Posts made by gabrilend
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RE: can't build mass extractors anymore
... I'm confused, why is the context based template system better than the system I described? It seems like extra key-presses for... marginal at best gain. I'm assuming that I'm missing something. What else would you build atop a mass deposit than a mass extractor...?
and to clarify, to get the functionality I want I need to mouse-over the mass deposit and hit tab? will attempt in my next game
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can't build mass extractors anymore
hi, it's been a while since I've played this game but when I logged in and started a game, I was quickly flatfooted because my commander couldn't build any mass extractors.
I realized that I needed to click the button in their build menu which was weird to me because I'm used to just clicking on the mass extraction point.
I realized it was the same for engineers building a hydrocarbon plant.
I looked through the in-game options and I couldn't see an option to re-enable the old behavior.
Does anyone know how to fix this issue? Thanks.
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RE: Add upgrade t2 shields for aeon
"It's a feature, not a bug"
Aeon t2 should be used in different circumstances than the t3 shield. It's low radius means you need to design the rest of the base around it, while other factions (with larger radiuses) can build more spread out. I think it could be an intentional design decision, and it's interesting to try and figure out what the thinking was behind it.
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RE: Air units should have the "idle" tag
Oh neat, probably should have looked through the keybinds before I suggested that. WELL the "select idle bomber/gunship/interceptor" request still seems valid
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RE: What would be an efficient use of FAF's funds to improve FAF?
A couple years back there was a community run tournament for Overwatch called "The Scrub Cup" - basically it was for low level players, and it introduced a whole host of people to the competitive tournament scene. That game is heavily team focused, and having a randomly assigned dedicated team to work with for a couple months before the tournament was incredible in showing people an entirely new side to the game.
I think FAF could benefit from something similar. A tournament designed specifically for noobs, who could work together on a team to learn and grow and improve. I don't know if it'd help with player retention or anything like that, but I think it would certainly help people see why competition can be fun without all the pressure of being the best of the best.
Here's a link that explains what Scrub Cup is (was, RIP)
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Air units should have the "idle" tag
There should be a way to select the nearest idle air unit of a certain type. I'm thinking it could be implemented similarly to how engineers can be "idle" and selected with a keybind.
Need scouting? Select the nearest scout plane and send it forward.
See a radar station? Select the nearest bomber and blow it up.
Enemy bomber on the way? Select ~three interceptors to patrol near where it's headed.
I think this would make the air game a lot more approachable and flexible for new players. Sure they'd have to learn keybinds, but I think that's a good thing overall. It's much easier to apply land pressure because all you have to do is move some waypoints and your units will queue near the front - with air, currently it's more difficult to make precise gestures because your units are either way back in the base (meaning you need to scroll over and manually select however many you need) or they're patrolling above your base and it's difficult to select them without accidentally grabbing some land units underneath.
In addition it'll allow for more precision. Need to bomb something specific? With the "idle" keybind, you can select a single bomber. Right now you can select all bombers, but what if you already had orders queued up for some of them? What if you don't want to send them all into enemy AA? What if you want to attack multiple places at once? There's many reasons why you might want to quickly select 1-5 air units of a certain type without selecting all your air units.
A workaround currently is to have at least three air factories producing units. One for scouts, one for interceptors, and one for bombers. Give them each a separate waypoint and you'll have three different "piles" of units that you can easily click on. But still it feels a little wasteful because it requires you to remember where you put each waypoint (is there enough room on the map?) and it can be fiddly and precise when you need air support asap. Plus if you want to select more than one you'll need to shift+click, and that can be prone to errors since it might select buildings on accident.
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Point defence should switch targets if their bullets hit the terrain
See title. I think it'd make it more difficult to put the PD in an objectively bad place, and it'd help ameliorate the difficulty in seeing the bumps in terrain.
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RE: Um, why can't I watch live replays?
Oh. That doesn't make sense to me because in order to use my package manager my system time has to be set to the current time. Why is the server time so far ahead?
EDIT: My system time was set to 7 hours behind. What the heck, how did that happen? So weird. TYVM for the help.
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Um, why can't I watch live replays?
I'm guessing this isn't normal. When I scroll down there isn't a way to view a second page or anything - these are just the only options available
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RE: Redesign of the Aeon land factory
I like the wings. It makes it easier to tell which target to prioritize when I have tanks in their base.
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Tip for the noobs
... Of which I am one...
Try playing more zoomed out. The more time you spend at max zoom the more time you spend watching for flanks and planning your own. You pretty much only need to zoom in to build structures or micro your units - everything else should be zoomed out. If you find yourself still not spending much time zoomed out, then you need to start making allowances because intel is critical in this game. -> "do I care how precisely these buildings are placed / is it alright if these units don't make it" this is an attention game after all...
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RE: Players asking for engies using markers without stating their name
Maybe if you mouse-over the marker it shows the name of the player who created it and a button to remove it from your screen?
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RE: Weekly Discussion #18 - Making Hydro more interesting
I like the idea of adding either utility or defensiveness to the hydro. I think it's a mistake to add additional throughput, because it reduces the choices made by the player - from "do I need defense, utility, or neither" to "do I have enough to upgrade this right now because I gotta do it eventually" and to me that seems like a false choice.
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RE: Weekly Discussion #21 - LABs and Land Scouts
I like to put land scouts in my armies, especially on large maps. A bullet that hits a scout is one fewer hit that my tanks can take. I also usually do ~1 scout per 5 tanks, and that ensures they can see the enemy.
Also sometimes I make factories and their entire job is to spit out an endless barrage of scouts and artillery and just attack move at the enemy's firebase. If they have t2 pd then I bump it up to tac missiles. The scouts find the buildings, and the artillery blasts it.
Downside is that move is easily countered with mobile units - so I try to have a lot of tanks in the area too. But I don't attack-move them.
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RE: Weekly Discussion #20 - T1 arty
That makes sense to me. Would that also increase their range? After all, with a faster projectile all they'd have to do is lower the angle a bit and it'd reach farther.
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RE: Weekly Discussion #20 - T1 arty
@deribus said in Weekly Discussion #20 - T1 arty:
I'd like them to explore the option of increasing projectile speed so that the time to impact increases.
Maybe I'm misunderstanding but wouldn't increasing the speed decrease the time to impact? Meaning it hits the target quicker
To me Artillery is best against stationary targets. I like the idea of having slower shells to allow for counterplay - there should be a rock-paper-scissors element where tanks beat land units, arty beats point defence and un-micro'd units and LABs beat the backline. Slower shells means more time to move your units, but it also reduces their combat effectiveness... I dunno, I feel like they're in a pretty good spot right now. Frankly they have a bit too much utility in the t2 and early t3 stage.
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RE: Make repair cheaper
Make repair cheaper and make engineering stations automatically repair units nearby is my suggestion
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RE: WD #3 - Ridiculous Balance Ideas
Since Interceptors and ASF can target other interceptors and ASF, and gunships can target other gunships, clearly bombers should be able to target other bombers.