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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: Engineer Always-reclaim

      @jip said in Engineer Always-reclaim:

      If the OP or other people are that positive towards this feature - make a mod. Play with it. Then play ten more games with it. Then come back and tell us how it worked out while the engineers were reclaiming that T2 PD you wanted to rebuild.

      I play with that mod and occasionally get banned for it, and find it very convinient 🙂
      "Playing with auto-reclaim >> getting banned" for me.
      My skill did not get any higher at all, so this is more of QOL than "advantage".
      Actually eco-manager with automatic e-stalling prevention is way more OP,).
      The only downside - allies can complain if you reclaim their stuff and engies running away into enemy armies .

      posted in Suggestions
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      HLPstpBROimSTUCK
    • RE: t3 maa not countering asfs ?

      @ftxcommando said in t3 maa not countering asfs ?:

      @hlpstpbroimstuck said in t3 maa not countering asfs ?:

      Also t3 maa takes 30 seconds to kill single t3 gunship(and it only costs x1,5) and single gunship can kill t3 maa in 14 seconds.

      gunship.png

      Just tested it and put both cougars right on top of each other and didn't micro them to be as nice as possible to the broadsword, cougars still crushed it. As broadsword numbers go up, it just gets worse.

      Well restorer is 1200 mass and redeemer is 800 mass. Also your comparison implies that gunships are flying to attack t3 factory right there t3 maa is made or something liek this.
      Cause the last time i checked gunships have x3 speed and no pathing restrictions, so its perfectly feasible to have gunships cloud in the place there is no land maa or have bigger group of gunsips vs smaller group of t3 maa, because it can't reach same space faster.

      Made a video with same mass-comparison (1600 mass, added 1 t1 bomber 😞 https://www.awesomescreenshot.com/video/5919454 broadsword wins.

      I'm perfectly fine with t3 maa costing 2x energy and having 2x dps. That would be balanced and make it not so useless.

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • RE: t3 maa not countering asfs ?

      @ftxcommando said in t3 maa not countering asfs ?:

      Also you're not supposed to win air with ground to air. Minimal ground to air makes it inefficient to attack an area. That's the point.

      This is exactly the problem air have counters only in air.

      The problem land antiair is kinda slow, so can't catch up to asfs. So they should have better dps than regular asf.

      Lets copy this situation to land imagine hards/loyalist/titan would have 10 speed and same hp/dps and could stack/have no collisions and remove splash damage cause on land only arty has it.

      Would you call this t3 stage balanced ? Whoever has more t3 assault bots would win the game.

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • t3 maa not countering asfs ?

      In mass for mass exchanges whoever has more mass in asfs wins because t3 maa is 200 dps for 800 mass and asf is 400 dps for 350 mass.
      So basically investing in ground maa to win air seems unfeasable, maybe make t3 maa comparable in dps to asfs ?
      Also t3 maa takes 30 seconds to kill single t3 gunship(and it only costs x1,5) and single gunship can kill t3 maa in 14 seconds.
      So even t3 gunships are good vs their "supposed" counters. Also you can repair air stuff cheaply.

      TLDR: air seems to be over-tuned in HP department because it basically better than ANY supposed counter and only air counters air.

      Something like cutting hp * 0.5 or hp * 0.66 for t3 air units probably should be done.

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • RE: Cybran strat OP

      Maybe make cybran bomber less precise ? Like t2 arty which misses it shots a lot ?

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • Arty not shooting with attack orders and following units.

      I sometimes notice this weird behavior of arty not shooting after being given an attack order.
      If you set unit to move in circles, then arty just follows it. Sometimes zthuee fires, i have seen lobo do it too, but meduza\fervor almost never do it and only run .

      But those units "will" shoot if stationary.

      TLDR: something brakes then fast unit run in circles(gets in & out of weapon range) vs t1 artillery.
      Example:
      https://www.awesomescreenshot.com/video/5855085?key=64e52f7e8b5b6cd4985bf84ba37ec389

      posted in Suggestions
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      HLPstpBROimSTUCK
    • RE: Fix blazes so you can disengage them.

      @kalethequick said in Fix blazes so you can disengage them.:

      @hlpstpbroimstuck I believe the strategy comes in doctrine that prevents them from encountering situations where they would become stuck.

      So strategy if 'y dont micro them they are useless'.
      And why i cant even micro them if i try(
      Uhm, why only aeon gets that strategy ? Can we fix hoplites/mangoses/ilshwohs to be same level of frustration to micro ?

      posted in Suggestions
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      HLPstpBROimSTUCK
    • RE: Fix blazes so you can disengage them.

      Typical blaze in real game: gets stuck in building, i even tried to move them away(
      I had to manually change target priorities to units and still could not get it out of pd range.
      https://www.awesomescreenshot.com/video/5830944?key=b4cca50bd08b24a11250c26623ccc8d2

      Any building is land mine for blazes, which can root them in place.

      posted in Suggestions
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      HLPstpBROimSTUCK
    • RE: Fix blazes so you can disengage them.

      @tagada said in Fix blazes so you can disengage them.:

      If I could I would but I can't, it also changes the unit a LOT, and the balancing of these units with new units would be really hard. I can already smell the salt when because of the fact that with perfect micro the new aurora would be much stronger it would need to be made much weaker so now you are punished even more for miss-microing your tanks.

      So the balancing of unit is relying on luck that they won't get stuck and follow your orders ?
      Ok imagine strat would be so random: sometimes it deals 1k, sometimes 6k and sometimes it does not fires at all and acts like a scout ?
      Would you consider this 'balanced' ? Playing something that does not follows your orders feels terrible and there is like a lot of cases when you think 'i should have build anything else, cause at least i can control that'.

      posted in Suggestions
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      HLPstpBROimSTUCK
    • Fix blazes so you can disengage them.

      Currently blazes are kind of land "mercy" it gets stuck attacking its current target and it's VERY hard to disengage with them. Basically it only moves after killing its current target and get's stuck in everything.

      If y send them in straight line to attack something they will dies cause will get stuck in buildings the only way to move them is to the side of traget and hope they won't get stuck attacking something else.

      Add some attack angle to them, so they won't constantly rotate in direction of shooting and can move back instead of circling while trying to disengage. Harbs usually don't have that problem maybe copy move settings from them.

      Example: https://www.awesomescreenshot.com/video/5748477?key=ad9ade336f8ebdfa5d9bf4d65167daa7

      posted in Suggestions
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      HLPstpBROimSTUCK
    • RE: Why would you have left FAF?

      @valki said in Why would you have left FAF?:

      @jip Hearthstone solved that with 6 standard messages, especially if it is just text it shouldn't be to hard to develop, write and mod in.

      1. List the required messages. (Example: Prepare to attack soon, Scale up Eco & Tech, I take your lead, Follow my instructions, No / you idiot, Yes / good idea - to be accompanied with pings and general understanding)
      2. Get nationals to write it in every language.
      3. Mod in under hot menu

      Tbh I might use this sometimes even without a language barrier...

      Same shit in dota, chat-wheel has like 10 translated commands and its enought for a game. Somethling like attack/fallback/don't go here/look. Basically same as 3 existing pings but more different texts

      posted in General Discussion
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      HLPstpBROimSTUCK
    • RE: Aeon T1 addition: heavy tank

      @thomashiatt really ? 5 auroras miss 5 shots after attack-move, only 2nd shot hits. https://www.awesomescreenshot.com/video/5599610?key=392f0c86ef1d15cd0333095e565302b7

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • RE: Why would you have left FAF?

      @jip said in Why would you have left FAF?:

      @seaeagle1 said in Why would you have left FAF?:

      As a player who really likes the Supreme Commander style of gameplay, there's a couple of reasons that have kept me from really getting into FAF:

      x First one I haven't seen mentioned yet: There's a MASSIVE amount of meta that players take for granted, but is next to impossible to find out somewhere. Simple things like knowing which position on a certain map has certain jobs to do, standard movements, less-than-obvious counters to frequent strategies (ie. tele-defence for example). Learning these as you go is a huge timesink, since it requires encountering these specific situations and figuring them out or watching dozens of streams. And not knowing about it can often be instant loss. Which in turn promotes playing the same maps/positions.

      x I enjoy the cooperative play of multiplayer not the competitive, so 1v1 ladder has never really been attractive to me. I'm curious to try out the new TMM sometime.

      x I've always been surprised that there isn't some pre-start allies-chat/lobby thingy. This is supposed to be a strategy game and being on the same plan really helps. Communication within random teams is already often rather limited and as soon as you jump in the game you're busy with getting that critical first build going. For those who can do their build orders in their sleep this is the perfect time to chat strategy, but this is a high stress moment if you're trying to figure out what to do on this position on this map.

      x There isn't much to promote finding a group of like-minded, same-time-online players to play with regularly. Which means that the 'community' you play in as a starting player is the entire FAF community, including its toxic elements.

      A lot of your points come down to watching a replay of a given map before you join it. In general, watching a replay of 1.5K+ players playing can't hurt - it will immediately allow you to see what positions require what roles and how they approach it.

      With that said, I do agree that there is a lot of hidden meta. Especially on a map-per-map basis. But what can you effectively do about it? 🙂

      apply neroxis mapgen to each map:) Somwthing easy like a script which randomizes reclaim(rcosk/tree) EACH game for map will fuck-up predetermined builds and meta.

      posted in General Discussion
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      HLPstpBROimSTUCK
    • Sacu rebalance ?

      When ? Estimate ? It was like mentioned a 6 months-year ago.

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • RE: Astro Crater and Commander Gun

      Actually it's very viable if you can reclaim t2 pd or you can force enemy to run.
      t2 pd + t2 com tech = 1200 mass, t2 pd reclaim = ~400 mass.
      You need ~3 mins(180 secs) to run from mid to your base, so in that time team with gun can get your t2 pd reclaim(400mass) OR ~2 t1 extractors (4 mass/sec)=4*180=720 mass.
      So overall team with 1 gun com(500-800) investment will pay for itself and get 500-1000 more mass than enemy.

      posted in General Discussion
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      HLPstpBROimSTUCK
    • RE: Make the "Draw Bug" a Bannable Offense

      So your acu was in position of dying from enemy acu's explosion ? And you consider that you were winning ?)

      posted in General Discussion
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      HLPstpBROimSTUCK
    • RE: Points of Imbalance.

      @MazorNoob said in Points of Imbalance.:

      This thread is getting some renewed attention from https://forum.faforever.com/topic/814/balance-thread-guidelines-feedback regarding T4, so continuing from there I have a thought or two:

      • Monkeylord is about as good as mass equivalent number of bricks.
      • Bricks and percies are in general mass-effective against T4.
      • Monkeylord is not more mass effective against other T4 because it has way less range and can't micro against them.
      • Therefore, there's no reason to build Monkeylords instead of mass equivalent numbers of Bricks.

      My reasoning here is, Aeon and Sera don't have an equivalent of Bricks or Percies, so they have to build T4 to attack. In exchange they have snipers, which are great against T3 armies. Fatboy has huge range and can kite enemy T4s as long as it has space to retreat to, so UEF have a reason to build it over Percies.

      To some extent same goes for Megalith, but Monkeylord doesn't seem to have any advantages over T3 spam. Maybe it's harder to strat since no mobile shields? Then again, ML has a total of 45k HP versus cumulative 67,5k of 15 bricks.

      15 bricks = ~ 4700 dps, 72k build power
      mk = ~4200 dps (+ minor anti air), 27k buildpower, 0.2 units faster + stealth field
      Bricks require t3 factory and 3 times slower to build, by the time monkeylord started moving something, you would be on on your 5.5 brick. Also monkeylord can vet and get same +10k/20k hp way faster than a blob of bricks.

      Actually seems balanced - you want firepower NOW - go ML, you just want firepower 'somethere in the future' - go bricks.

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • RE: Testing the walled PD Template

      Also you test on exactly flat terrain, a lot of maps don't have that. Sometimes it can be better not to finish t1 aeon pd(leave at 200-300 hp), because hitbox will be underground on hilly maps. So all shots will hit terrain instead of unfinished building)

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • RE: Testing the walled PD Template

      I did test walls for aeon a long time ago and i got result that diagonal walls actually can be passed with aurora's/flare shots, depends on the exact angle mostly. So they are not exactly immortal, but require some weird positioning. Doesn't matter in real game probably cause you should use t1 arty vs pd's anyway.

      posted in Balance Discussion
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      HLPstpBROimSTUCK
    • RE: Is aeon arty nerf a bit too much ?

      https://github.com/FAForever/fa/commit/706646196978c07704e2b3bc48c3b7476e7f86fd, damage was nerferd from 5 pulses to 3 pulses(so ~1.6 times nerf), randomness increased from 1.5 to 2.5.

      posted in Balance Discussion
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      HLPstpBROimSTUCK