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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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    HotCheeseInRear

    @HotCheeseInRear

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    Best posts made by HotCheeseInRear

    • Reduce Sparky GuardScanRadius from 26 -> 8

      Currently sparkies have equal GuardScanRadius (GSR) to engineers, which results in sparkies being worse at reclaiming when attack moving or patrolling when enemies are nearby.

      Guard scan radius is the distance a unit will initiate pursuit of enemies/reclaim from their patrol or attack move route. Its the reason why when you give an attack move engys may run backwards to get the trees behind them or branch off to get reclaim adjacent to the route.

      The issue with Sparkies and having an equivalent GSR to engys is that, the sparky will switch from reclaim mode, to attack mode. Once an enemy enters the 26 radius, and the sparky is not actively sucking up a prop for reclaim, it will beeline for the enemy to engage in combat and stop reclaiming.

      Reducing the GSR to 8, is a trade off, that makes the unit require more precision in patrol and A-move orders, but will not enter pursuit mode until a unit gets within 8 range.

      This leaves a nice 8-18 range where the sparky will defend itself from enemies while still reclaiming.

      The change makes sparkies worse at reclaiming uncontested, and with imprecise orders. Yet better at reclaiming when a enemies or engys are within 26-8 distance of it.

      Video of default 26 GSR

      Video of 8 GSR

      posted in Balance Discussion
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      HotCheeseInRear
    • RE: purpose of sera t3 subs?

      Anti-Torps on subs is not a fun, engaging or decisive game mechanic. It would be like if T3 air had "aa defense-flares" which let them ignore a SAM, T3AA or cruiser missile every 2 seconds.

      A unit is in a domain that only three (and a half) weapons can damage it- torpedos, depth charges, reclaim and ground fire.

      Of those four torpedo's is infinitely more prevalent and less micro intensive. Torp bombers should drop depth charges that are immune to torpedo defense like they did for years.

      Torpedo defense belongs on destroyers and torpedo boats.

      posted in Balance Discussion
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      HotCheeseInRear
    • RE: ☆Favourite Supcom Unit/Faction☆

      @BlackJaguar This is frankly the only right answer. ACUs, GC & Salem are the poster children of the franchise.

      posted in General Discussion
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      HotCheeseInRear
    • RE: [MOD UI] NextUI.Icons

      This looks tremendous. Please offer them in 1440p and 4k friendly sizes! I know there is a console command/setting to scale the icons, but that tends to distort them.

      posted in Modding & Tools
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      HotCheeseInRear
    • RE: Reduce Sparky GuardScanRadius from 26 -> 8

      I'm not sure if you can disable GSR.
      But a super low GSR they will literally only reclaim things on the line of the attack move.

      GSR set to 2

      posted in Balance Discussion
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      HotCheeseInRear
    • RE: Redesign of all HQ and support factories

      This is amazing

      posted in Suggestions
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      HotCheeseInRear
    • RE: Where is the Disable Resource Sharing Button ??? It was under F4

      Disabling resource sharing piecemeal seems legitimate, not sure why it was removed. I want all my overflow to go to a friend, that seems reasonable to have control over.

      posted in General Discussion
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      HotCheeseInRear
    • T3 Mobile Arty & Spearhead Cost Adjustments

      #7188

      TLDR: T3 MArty goes from being 200% mass cost and 179% build time of a Spearhead. To 150% mass cost and build time of a Spearhead.

      T3 mobile arty:

      • 800->720M
      • 8000->7200E
      • 4300->3600BT

      Spearhead:

      • 400->480M
      • 3000->3600E

      Both units now have a 18m/s drain from a T3 factory.
      T3 MArty completes construction in 40 seconds instead of 47.78 seconds. Another way to look at it:

      Reduce T3 MArty cost by 10%.
      Reduce T3 MArty BT by 16.3%
      Increase Spearhead Cost by 20%.

      posted in Balance Discussion
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      HotCheeseInRear
    • RE: Content Creators Updated

      I'm a neophyte but working on tutorials:

      Creator Description Link
      Cheese's Cheese FAF Tutorials, Tricks. Focus on math. https://www.youtube.com/@CheesesCheeseFAF
      posted in General Discussion
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      HotCheeseInRear

    Latest posts made by HotCheeseInRear

    • RE: Mystery power draws - how to pinpoint?

      Economic overlay does have the nasty problem of no scaling whatsoever. Fine at a 1280 × 1024 19" LCD the game is designed for. Sort of unusable on modern high res monitors

      posted in General Discussion
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      HotCheeseInRear
    • RE: Disconnection but match Continues

      Literally switch to the DC player by clicking the scoreboard (or alt+f2 and clicking their name) Shift box their whole army, and give it to yourself or whoever is their neighbor. 4z0t's scoreboard and SupremeScoreboardHC both support union control directly through the scoreboard aswell.

      posted in Suggestions
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      HotCheeseInRear
    • RE: Wish-A-Mod Foundation

      @FreadyFish Sorry to necro this but could you share this as a zip file?e

      posted in Modding & Tools
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      HotCheeseInRear
    • T3 Mobile Arty & Spearhead Cost Adjustments

      #7188

      TLDR: T3 MArty goes from being 200% mass cost and 179% build time of a Spearhead. To 150% mass cost and build time of a Spearhead.

      T3 mobile arty:

      • 800->720M
      • 8000->7200E
      • 4300->3600BT

      Spearhead:

      • 400->480M
      • 3000->3600E

      Both units now have a 18m/s drain from a T3 factory.
      T3 MArty completes construction in 40 seconds instead of 47.78 seconds. Another way to look at it:

      Reduce T3 MArty cost by 10%.
      Reduce T3 MArty BT by 16.3%
      Increase Spearhead Cost by 20%.

      posted in Balance Discussion
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      HotCheeseInRear
    • RE: Do you think late T4 stage on land/navy maps is too short due to T3 arty or game enders?

      @FtXCommando

      Easy start to help the SMD vs SML issue.

      SML:
      1080->810bp
      Anti Nuke Projectile:
      259,200->194,400BT
      This makes ten T3 engies assisting an SML reduce its reload time from:
      240->184.5s (current balance)
      To
      240->171.3s (changed balance)

      Minor nudge in the right direction while not impacting, un assisted SMDs at all.

      posted in Balance Discussion
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      HotCheeseInRear
    • RE: [MOD UI] NextUI.Icons

      This looks tremendous. Please offer them in 1440p and 4k friendly sizes! I know there is a console command/setting to scale the icons, but that tends to distort them.

      posted in Modding & Tools
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      HotCheeseInRear
    • RE: Experimental changes on 2026.06.25 Feedback

      @Skrat you're argument comes from incredulity and false/extreme analogy.

      An extreme change like 100x UEF ACU is much different from the multi faceted and wholistic changes being discussed in this thread.

      posted in Balance Discussion
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      HotCheeseInRear
    • RE: Experimental changes on 2026.06.25 Feedback

      @Skrat So no one surveyed played a game of FAF develop to test the changes?

      posted in Balance Discussion
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      HotCheeseInRear
    • RE: Content Creators Updated

      I'm a neophyte but working on tutorials:

      Creator Description Link
      Cheese's Cheese FAF Tutorials, Tricks. Focus on math. https://www.youtube.com/@CheesesCheeseFAF
      posted in General Discussion
      H
      HotCheeseInRear
    • RE: How to cap t3 Power gens and T3 mass fabricators?

      Bind your context templates key.

      posted in I need help
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      HotCheeseInRear