Best FA can hope is a “remaster” that cleans UI code and adds 3 Xbox Exclusive Units maybe new maps.
Posts made by Dragun101
@jip said in Community Manager Candidate Q&A:
@Dragun101 there is no conflict of interest for Azreal. See also this website with examples:
None of these apply.
Regardless I would still like to hear Azreal statement. Sense he often is “in LOUD” or otherwise, which is not bad a thing as a regular community member. But when the PR person is regularly saying “LOUD did this” or sending people over it has a different vibe
How will you handle the potential conflict of interest being a key part of LOUD team while serving as a the front facing representative of FAF?
And obligstory launched once via steam
@ftxcommando said in Ythotha, time for a change:
It isn't a bunker buster, it's used to kill big t3 armies. Monkey sucks at killing big t3 armies.
Ehh design schema of ALL experimentals was/are bunker bustering (or more pedantically/specifically stalemate breaking). But that is neither here nor there.
I’d like to ai to communicate so it seems alive so I feel less alone when playing ai games
You meant in front in the front half tmd defensive circle?
Cheese tou saying tmd fsil to stop tmls?
Or well 1 TML > 1 TMD?
Can we reuse notify code which already does stuff like announcing experimental construction et all for this?
So gonna make a fuller response now about SCTA and Ranking/integrating:
- Most of the SCTA Models simply aren’t the “proper” quality needed. And most don’t have LODs more than 1. Now I set many to phase out, but that different issue.
- Fundamentally TA Factions at there core are not balanceable vs Supcom. You can make them ‘fair’ but not balanced. There is 1001 reasons for this, between the different scaling of Eco, lacking certain “techs”, and having abilities that are simply not replicable but Supcom Factions.
- Fixing 2 would fundamentally change the mod at its core premise. Which is about enabling a way to play Supcom vs TA in a somewhat reasonable fashion AND allowing folks to see where Supcom franchise had spawn from. Why is there only 1 “Engineer” type? Because juggling 3-5 different types are infuriating (for example).
Which basically covers it, but I wanted to be clear on that.
We should use the opening cinematic supcom vanilla faction descriptions
As long as SCTA under my steward, SCTA will never be ranked
That was tbing of og TA. And removed in Supcom (you can see however the remnants of that in Aeon Unit Line Up)
I’ll support Nomads getting integrated in “reg” FAF/Matchmaker does when SCTA Does (read never)
What it matters SCTA Air Engies are considered OP nerf pls for what Tagada is describing they are also faster through and to a degree cheaper.
In classic TA Subs equivalent would functionally 3-4 shot frigates
Pardon dbl post, but thoughts on mobile shields working on transports?
@maudlin27 said in Restructure air by delaying tech 3 air:
I can't immediately think of a big downside to buffing inties, but think we should consider going further than some suggestions here - e.g. if they were buffed to both be .1 speed faster than strats (which could also be done by nerfing strat speed), and to trade mass efficiently with ASFs (this could be achieved by nerfing ASF damage rather than buffing intie damage), would it be a bad thing? (It might be, I'm just speculating) - The main thing to balance them being oppressive is they have poor fuel and die really easiliy to any flak or SAMs, so I don't see them as being as oppressive as ASFs, and there's still a clear incentive to get T3 air and asfs since asfs don't die easily to ground AA.
It could therefore turn air fights from a 1 unit approach to a 2 unit approach, as well as greatly reducing the power of a team getting t3 air ahead of the other team. It introduces an alternative comeback mechanic if you lose air - i.e. you just build loads of inties and try to fight near your own AA. It also makes air staging more interesting.
While a comparison was made earlier about T3 land (e.g. titans) vs T1 land, Navy already sets a precedent for a T1 unit being useful into the T3 stage - frigates can trade mass efficiently with later tech naval units if there's enough space for them.
I'd also forgotten about the SAM semi-bug fix that buffed them so am happy with the changes proposed to that.
Want to note strictly speaking Inties do favorably trade e or m into ASF (actually every unit does. Until you take into account how “damage” degrades in combat more or less. Or kiting works etc)
@jip said in Delay between unit contruction for air factories..?:
The only "annoying" delay I encountered, is the lag delay from other players, which can result in several seconds until the fab reacts again after it has upgraded or changed its units queue.
I've not found out why this occurs yet . I think it is because the 'previous' factory occupies the build location, and therefore the factory waits a few seconds for it to clear. But I have no idea if that is correct
This is basically correct. There is also an aspect where it needs to “wait” for animations in some cases before “building”
Finished in some cases (UEF facs with its build arms being most obvious example iirc.)
I’d like to see AoE added to other Air Units AA. Restorers for example. Or see Czar and Ripper be remade more dedicated AA units. Also insert moaning about ATP.