FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. John73John
    J
    • Profile
    • Following 0
    • Followers 0
    • Topics 4
    • Posts 18
    • Groups 0

    John73John

    @John73John

    2
    Reputation
    3
    Profile views
    18
    Posts
    0
    Followers
    0
    Following
    Joined
    Last Online

    John73John Unfollow Follow

    Best posts made by John73John

    • [simple mod request] Commander teleporter balance change

      The issue is this: building the ACU teleporter basically requires a bunch of extra generators and storage to avoid crashing your economy, but once it's built nothing else needs energy on that scale so it largely goes to waste unless you suddenly decide you need to spam shields or something. Once it's built, using the teleporter is so comparatively cheap it might as well be free. So if someone could make this mod, that would be awesome:

      -- Teleporter build cost reduced from 1.5M to 30K (that's right, it's only 2% as expensive as before!)
      -- Teleporter energy use increased from 100K to 500K (5x as expensive as before)

      So equipping a teleporter still requires that big power station, but you have to keep it around if you want to keep teleporting.

      posted in Modding & Tools
      J
      John73John
    • RE: Atlantis

      @Sprouto Alright, fair enough.

      If I were designing the game from the ground up, this is how I would handle submarines:

      -Submarines (when submerged) are only vulnerable to torpedoes and depth charges
      -There's no such thing as "underwater vision". You can see your own/allies' subs, but submerged enemies will never be visible. If you have sonar coverage then you'll see a grey "submerged unit" icon. The only exception would be EXP units, they'd have the circle icon. Sonar can see how big it is, but that's it. No indication of which enemy player or its remaining health. No way of telling if it's even a sub or an assault bot walking across the sea floor.
      -Subs don't provide vision either, only sonar. So they can only tell the location of surface ships, not whether it's a cruiser or destroyer or which player owns it.
      -Make destroyers/torpedo boats and UEF Battlecruiser more anti-sub specialized. How this is done would vary between factions. They could have better torp defense, use depth charges instead of torps (meaning a sub's torp defense does nothing), built-in sonar... I'm sure there are other possibilities.

      posted in Balance Discussion
      J
      John73John

    Latest posts made by John73John

    • RE: FAF client won't download

      @mostlostnoob Dang it... alright, thanks for your help. I'll look around and try to find what's up.

      posted in FAF support (client and account issues)
      J
      John73John
    • RE: FAF client won't download

      @mostlostnoob I tried downloading it 3 times and it's still not working. The download will go for a bit (very slowly) and then stop because of "Network Error". If I try to resume it says "Failed - Needs Authorization"

      By the way that link appears to be the same URL as the one I was using before.

      posted in FAF support (client and account issues)
      J
      John73John
    • RE: FAF client won't download

      @mostlostnoob Alright I'll give that a try

      posted in FAF support (client and account issues)
      J
      John73John
    • FAF client won't download

      I'm trying to install the FAF client on a new machine, downloading it from the link on this page. The download starts but it goes extremely slow, around 20 or 30 KB/s. At some point during the download, it might be after only 10 seconds or it might be an hour and a half and almost finished, it stops and says "network error". I try to resume but it immediately stops again and says I'm not authorized.

      I have an account and I'm logged in and everything. I've restarted it at least 20 times today and it just won't work. Is there something going on with the server? Or some other reason it would be doing this? It's not my internet -- I can stream movies on high def with no problem. I did all the usual stuff, like restarting my computer and trying the download with no other programs running.

      posted in FAF support (client and account issues)
      J
      John73John
    • RE: [simple mod request] Commander teleporter balance change

      @nooby said in [simple mod request] Commander teleporter balance change:

      I would prefer if teleport required a large amount of instant energy in use - Like the eye of riahhne. This would make it easier to scout by the large ( think 20 + ) E storages required.

      Making it more expensive use wise just means you can stall your eco for a few more seconds then forcing storage.

      I like the gradual charge-up (too overpowered if you can just instantly escape from danger) but stalling your eco by a significant amount (dropping your shields in the process) is never a good thing.

      posted in Modding & Tools
      J
      John73John
    • RE: [simple mod request] Commander teleporter balance change

      @melanol said in [simple mod request] Commander teleporter balance change:

      Cybran laser coms would love it.

      How so? Making it more expensive per-use would make it harder to TP in and out.

      posted in Modding & Tools
      J
      John73John
    • [simple mod request] Commander teleporter balance change

      The issue is this: building the ACU teleporter basically requires a bunch of extra generators and storage to avoid crashing your economy, but once it's built nothing else needs energy on that scale so it largely goes to waste unless you suddenly decide you need to spam shields or something. Once it's built, using the teleporter is so comparatively cheap it might as well be free. So if someone could make this mod, that would be awesome:

      -- Teleporter build cost reduced from 1.5M to 30K (that's right, it's only 2% as expensive as before!)
      -- Teleporter energy use increased from 100K to 500K (5x as expensive as before)

      So equipping a teleporter still requires that big power station, but you have to keep it around if you want to keep teleporting.

      posted in Modding & Tools
      J
      John73John
    • RE: MMLs are terrible - Lack of competent T2 siege option contributes to turtling

      I like your idea of making TML/MML go through shields. "Just put up a shield it'll stop everything" no longer works, you would now need more TMD and if there are a lot of missiles some could still get through.

      posted in Balance Discussion
      J
      John73John
    • RE: Engineering Station / Drone behavior

      @Psions UEF doesn't have regen. Also sometimes a PD gets down into the red and another attack wave is coming -- better to repair it fast than have to build a new one and start over with the veterancy.

      posted in Suggestions
      J
      John73John
    • RE: Atlantis

      @Sprouto Alright, fair enough.

      If I were designing the game from the ground up, this is how I would handle submarines:

      -Submarines (when submerged) are only vulnerable to torpedoes and depth charges
      -There's no such thing as "underwater vision". You can see your own/allies' subs, but submerged enemies will never be visible. If you have sonar coverage then you'll see a grey "submerged unit" icon. The only exception would be EXP units, they'd have the circle icon. Sonar can see how big it is, but that's it. No indication of which enemy player or its remaining health. No way of telling if it's even a sub or an assault bot walking across the sea floor.
      -Subs don't provide vision either, only sonar. So they can only tell the location of surface ships, not whether it's a cruiser or destroyer or which player owns it.
      -Make destroyers/torpedo boats and UEF Battlecruiser more anti-sub specialized. How this is done would vary between factions. They could have better torp defense, use depth charges instead of torps (meaning a sub's torp defense does nothing), built-in sonar... I'm sure there are other possibilities.

      posted in Balance Discussion
      J
      John73John