'm in the same boat if it makes you feel better. I had a rating back from the early days playing and then i started playing in closed groups with friends (and mods) and the rating hasn't moved in a decade. 😄

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: Desync issue

      Would still love some help tracking this down if anyone who knows their way around a log file could take a look, or give me some idea what I'm looking for. We play with a few mods, but nothing obscure, and these desyncs are recent and seem to be ruining at least 1 game every week or two. I know I had Docsyn turn on the FAF Debugger. Hopefully that's reflected in the log.

      posted in I need help
      DoompantsD
      Doompants
    • RE: M28AI Devlog (v228)

      We were talking about AI in our games last night and something that came up is that none of the AI know how to play PhantomX. Is this something that you think would be possible in the future? I imagine the simple part is teaching an AI that they need to break if they're the Phantom, but more complex is simulating how they would come to decide who the other phantoms are and who are the innocents.

      Just a fun thought. Played a few games with M28 though and watching it kite me out is infuriating. Great job. lol

      posted in AI development
      DoompantsD
      Doompants
    • RE: Desync issue

      game_24325122.log

      Here is the log from Docsyn if any of y'all could spare your eyes to look into it for a moment. I've combed through it but don't know what to look for.

      Thx in advance.

      posted in I need help
      DoompantsD
      Doompants
    • RE: Desync issue

      Our playgroup is trying to solve some of its own desync issues. I am assuming that this snippit from my log suggests that Docsyn is the person whose logs will shed more light? I have asked them to send them to me.

      image.png

      But what intrigues me is that I always assumed it was just mods or perhaps bad installs that caused this, but y'all are saying hardware or drivers can cause game desyncs too? That's wild.

      I'll probably post some logs here soon as soon as he gets them to me. It's not happening every game, but ruining one game a week is annoying enough.

      posted in I need help
      DoompantsD
      Doompants
    • RE: Friday Night Giant Robot Battle: Beer league recurring group interested in adding a couple bodies

      @deletethis It's fine. Time zones have got us all by the nuts. Even our group is spread across 4 of them. Not much you can do.

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: Friday Night Giant Robot Battle: Beer league recurring group interested in adding a couple bodies

      Been a couple weeks so I'll bump this once more. Got more upvotes than PMs so far, but it's not too late! Nice quiet week this week due to Valentines Day. Come smash giant robots together.

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: Show interesting maps

      @Saver -- that Survival Escape map is a classic and has been around for years, but I never saw another one quite like it before. It's really one of a kind.

      posted in General Discussion
      DoompantsD
      Doompants
    • Friday Night Giant Robot Battle: Beer league recurring group interested in adding a couple bodies

      ARE YOU an avid fan of SupCom and BlackOps?
      ARE YOU interested in a recurring Friday Night game group based in North America?
      ARE YOU chill with playing with mediocre old people who complain about stalling their eco and how bullshit restorer death balls are when they could have just built flak?
      ARE YOU comfortable using DISCORD and do you know what misophonia is, and how to set up push to talk? 😄

      If so, our group may be interested in meeting you!

      fcad0f43-5a1b-457b-b734-872851f68764-image.png

      We have been playing as a group every week for a number of years now, but life happens and we're down a few members and would like to get our weekly average back up to around 8 folks or so (we're at 5 or 6 currently). I asked about you, so here are some things about us:

      WE typically play using BlackOps mod, and play a variety of larger two-team or three-team maps (depending on numbers) and the occasional FFA or Phantom X games when we have odd numbers. Team games usually have decapitation on so you are still in until all your team ACUS are dead.
      WE start at 6:30Pacific/9:30Eastern and usually get 2 or 3 games in depending on length and brain power.
      WE are not pros, we are not Joes. We are somewhere in between mostly? If you don't consider yourself that good, we will happily give you tips. If you can scrub the floor with most people by minute 20 in a Setons game, you'll probably not find us terribly challenging.
      WE don't play a lot of meta maps like Dual Gap, Astro or YSNP, though sometimes Setons is cool.
      WE aren't here to discuss politics, but fair's fair we lean a little left on average (though we have some awesome conservative folk who ain't bigots) so no sense coming back for voice chat every week if you're not down with people being people, and robots being robots.
      WE swear and drink. By god, we do, but lets not get so absolutely shitcanned you can't play.

      PM me if you're interested, or reply below to mock or ask questions and we'll figure something out. Don't make me regret this like I regret posting things on Facebook Marketplace, by god.

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-ACUs only for FAF v20

      @Uveso - I'm not sure how to get details on this for you, but hopefully you've been doing this long enough to know what i'm talking about.

      Bug: Cybran ACU upgraded with maser tree works as normal. If that ACU gets in a transport and is dropped off, Maser no longer fires reliably, and commander will mostly just fire normal shot. Maser will infrewuently fire in bursts, and also fires into the dirt at ACU's feet sometimes. Does not happen if ACU teleports, only if it boards a transport.

      Background: My memory is hazy, but I believe this used to be a vanilla bug, but was fixed at some point. My guess is this same fix could be applied to the BlackOps ACU if we could find it?

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-ACUs only for FAF v20

      Huge improvement on Maelstrom, it's still pretty beefy at level 1 tho. Level 2 feels good. Level three is ok or could even be buffed a touch.

      Spawning units into firing range is not real-world testing of course, but by my thinking, if the maelstrom is still too strong here, real games where units all trickle into firing rate is going to favor maelstrom even more. Anyways, heres some numbers:

      T1 tanks (Strikers):
      If I teleport the un-upgraded ACU into 17 T1 striker tanks ACU will just survive on it's own (no micro, no overcharge)
      with Lvl 1 Maelstrom, I can teleport it into 80+ t1 strikers and it's fine.
      Maybe lvl 2+ maelstrom should evaporate all t1 tanks, but probably not the first upgrade. ACU is basically unkillable by t1 land.

      T2 vs Pillars seem good:
      Un-upgraded ACU dies to 4 pillars.
      T1 Maelstrom ACU can handle 8 and live.
      T2 Maelstrom ACU can handle 20+
      T3 Maelstrom kills 40+

      T3 vs Titans:
      Un-upgraded can handle one. 🐶
      T1 Mael can handle 2
      T2 Mael can handle 4
      T3 Mael can handle 6 -- seems like not a lot of bang for your buck compared to level 1 and 2. Small buff like 12 or 16?

      Thanks again for your time. FWIW I can confirm the hitbox changes fixed beam hits, and also the Sera missile is working great. And yeah, the Sera OC still seems capped at 15k regardless of upgrade. Did you ask me to retest? If so what would you like to see?

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-ACUs only for FAF v20

      No rest for the wicked, @Uveso 🙂

      Was doing some ACU testing with BlackOps ACUs and we've isolated a couple issues that I think are are all in the BlackopsFAF-ACU part of the pack

      1. The BlackOps version of the Aeon ACU (EAL001) seems to have some hitbox issues where beam weapons pass through it and miss a good portion of the time. Probably the easiest to test (and worst offender) is the Aria T3PD (BAB2306). To recreate, make a bank of 4-8 Aria, and walk an Aeon ACU toward them on flat land. You should see many of the PD beams miss. In this test I did to get the screenshot, the ACU is standing still after walking into range, and it looks like maybe 3 or 4 out of 10 are hitting. The ACU is not taking damage from beams that are overshooting.

      image.png

      1. The same Aeon ACU also has what seems like a miscalculation somewhere in the QuantumMaelstrom upgrade tree. A single upgrade will kill an unlimited number of t1 tanks anywhere in weapon range (22?) in 4 seconds flat. A level 2 upgrade will kill a T2 Pillar in 8 seconds. The T3 upgrade takes a whole 10 seconds to kill a T3 Titan, but Pillars don't last 4 seconds and T1 tanks simply evaporate the second they're in weapon range. Maybe it's a balance issue, but it seems like something broke. I can't imagine that upgrade is intended to be that strong. We played @Jip 's King of the Hill mod, and it's insta-win if you use this upgrade and walk to the middle. lol.

      2. Seraphim ACU (ESL0001).... the tac missile/overcharge upgrade branch seems to have two bugs in the same upgrade path;
        -- a) The tactical missile (2nd upgrade) seems to only ever need to build a missile once, after which unlimited missiles can be fired on a roughly 3 second cooldown, and there is never another 'building' progress bar, and there is no mass cost. In comparison, the UEF ACU tac missile is working properly.
        -- b) In the same tree, all three levels of upgrade are supposed to increase overcharge damage, and this is simply not happening with any of the three. I spawned a couple of GCs and turned their firing off, then compared an unupgraded ACU's OC vs a T3 ACU's upgraded OC and (with ridiculous amounts of power in storage) both overcharges do the vanilla 15000 damage.

      image.png

      As always, if I can do any more testing or digging for you, please ask. We play BlackOps each week and love having it kept up to date.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game

      I always thought Aeon planes exploding in green fire was a bit much, but it was a small price to pay to get the oil slicks after a massive naval battle... god those added so much to ocean combat. ❤

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: Updated Mods for FAF and Vanilla Steam

      Perfect. Thanks Jip!

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      I don't generally play Aeon, but I tried it last Friday and the spoilsports i played with shut me down before I could build one.

      It's a whole new Friday though. Lets do this.

      posted in Modding & Tools
      DoompantsD
      Doompants