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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: Galactic War 2025

      I think it would be interesting to have starting scenarios. The Supreme Commander Campaign starts with a fairly aggressive opener: The Aeon breaks out of the UEF's quarantine zone and is so effective in their initial assault that they will defeat the UEF within 33 days. UEF's president is in ignorance and or denial of the tactical reality and tries to continue the war as normal. Cybran exploits UEF's weakness to try and rescue slaves and break through to Earth in other to interrupt UEF's ultimate weapon: Black Sun.

      As a traditionalist, I love this scenario. I have spent quite a lot of time imagining Aeon's break-out from the quarantine zone, even though this was never rendered in Supreme Commander.

      That said, I was able to come up with several dozen other really interesting starting scenarios... that would make GW more interesting than a static 1000-year infinite war. If youd like to hear them

      posted in General Discussion
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    • RE: Galactic War 2025

      Which room there are tons

      posted in General Discussion
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    • RE: Galactic War 2025

      How did the gw teat run go

      posted in General Discussion
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    • RE: Galactic War 2025

      Oh snap I might actually be able to play this in beta, etc

      posted in General Discussion
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    • RE: Galactic War 2025

      My only regret is that I do not have more upvotes to give

      posted in General Discussion
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    • RE: Galactic War 2025

      Absolutely incredible!

      posted in General Discussion
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    • RE: What's the history of FAF?

      Oh, and I also wrote a lot of script to support predeployed units for GALACTIC WAR. Sadly, galactic war was very short-lived and will probably never come back

      posted in General Discussion
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    • RE: What's the history of FAF?

      Im definitely the oldest user who still checks these forums. Ive written up the history once or twice before. I was also the author of the original FAFpatch. When zep first wrote in gpgnet chat that there needs to be an alternative for when gpgnet eventually fails, which I think he wrote in 2009 or 2010, I immediately understood what he ment and threw my unwaivering support behind ZEP and faf.

      Zep did the client side faf development, and I did the FAF side lua modding. I was never a fantastic coder (Im not a programmer in my day job) so most of my work was finding the best FA mods and including them in the FAF patch. The first one was the shipwreck mod. Then I adapted it to work for hover wrecks and aircraft wrecks in water. Then I added the community bugfix patch that I found in the gpgnet vault (and which more talented modders than myself had made).

      The only 3 large FAF features which I coded myself were the air/hover wrecks in water, the anti-offmapping script, and the shield interference script to nerf shield stacking.

      Faf is still my favorite game ever, I just cant play it much anymore because I have 3 young children, so I can't just spend all day on my PC anymore ;-(

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

      I havent seen a Billy in over 20 games. I'm sure it's fine as it is.

      posted in Balance Discussion
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    • Help me understand the logic in 20x20 4v4 maps in 1v1 map pool

      There's no good reason for it. I just quit games that start on these maps.

      posted in General Discussion
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    • RE: How is FAF doing?

      I no longer play FAF because I have kids. If not for their needs, I'd be on ideally everyday. I'd even participate in a tourney if I knew the real pros were "too busy" to show XD

      posted in General Discussion
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    • RE: Username rules updates

      I haven't changed my username is years on FAF. (PSN made me change it because it was offensive though 😞 )

      posted in General Discussion
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    • RE: Kindergartener wording and design of the main page

      @magge said in Kindergartener wording and design of the main page:

      for whatever reason, the conversation veered off track into negativity

      Yes, FAFers are quite the argumentative type lol

      posted in General Discussion
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    • RE: Co-op improvement suggestions

      In my experience making missions, difficulty/challenge is a very hard thing to implement. Because FAF's economy is exponential, it's basically impossible to keep a consistent level of challenge without harshly punishing success. That is to say, it would be easy to simply nuke the player's base if they achieved more than 50 mass/sec income, and this would retain the challenge.... but it's also such a bastard, asshole move to do

      posted in General Discussion
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    • RE: This idea will make you angry (don't read it)

      @thomashiatt said in This idea will make you angry (don't read it):

      Most 1v1 games you ma

      The second half of the idea is (soft) requiring a T2 pgen for T2 mex upgrades as well.

      posted in Balance Discussion
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    • RE: Thank You and Parting Gift to FAF

      Another one down. It's hard to keep at it.

      posted in General Discussion
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    • RE: Thoughts on the lots games and balance implications?

      @ftxcommando I'm really just asking what other people thought of the balance as depicted in the highest tier games. How dare I

      posted in Balance Discussion
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    • Thoughts on the lots games and balance implications?

      I've made sure to watch every LOTS game on youtube. I have some thoughts.

      1- Balance is generally good
      2- In land battles, indirects and snipers are just bad. Aside from Vipers, t2 arty, and t1 arty, indirects were almost completely absent from LOTS games. I think I saw 2 trebuchet built in a game on twin river. No other games included them. I suspect the main issue is low hp of indirects - your tanks and heavy bots can survive not being supervised for 5 seconds because they have tanky hp. Indirects die too quickly.
      3- Snipes are a bit too strong. Perhaps, when an ACU hits 0 hp, it falls to the ground and becomes a crippled ACU. Crippled ACU cannot move, shoot, build, regen, or be repaired, but can absorb another 10k or 20k before it goes nuclear. Just an idea.
      4- T2 and T3 navy are too good. They scale much better than air and hover. Land simply cannot defend. Better shore-to-sea weapons would be more interesting than a nerf to ships, imo.

      Any other thoughts about the top level games?

      posted in Balance Discussion
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    • RE: Deribus' Patent Pending Fatboy Rework

      @madmax said in Deribus' Patent Pending Fatboy Rework:

      91c59cd8-4651-4d2c-85e7-4005fa86f431-image.png

      i see no problems here 😒

      Obviously the front turrets should be low arc, the back turrets should be high arc. NO CLIPPING PROBLEM THEN

      posted in Balance Discussion
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    • Clarkes Retreat map in 1v1 pool is broken

      When I played, I and my opponent both had broken textures. All units and buildings were 100% black. The water was also red with black stripes in places.

      Fix plx

      posted in I need help
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