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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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    • RE: Wish-A-Mod Foundation

      @cychwa_klaymberg

      that may be for land units, but you can always apply more speedy air units. Also, speed means your micro is more effective, as you can better dodge incoming strikes. It's not just the value of getting from point A to point B faster...

      I understand that the factions and units are already balanced. But, with a neat mod like this, you can try out more... extremes, in the faction diversities. The trend when balancing metas in games is always to move toward homogenaeity - the developers have to put in conscious effort to resist this pull. These suggested balance tweaks are one such way to resist that.

      The idea is to create a mod for the balance testing, and let players mess around with it to see how it feels. I think you'd be surprised about how much more interesting the game feels as each faction's playstyle becomes more distinct.

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: Wish-A-Mod Foundation

      A mod where UEF has larger health, Aeon are more expensive and powerful, and Cybran are faster

      seraphin get a minor boost in everything because they're already so good

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: Wish-A-Mod Foundation

      A mod where UEF has longer range, Aeon has stronger shields, and Cybran has more units

      seraphin get a minor boost in everything because they're already so good

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: Wish-A-Mod Foundation

      A mod where t1 energy structures can be upgraded to t2 and produce an equivalent amount of energy to 1/9th of a t2 power generator and then to t3 to produce an equivalent amount of energy to 1/16th of a t3 power generator

      And t2 power generators could be upgraded to produce an equivalent amount of energy as 9/16ths of a t3 power generator

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: Wish-A-Mod Foundation

      A mod where all units (artillery, tanks, point defence, etc) can fire farther if they are aiming downward. [higher height elevation aiming at a lower elevation]

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: Wish-A-Mod Foundation

      a map where there are no resources in the center of the map, nothing to fight over, and each player's starting base is on-top of a hill.

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: Wish-A-Mod Foundation

      a mod where t1 units are fast and t3 units are slow

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: Wish-A-Mod Foundation

      I think it'd be neat if you could select multiple types of factories at once and have the ability to queue up build orders from both air, navel, and land. Whichever factories can complete an order will attempt to do so, and the other requests will be ignored - sorta like queueing up a t2 gunship on a t2 air factory, and then assisting the t2 factory with a t1 factory - nothing will happen because the t1 factory can't build a t2 gunship. Similarly, if you select a land and an air factory, you'd have the ability to queue up both medium tanks and interceptors. The air factory would work on the interceptors and the land factory would work on the tanks. Then, if we had a keybind to select all factories of all types, we'd be able to direct every single piece of our productive machinery toward a singular purpose or plan / design with ease.

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: Whats the mod that shows enemy attack range?

      Oh, I remember a mod that just showed the enemy range at all times. The two red circles, your range and their range, were overlayed on one-another.... I think. Your allies would merge their circles with yours. It also showed allied radar and AA range.

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • Whats the mod that shows enemy attack range?

      I swear there was a mod that showed how far your enemy could shoot with each unit. But I can't find it after switching computers. The only one that feels close is Rings for All, but that doesn't show enemy range.

      posted in Modding & Tools
      gabrilendG
      gabrilend
    • RE: can't build mass extractors anymore
      posted in FAF support (client and account issues)
      gabrilendG
      gabrilend
    • 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

      posted in FAF support (client and account issues)
      gabrilendG
      gabrilend
    • 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.

      posted in FAF support (client and account issues)
      gabrilendG
      gabrilend
    • 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.

      posted in Balance Discussion
      gabrilendG
      gabrilend
    • 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

      posted in Suggestions
      gabrilendG
      gabrilend
    • 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)

      https://www.reddit.com/r/OverwatchUniversity/comments/frttsu/announcing_scrub_cup_7_2500sr_and_below/

      posted in General Discussion
      gabrilendG
      gabrilend
    • 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.

      posted in Suggestions air suggestion keybinds
      gabrilendG
      gabrilend
    • 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.

      posted in Suggestions
      gabrilendG
      gabrilend
    • 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.

      posted in FAF support (client and account issues)
      gabrilendG
      gabrilend
    • 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

      pic

      posted in FAF support (client and account issues)
      gabrilendG
      gabrilend