Navigation

    FAForever Forums
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    1. Home
    2. freemp
    F

    freemp

    @freemp

    9
    Reputation
    31
    Posts
    3
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online
    Location France

    • Profile
    • More
      • Following
      • Followers
      • Topics
      • Posts
      • Best
      • Groups
    freemp Follow

    Best posts made by freemp

    RE: Small suggestions topic

    Would it be possible to add a special bar for nuke load in battleship and submarines? There is the yellow recharging bar but it displays "at the same time" the nuke loading AND the main cannons.

    Also (as I think it hasn't been seen): could it be possible to make a button in the lobby, close to each player that would ping it. In case of afk players when game has to be launched it would be usefull.

    posted in Suggestions •
    RE: Make the tactical missile from the t3 submarines more usefull

    Yeah so my proposition was not necessarily to make the t3 subs really more powerful (hence the title is misleading, I just edited it to correct it) but to make the tactical missile they launch more "inside" of the gameplay.

    For instance making the subs shooting in burst rather than 1 missile every x seconds like they do actually (to surprise an opponent). Or reducing the rate of launch but making missile more powerful in order to "snipe" stuff. By doing this trick maybe the DPS would be lowered in the end for balance purpose (it could be one possibility), but they will have some usefulness within the gameplay (which they lack now). I also like the idea from @H-master (it can be another alternative if it is technically possible).

    The reason of all this is because I honestly never saw in any game those missiles being useful for anything (and I am a regular player since years, frequently playing navy). I think such proposition could really enrich the gameplay without making the unit too powerful if the changes are appropriately made.

    This is a last attempt to give some pros to this feature ^^

    posted in Balance Discussion •
    RE: If I leave a game and my team wins, is my rating increased?

    Ok thanks!

    posted in Game Issues and Gameplay questions •
    RE: Small suggestions topic

    Add a button close to where player "x" which sends them a notification asking them to "x" when they are not ready (instead of having to go on the desktop, to tell them to x).

    posted in Suggestions •
    RE: Make the tactical missile from the t3 submarines more usefull

    @LightBearer I agree with you. I currently do the same (and most player do this as well). This is because the tml are not worth it, people only use t3 sub for nukes. I think that a "sniping" tml option as suggested by H-master would be great to give the subs more strategic purpose. Like one powerful tml that can launched on rare intervals.

    posted in Balance Discussion •
    RE: Small suggestions topic

    Hello

    Another small suggestion: what about a warning message (audio & visual) if you are going to ctrl-K your commander?

    It happened to me in a few games to have a friend that died because he ctrl-K his com while he wanted to ctrl-K a group of units near by. When it happens it really ruins the game =(

    Thanks!

    posted in Suggestions •
    RE: Make the tactical missile from the t3 submarines more usefull

    Personally I wouldn't change the "nuke behavior" of the subs. I think it is nice the way it is (even though I understand the logic behind this proposition).

    I would only make the tml play a more active role in the gameplay. Today, they are almost exclusively used for nuke purposes, people always disable their tml ability to keep them stealth (making their tml obviously useless). I wouldn't see this change as making the sub more powerful as you would either use the sub for nuke launch (in this case you would reasonably not use the tml to keep the stealth behavior), or you would use it as a tml platform, never both for all practical purposes.

    I believe this enhancement could really be beneficial: it would give you a choice in using your t3 subs: surprize nuke or sneaky tml. It could enrich the gameplay and lead to more interesting "behind the line" attacks. Their tml are today too weak to make anyone reasonably use the sneaky tml option.

    Of course all this requires a wise decision about how to change the tml behavior. This would have to be discussed in further details.

    posted in Balance Discussion •
    Forbid to kill underwater without weapons used that purpose

    Hello everyone

    I don't know if what I am asking is technically possible, but I wanted to know if it is possible to restrict the damage done underwater by weapons which are not supposed to attack underwater.

    For instance, killing coms that are underwater with strategic bombers, or killing t3 torpedoes defense by using battleship shooting at them.

    For me it is very weird that this is made possible on the game.

    Of course it would change quite a bit the gameplay.

    What would you think about this?

    Thanks a lot.

    posted in Suggestions •

    Latest posts made by freemp

    RE: Refafing makes FAF lobby quit

    Hello. Thanks for the answer.

    The issue is that if I kill the process, I will lose connection to the game for sure. My point was that refafing can make FAF quit and if it happens, for sure, I will not be able to get the connection back.

    Thanks a lot.

    posted in FAF support (client and account issues) •
    Refafing makes FAF lobby quit

    Hello everyone,

    I am currently moving to a new appartment and for that reason I am playing with my 4G which is a bit unstable before getting my internet box.

    What happens sometimes is that the connection drops but for like 5s before coming back up. Sometimes I can manually refaf and it fixes the issue. However I noticed that sometimes, refafing just makes FAF software quit. Of course when it happens there is no hope to get the conn back.

    Why is that happening? Is that a bug?

    Thanks a lot.

    posted in FAF support (client and account issues) •
    RE: Should I refaf if I loose connection ingame

    @sheikah Ooooooh greaaat!

    Thanks a lot. I was very disappointed when this disco happened while my conn came back in.

    posted in FAF support (client and account issues) •
    Should I refaf if I loose connection ingame

    Hello,

    I played a game and my connection broke for like 5s for no reason. Because of that I had the disconnection screen. Then I decided to refaf and the connection on faf went back to green but I still had the disconnection screen ingame (it didn't solve my issue).

    I would like to know: is it helpfull to refaf if your connection broke for a few second before coming back? Or if it happens it is already too late?

    Thanks a lot.

    posted in FAF support (client and account issues) •
    RE: What is the "attack move" exactly

    @scout_more_often Thanks but which icon does this attack move? There are either the "move" or "patrol" that can make unit move.

    posted in Game Issues and Gameplay questions •
    What is the "attack move" exactly

    Hello

    My question is pretty basic but I never understood what is the attack move option in the game (I have heard it is used on engineers).

    When I control my units, I either ask them to move or to patrol (in order to make them go from point A to point B). What does that mean to "attack move"? Is it only accessible through hotkey?

    Thanks a lot.

    posted in Game Issues and Gameplay questions •
    RE: Make the tactical missile from the t3 submarines more usefull

    I believe it is also a matter of what is easier to implement.

    My personal preference would be tu use the t3 sub as a mobile tml launcher or nuke launcher in a way that it plays a similar role as the buildings. Hence the tml would take some time to be loaded and you can ask to shoot it when you want (with a power comparable to the missiles produced by the t2 building)

    But I don't know if it is technically possible to have two manual launch options (nuke+tml) on a unit. I am too ignorant of what is doable or not. If such option is not possible, the burst could be a good alternative.

    But more important than either of those two options (I believe both are good) would be to know if this proposition of changing the t3 sub behavior encouters a favorable opinion from the community at all. Then we could discuss how to implement it in further details.

    I feel like there is a comparable amount of people for and against it currently on this topic. I think we need more feedback.

    posted in Balance Discussion •
    RE: Make the tactical missile from the t3 submarines more usefull

    Personally I wouldn't change the "nuke behavior" of the subs. I think it is nice the way it is (even though I understand the logic behind this proposition).

    I would only make the tml play a more active role in the gameplay. Today, they are almost exclusively used for nuke purposes, people always disable their tml ability to keep them stealth (making their tml obviously useless). I wouldn't see this change as making the sub more powerful as you would either use the sub for nuke launch (in this case you would reasonably not use the tml to keep the stealth behavior), or you would use it as a tml platform, never both for all practical purposes.

    I believe this enhancement could really be beneficial: it would give you a choice in using your t3 subs: surprize nuke or sneaky tml. It could enrich the gameplay and lead to more interesting "behind the line" attacks. Their tml are today too weak to make anyone reasonably use the sneaky tml option.

    Of course all this requires a wise decision about how to change the tml behavior. This would have to be discussed in further details.

    posted in Balance Discussion •
    RE: Make the tactical missile from the t3 submarines more usefull

    @thewheelie Well on the more than thousands game I played (very frequently on naval map), I may have seen their tml be usefull maybe less than 5 times (and I believe I am pretty generous on those five times, clearly I have no memory of them doing relevant damages to a base).

    Maybe I am a very particular case (even though I don't think so), but I am a bit surprized by your statement of their usefulness.

    posted in Balance Discussion •
    RE: Make the tactical missile from the t3 submarines more usefull

    @LightBearer I agree with you. I currently do the same (and most player do this as well). This is because the tml are not worth it, people only use t3 sub for nukes. I think that a "sniping" tml option as suggested by H-master would be great to give the subs more strategic purpose. Like one powerful tml that can launched on rare intervals.

    posted in Balance Discussion •