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    Posts

    Recent Best Controversial
    • RE: Nucleus genius and ddos of FAF. (ru original is below)

      @erador moderators still just a regular players, someone might not want to get involved, someone might be offended by not polite tone. If everyone ignores you in DM you can try to escalate it in global chat. This is a major community issue if there is not way to dispute a ban and it should be addressed accordingly.

      PS: This is just my thoughts. I might be totally wrong, since faf obviously suffers the same issues as any other small gaming community.

      posted in General Discussion
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      HollowSubmarine
    • RE: Nucleus genius and ddos of FAF. (ru original is below)

      @XejiNord11 based on the reason in description i assume that he just need to contact moderator to get unbanned 😛

      Regarding Nulceus, i do not know the details. But in case if he was perma banned only for insult i believe he could try to contact to other moderators. Have he tried to do that? Anyway if he is the one who DDOS FAF i feel no compassion towards him no matter the reason he was banned.

      And as many already stated, in most cases permaban should be applied only for cheaters. One year ban is already quite hard measure.

      posted in General Discussion
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      HollowSubmarine
    • RE: Pending Balance Changes Feedback Thread

      @deribus
      Personally i think every fraction should have access to unlimited ranged teleportation. Making multiple separate upgrades is a good idea, but making it expensive can mess with telesacu.

      Imho if some specific upgrade interactions have to be changed from balance perspective better to focus on target nerfs. For example maybe we could add downside to laser and billy upgrades: reduces the teleportation range to 350. It even makes some sense since both upgrades consumes a lot of energy and tele depends on energy a lot.

      posted in Balance Discussion
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      HollowSubmarine
    • RE: Pending Balance Changes Feedback Thread

      Thelemazer is already the one way ticket in many cases. If the reason of the nerf is to make it even more risky then maybe it makes sense to add cooldown, so the (s)acu could not instantly fly away. What's the point of nerfing features that spice up the gameplay anyway?
      I understand that it might be very strong in full-share games, but it is optional setting after all.

      posted in Balance Discussion
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      HollowSubmarine
    • RE: Adding Automatic Pings like in Planetary Annhilation

      Few years ago i tried to make UI mod with similar feature. It was poorly done from ui and performance perspectives. And since i got used to map management i abandoned it.

      I am actually not sure if it would even make sense to use it, i just wanted to make something with moderate complexity 🙂
      But the idea was following:

      • Besides global notifications add possibility to dynamically mark zones on map (with circles)
      • Each zone can have different settings based on zone type. So notification will be triggered only if specific conditions are met. For example zone associated with frontbase will trigger notification only in case if building got damaged. While zone associated with homebase will react to any damage to units within it, including shields.
      • Some global notifications stop working after specific amount of time. For example engs health monitoring would turn off after first 3 minutes of the game.
      • Notifications triggered based on percent damage received by unit per few seconds, so it won't trigger notification if your factory got attacked by scout
      • Each notification have priority with global limit: for example not more than 3 notifications per 10 seconds. Urgent notifications bypass this restriction.
      posted in Suggestions
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      HollowSubmarine
    • RE: Delete nothas

      and buff janus

      posted in General Discussion
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      HollowSubmarine
    • RE: Need help with the Command Wheel mod

      Looks like it's bugged. Most likely will upload fixed version on weekend. Feel free to contact me in game or forum if you have any issues with mod.

      posted in I need help
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      HollowSubmarine
    • RE: Suggestion: remove "t2 to t3 mex rebuild" game mechanics maybe?

      In my opinion it looks like a bug that become feature. Since it exists in FAF for ages and people get used to it i doubt that it will be ever changed. But it is very counterintuitive and may lead to accidental ctrl+k of something valuable like already rebuilt t3 mex or even comm. When i started to play FAF i legit had to make ui mod just to make sure i won't ctrl+k something else 😕

      posted in Balance Discussion
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      HollowSubmarine
    • RE: FAF Beta - Feedback

      @zeldafanboy Shield prevents some part of the crash damage. Para actually can survive hit+ctrlk combo with 2-4 properly positioned t3 shields.
      With new changes to ahwassa it won't be capable to mercy even t3 cybran gen or para coverd by single t3 shield. And with t3+t2 shield combo smd should survive as well.
      Dunno what was the reason of this nerf but in my opinion crashing air exp was fun and did not affect the balance on majority of maps.

      PS: Since i do not know exact crash damage mitigation formula i might be wrong, feel free to correct me 🙂

      posted in Balance Discussion
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      HollowSubmarine
    • RE: Add upgrade t2 shields for aeon

      Just curious, are the Aeon t2 shields meant to be unupgradable due to balance reasons or it's just some legacy part of the game that everyone get used to?

      posted in Balance Discussion
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      HollowSubmarine
    • RE: CPU performance tests

      Intel i5-12500
      DDR4 3200

      Lobby: 89
      Replay: 11:22 (not sure if i measure it properly, stopped timer at 'Replay over' ingame message)
      Speed: +2/3 during major naval fight, +1 for few sec during air fight

      posted in General Discussion
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      HollowSubmarine
    • RE: Ban EcoManager & Similar Mods

      The issue is mod not only toggle fabs but also prevents from E stalling by any means. If i am not mistaken you even can choose in what priority to cut off E spending. In my opinion eco managing is the core part of the game and it should not be simplified too much.

      It would be good to have more or less strict rules what mod types are considered as illegal. And any exceptional case should be also stated within the corresponding thread. In general EcoManager works as auto clicker but for some reason considered as legal mod and used by many players.

      posted in General Discussion
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      HollowSubmarine