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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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    Posts

    Recent Best Controversial
    • RE: Direct Strike FAF scripted map

      kindly requesting bigger version of this map, pref 6 v 6

      posted in Mapping
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    • RE: RCIX - The Chosen Ones ~ 4v4 ~ $2,360

      Signing up lets goooo

      posted in Tournaments
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    • RE: Features and what not

      @Nomander said in Features and what not:

      They do.

      a88034c4-5cbb-42ee-a7a0-709cf072a83e-{276FDFA1-0261-46A8-8003-7B8BC0070BFC}.png

      huh this is availbe? how where? XD

      posted in General Discussion
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    • RE: ReUI

      Ah, uiparty is fucking with it then

      posted in Modding & Tools
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    • RE: ReUI

      hmm when watching a replay with reui this is my score screen https://i.imgur.com/QtbgBhI.png

      this never happenend when using 4z0t's scoreboard, removing reui.score and enabling 4z0t's makes it work again

      posted in Modding & Tools
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    • RE: Direct Strike FAF scripted map

      So i remember a bigger version of this map, anyone know the name and does it still work?

      posted in Mapping
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    • RE: Galactic War 2025

      So when we get beta invites? 😄

      posted in General Discussion
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    • RE: SACU Rebalance mod

      yeah its going to be interesting to see how they are now without shield and nano at the same time.

      I still think lowering stats when having teleport would be nice, esp on scu's as there is no risk for them. On coms its a diffrent thing as well you die if shit goes wrong 😄

      posted in Balance Discussion
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    • RE: SACU Rebalance mod

      i wouldn't say easy, but it might be better now that atleast the sera one doesnt have both tank upgrades anymore, but it still seems very oppressive. Is there a way to give an upgrade negative to armor/regen/shield? This might also be a way to nerf billy, if the com becomes weaker it is more vulnerable to snipe, but thats a diffrent subject

      posted in Balance Discussion
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    • RE: SACU Rebalance mod

      @Nomander said in SACU Rebalance mod:

      Tele isn't in any presets because it's already quite strong and discounting it would be way too OP, especially with buffed adjacency.

      Tele is super busted tbh, it gives aeon and seraphin a way to kill smd's that are otherwise nigh impossible to kill

      posted in Balance Discussion
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    • RE: Challengers Cup (4v4)(u6000)

      Well this was fun, thanks for hosting!

      posted in Tournaments
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    • RE: Challengers Cup (4v4)(u6000)

      @hybrid_ said in Challengers Cup (4v4)(u6000):

      Map pool

      For this tournament, we will be collaborating with the Matchmaker Team. They will be making for pool for us alongside making it the 4v4 matchmaking pool for the month of July. This means the map pool will be released on the 1st of July.

      map pool released? or is it all of the maps in tmm? XD

      posted in Tournaments
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    • RE: T2 torpedo turrets are awful

      @Deribus said in T2 torpedo turrets are awful:

      @IndexLibrorum said in T2 torpedo turrets are awful:

      T2 torps being outranged only by (missle) cruisers would make more sense.

      This is already the case for UEF and Sera. Their destroyers have equal range to T2 torpedo defence because they have missile cruisers for long range damage. Aeon and Cybran don't have missile cruisers so they have longer range destroyers.

      i get why thus destroyers dont outrange torp defence, but surely that woudl then beat the use of torp defense, what do you build it for then?

      Aeon can still beat torp defense with floaty, cybran is just fucked I guess XD

      posted in Balance Discussion
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    • RE: Optional Split Teams Option for TMM

      it would be amazing if i could just queue up wiht 4 friends and we get either a 3 v 3 with an other rando or a 4 v 4 with 3 randoms. Now we queue up as a group of 3 and a group of 2 and sometimes only 1 group gets a game and the other are just stuck there waiting

      posted in General Discussion
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    • RE: Sera navy is just too Oppressive

      @waffelzNoob said in Sera navy is just too Oppressive:

      10 UEF subs dealt 5325 damage to 1 atlantis.
      10 Sera subs dealt 10804 damage to 1 atlantis.
      33 UEF subs (mass equiv) killed an atlantis with 14 of them surviving
      33 sera subs (mass equiv) killed an atlantis with 29 of them surviving

      20 Seraphim subs beat 20 UEF subs with 11 remaining in "normal" scenario, 10 remaining when they were teleported into eachother.

      https://replay.faforever.com/24761824

      this guy delivering the numbers thanks!

      but yes that does prove the opressiveness of sera subs

      posted in Balance Discussion
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    • RE: Optional Split Teams Option for TMM

      @maudlin27 said in Optional Split Teams Option for TMM:

      @Firv said in Optional Split Teams Option for TMM:

      you can already do this right now just by queueing up as two seperate groups. So this change would not change anything for that regard

      To not change anything means assuming the two separate groups will always be assigned to the same game which won't always be the case. The change would make things much easier and more reliable for someone seeking to do this. Whether that makes it a big enough issue to outweigh the benefits I dont know, but it clearly makes it easier and increases the risk of such behaviour.

      you underestimate the player pool. When i queue up 4 with people we often do groups of 2. 9 out of 10 times we get a match against each other

      posted in General Discussion
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    • RE: Optional Split Teams Option for TMM

      @maudlin27 said in Optional Split Teams Option for TMM:

      I quite like the idea, but my main concern would be the potential for abuse that would be hard to detect (e.g. you're on VC with your group, and one of you gets put on the enemy team, and decides to feed your group info)

      you can already do this right now just by queueing up as two seperate groups. So this change would not change anything for that regard

      posted in General Discussion
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    • RE: Sera navy is just too Oppressive

      now do mass equivelant t1 subs vs atlantis, esp sera subs

      posted in Balance Discussion
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    • RE: The Billy Nuke needs to be nerfed

      @phong said in The Billy Nuke needs to be nerfed:

      My biggest complaint about the billy is it's insane range. It is too safe compared to other end-game upgrades, and less fun than it could be as a consequence. I propose making the projectile around 20% slower, thus a bit less useful against armies unless the player takes on a bit of risk by closing in. I wish effective use of it encouraged transport play more.

      The counters to it should remain unit spread or mixing build power into the army rather than mobile shields in my opinion, because they require more attention.

      You say its less safe, but all other coms are waaaaay more tanky then UEF com when it has billy, if it has teleport and billy its even weaker coz it has no defensive upgrades at that point. So in that aspect it is decently balanced

      posted in Balance Discussion
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    • RE: The Billy Nuke needs to be nerfed

      @caliber said in The Billy Nuke needs to be nerfed:

      I agree that billy is too strong, one shoting 30-40 or more bricks/percy ect is insane.

      bricks should never get billied, as cybran has the perfect counter. Sure you lose maybe your first group, but after that you should have a loyalist or 5 in your army and be pretty much imune against billy

      posted in Balance Discussion
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