FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. HotCheeseInRear
    3. Best
    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!
    HotCheeseInRearH Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 5
    • Posts 36
    • Groups 0

    Posts

    Recent Best Controversial
    • 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
      HotCheeseInRearH
      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
      HotCheeseInRearH
      HotCheeseInRear
    • DropEngie Mod Showcase

      FAF's Issues with Transports and Engineers

      Forged alliance has a robust queuing system and transport system, that seem to be at odds with one another in plenty of cases, especially engineers.

        1. When an engineer is on a transport, it cannot receive any orders barring an unload order.
        1. When an engineer with queued orders are on a transport its almost impossible to determine what order is has vs the other engineers.
        1. In the selection bar, its impossible to see which engineer, is assigned what.

      So simple efficiency such as, dropping six engineers on six different mexes to build them all queued up is borderline impossible.

      Previously one needed to ensure they got on 1 by 1 in the right order, and that you remembered which order you queued the mexes. Or the player needed to drop them off one by one without a queued build order and just give the order as they land.

      Additionally, we all know the most efficient way to eco generally is to have a cluster of engineers upgrade a mex 1 by 1. However, engineers are the slowest (non ACU/scathis) unit in the game. Making travel time a major factor to be worked around. Resulting in an ideal eco having a couple groups of engineers alternating pause orders. to mitigate travel issues.

      Queuing up transportation in-between was possible but extremely tedious and error prone.

      icon.png

      DropEngie mitigates and simplifies these problems

      With one hotkey both of these issues are solved.

      Select engies->hold shift place a move order->hold shift, right-click on transport->hold shift queue a mex for each engie selected->distrubute orders->once engies are loaded into transport, select the transport -> press the hotkey, release the hotkey-> hold shift and left-click on the queued mexes-> the right engie will drop on the right mex everytime

      WIP at some point i may have nice gifs and guides but currently watch the video and read the description.

      posted in General Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • Improved Selection

      icon.png
      Video Overview

      REQUIRES REUI

      Options to exclude control groups for land selection and to include torps under the regular bomber hotkey.

      Four hotkeys for air combat management:

      • "Select Fighters" selects all friendly fighters, excluding any that are currently excluded.
      • "Select Bombers" selects all friendly bombers, excluding any that are currently excluded.
      • "Select Gunships" selects all friendly gunships, excluding any that are currently excluded.
      • "Select Torps" selects all friendly gunships, excluding any that are currently excluded.
      • "Exclude / Include Air Combat from Selection" toggles whether the selected fighters, gunships, torp and bombers are excluded from the selection hotkeys.

      Adds Five pairs hotkeys for land management:

      1. "Select all onscreen mml/sniper", "Add selected units to MML/Sniper selection"
      2. "Select all onscreen directfire", "Add selected units to Direct Fire selection"
      3. "Select all onscreen land AA", "Add selected units to Land AA selection"
      4. "Select all onscreen shields/deceivers", "Add selected units to Shields/Deceivers selection"
      5. "Select all onscreen direct/fire experimentals", "add selected units into Direct Fire experimental Selection (when engineers are selected this hotkey interrupts pathfinding instead)."
      posted in Modding & Tools
      HotCheeseInRearH
      HotCheeseInRear
    • RE: Increase back up distance for Megalith

      The simplest QOL change would be to increase the assist range to 15, so it serves the dual purpose of being a reverse guide.

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

      This is amazing

      posted in Suggestions
      HotCheeseInRearH
      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
      HotCheeseInRearH
      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
      HotCheeseInRearH
      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
      HotCheeseInRearH
      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
      HotCheeseInRearH
      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
      HotCheeseInRearH
      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
      HotCheeseInRearH
      HotCheeseInRear