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    Posts made by KaletheQuick

    RE: Is mercy too strong in team games? What you think?

    I like mercies, mind you, as an aeon player I'd rather have some sort of reuseable bomber, but I get swifties so it's fine.

    I think tweaking their activation range is a good slider to dial in on a good place for them. I have also seen the idea of the ground AOE thing as well, but think it would be best if (somehow, I know the code isnt there) the AOE duration stacked instead of damage. Like, really get your com out of there my man, pay attention. Or perhaps giving them other abilities, like an alternate 'conversion attack' that has enough umph to convert a 2t mex? Nah, that would be a unit called a 'missionary' or something. Or a wide EMP effect. Just spitballin.

    posted in Balance Discussion •
    RE: Low health ACU speed boost

    Gentlemen, clearly we just need a new customization slot - legs. Change to treads, hover torso, or boat hull. Or the low cost BOOSTULATOR, that gives a power fueled sprint ability, overcharge your SPEED, BROTHA!

    Warning- to not change to boat torso on land. You detonate.

    posted in Suggestions •
    RE: Neroxis Map Generator

    @nine2
    Perhaps something like cartographic mode but with either finer elevation lines, or slope?catographer.PNG

    I wonder if it is possible to mod this.

    posted in Mapping •
    RE: T1 sub rebalance

    @BlackJaguar said in T1 sub rebalance:

    What we need to do , IMHO, is a scratchbuild submarine modification. They became invisible to sonar while stationary, and only when move or/and fire torpedos, they could be localized by sonar.

    That's cool. It is possible to add a 'silent running' mode and change a few stats as well, like cut speed to 1/3 and get stealth. Give it a toggle button like the Cybran destroyer walking, or the old Cybran Cruizer weapon select.

    I love navy a lot. And am down for anything that changes or expands on it. Possibly even strategic things in water, like mexes or power. Perhaps give subs some reclaim ability? Would be kinda cool.

    Personally I think it would be cool if there were torpedos you build like a tactical missile silo. As torps IRL are terrifyingly effective.

    posted in Balance Discussion •
    RE: Reclaim

    @Deribus said in Reclaim:

    It's virtually impossible for players to do that mental math in their head
    Determining reclaim amount by a strict mathematical ratio like that is quite inflexible. It's difficult to change if the balance team decides T1 units are too much and T3 units are too little mass, for example.
    That's a big change to the air game, especially strats. Strat rush is already an incredibly powerful strategy, but it has the downside of leaving a 1.7k wreck on the ensmy side. Reducing that would be a pretty big strat buff.

    What mental math are they needing to do in their head? Sorry, I think I missed something here.

    And if simply redoing the reclaim values is an option, starting with the mass/energy ratio thing and tweaking from there is an option. They do that in games a lot, have a defined curve and then deviate from it intentionally for balance and stuff.

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

    Target priorities for auto engineers.

    posted in Suggestions •
    RE: Weak Overcharge

    Just mod it back to how you like it and host games.

    posted in Balance Discussion •
    RE: Reclaim

    I have some ideas. Raw stuff, just throwing it out there.

    • reduce wreck HP by tech level. Making it more likely stray fire ruins reclaim.
    • add 'wreck' option to target priorities, so you can retreat and burn the Fields on your way out unless the foe prepared well for a counter attack.
    posted in Balance Discussion •
    RE: Unit Creation Tourney #1 (October of 2020)

    You all heard him, I won! I made the cutest one! 😂

    This is all amazing! It was great fun, even if I did hop in at the last second. I hope to maybe polish it up now that the competition is done.

    @biass
    You are correct, it is a kitbash of the harbinger. The petals on the legs are just the harbinger shield generator head texture on a new shape and rebound to the feet. And the turret head was replaced with a bacteriophage stem.
    4.PNG

    The petals were meant to look a bit like the petals on Aeon shields, but more so that it can hide when it's scared 😥
    (Or in a transport)
    Beep! :3

    The radar range is the aura range. The buff is refreshed/checked every 5 seconds, just like the regen aura on the Sera com, so things just leaving it will be buffed for a moment.

    @Krapougnak
    Sorry it didn't work, thank you for checking it out though 😄

    posted in Tournaments •
    RE: How do I minimize Supcom

    Yes, the game engine is from the early 2000s, so when it is full screen it is actually taking full control of your graphics card. Newer games do something more like a 'borderless window' thing so you can still do desktop stuff. I think everyone here played with it windowed. If you watch The Gyle Cast you will see his videos have a black bar at the bottom where the windows taskbar would be.

    posted in I need help •
    RE: How do I minimize Supcom

    Are you running the game in windowed mode?

    posted in I need help •
    RE: SupremeCommander printed models

    The best part is that these are all 3D printed in universe.

    posted in General Discussion •
    RE: Unit Creation Tourney #1 (October of 2020)

    @Krapougnak How are you testing? Did you leave any UI mods on? I just double checked after disabling all my UI mods.

    And to reiterate, the displayed regeneration rate will stay at it's default, so to see it working you will need to damage the shield and watch it's regeneration.

    A quick video of my test. The radar range on the shaman is the buff radius.
    https://youtu.be/ZcLiMX51H4A

    posted in Tournaments •
    RE: Very long post about spread attack, UI mods and why improving player's controls and UI is apparently and wrongly considered a bad thing in FAF, also balance

    I am really liking the split move. I honestly thought that was how the split command would naturally work with move orders. Though I understand the concern that it could leave open tools and such for cheat mods, I do hope it stays in. It will be interesting to see the new techniques it will allow. I'm sure I'll find a few, but to be honest, seeing the top tier guys like @Tagada use it for some crazy awesome thing on casts will be amazing to see! 😄

    Now to make spread build, so I can relive my AOE:II wall building childhood.

    posted in Balance Discussion •
    RE: Units with same icons - Tanks and bots mostly

    And what does the + vs the × really mean? The bomber has the +, but shouldn't it be an × or a • like artillery? I demand ORDER from the intelligence department!

    And when will be introduce chaplain bot?

    <†>

    posted in Suggestions •
    RE: Units with same icons - Tanks and bots mostly

    So on the 'purity' note there.

    What is the functional difference between bots and tanks? Like, make a big ol venn diagram of everything, and ask, what real useful information is conveyed by the clipped diamond bot icon over the tank icon? I really like the icon scheme but legged walkers don't share any useful tactical group together, same with tanks. I would think an ideal icon system convey's at glance something meaninfgul, and the center icon does, direct fire, artillery, AA, that's good. But the outer shape diamond and clipped diamond just inform you if the unit has legs or 'other' Would it be better (and too annoying a change to make now) to have the diamond be fast attack units (and usually lower HP), like LABs, blaze, yenzyne, titan, and loyalist, and the 'tank' clipped diamond just mean heavy/slower unit, like t1 tanks, obsidian, ilshavoh, Brick and percy? Maybe a clipped navy semicircle for hover?

    I think air has is good, with the delta, wide delta, and rhombus conveying information about how the unit moves.

    Of course now I'm just remixing the available shapes in my head and trying to imagine what the unit would be. Get that wide delta with the sniper dash through it, or missile line. lol.

    posted in Suggestions •
    RE: Unit Creation Tourney #1 (October of 2020)

    @Krapougnak Did you test mobile shields? Or stationary ones? I primarily tested it with the t2 aeon mobile shield, which has something like a 3 second delay before it starts to regen. It's also VERY apparent with the obsidian, which goes from a regen of 2 to 13 (a 6.5x increase).

    And there is a problem getting the displayed regeneration rate updated, so you won't be able to simply look at that. Whatever callback flushes it with the normal buff system i could not find when I made it, as there was not buff for shield regen like there was for HP regen (like the Sera com aura uses).

    In double checking this I have found another bug though. Buffed units stay buffed when the shaman is killed. Not good. I'll need to add in an OnDeath callback should I try to develop this further.

    posted in Tournaments •
    RE: Global ranking not accurate -- is there a way to reset?

    @Deribus @FtXCommando
    I am aware of the rule, and It was a joke in regards to that rule. I am indeed a chronic 800. However I would still 1v1 him. I would also not throw the game. From what I understand that would not be a problem, if we genuinely battled.

    posted in General Discussion •
    RE: Some good news about Team Matchmaking (TMM)

    Ok, but whatever happens on april fools day set it to the 'traitors' option and tell no one.

    posted in General Discussion •
    RE: Global ranking not accurate -- is there a way to reset?

    @lafindumonde If you want help tanking your rank I am definitely available! I have rank tanking experience.

    TBH I don't think there is a way to do this, but it's not as detrimental as you think. There is a lot of variance, with high rank people on Astro Crater Battles being awful on open wonder or setons.

    posted in General Discussion •