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    NapSpan

    @NapSpan

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    Best posts made by NapSpan

    RE: Make t3 navy more exciting!?!

    @ftxcommando said in Make t3 navy more exciting!?!:

    And stopping them from being ground-fired would be a net good because.....?

    Because they are fucking subs, gunning down a submerged submarine is fucking stupid.
    The synergy of air and naval goes through the window when all you need are cruisers and BBs.

    Subs should be subs instead the current underwater LAB we currently have.

    posted in Balance Discussion •
    RE: Make the "Draw Bug" a Bannable Offense

    This just sound like a lot of noise for a stupid bug wich issues fix itself by playing more. Fixing the bug should be the unique solution as reviewing replays, sending warnings and applying bans takes time that could be used elsewhere.

    posted in General Discussion •
    RE: Make t3 navy more exciting!?!

    @sprouto Well that sounds dope! Having T2 torps droping probes to detect subs as IRL. 10/10 Makes subs great again.

    posted in Balance Discussion •
    RE: Why would you have left FAF?

    @khabume
    <<am a technically newbie with less than 100 games. I am most likely one of the people you're going to lose in 2 years. If I try to look forward, here's what I see and feel. I mostly play custom games, because that's the first thing that presents itself when you start Downlord's FAF Client, so I've stuck with it. I'm not a huge fan of 1v1. I like Team Games.>>

    Also:
    <<tech race and units rant>>

    Well, the first thing is the cause of the second thing, in big team games everyone goes for the fastest eco -> higher units, at least one player in each team. For better FAF experience go to 2vs2 ladder games, it just gave us so much fresh air where more tactics are avaliable.

    posted in General Discussion •
    RE: Sparky Rationalization

    @sprouto said in Sparky Rationalization

    In the end, we kept the build restrictions - removed the pointless weapon - and replaced it with an extra 4 build power. It's a reasonable bit more expensive than a T2 engineer, but the more robust frame, and extra build power translate well. A good tool for mopping up wreckage fields that's not too flimsy - and a useful tool in other roles without overshadowing the existing engineer.

    Horrible horrible idea, that small gun is why sparky drops or scouting works with them.

    Without it you only can drop in empty places or forced to spam t1 pd instead of t2 shield.

    Sure one is little but 5-6 are enough for T1 tanks.

    In the build restrictions I have mixed opinions, having to carry a T2 engineer on the drop gives something to the enemy to prioritize, a reward for paying attention.

    posted in Balance Discussion •

    Latest posts made by NapSpan

    RE: Sparky Rationalization

    @sprouto said in Sparky Rationalization

    In the end, we kept the build restrictions - removed the pointless weapon - and replaced it with an extra 4 build power. It's a reasonable bit more expensive than a T2 engineer, but the more robust frame, and extra build power translate well. A good tool for mopping up wreckage fields that's not too flimsy - and a useful tool in other roles without overshadowing the existing engineer.

    Horrible horrible idea, that small gun is why sparky drops or scouting works with them.

    Without it you only can drop in empty places or forced to spam t1 pd instead of t2 shield.

    Sure one is little but 5-6 are enough for T1 tanks.

    In the build restrictions I have mixed opinions, having to carry a T2 engineer on the drop gives something to the enemy to prioritize, a reward for paying attention.

    posted in Balance Discussion •
    RE: Make T3 massfabs easy: drain 0 E and increase price by 3/5's of a T3 PGEN

    Horrible, horrible idea. Spamming T3 massfab with pgens gives eco faster than sACUS. This is a situation of OP needing to learn to use them

    posted in Balance Discussion •
    RE: TML is broken

    @valki said in TML is broken:

    Can confirm they get stuck, but also an easy unstuck.

    I often use shift-G spread attack with multiple TML, sometimes they get stuck and do not fire until I shift-G again.

    Fucking great, all this years making control groups with bombers when there was somrthing already to spread them... And how it is used if you don't mind to explain?

    posted in Game Issues and Gameplay questions •
    RE: [Format discussion] 2v2 weekly showmatch - The Commanders of Calypso

    Sure! Count me in!

    posted in Tournaments •
    RE: Make t3 navy more exciting!?!

    @sprouto Well that sounds dope! Having T2 torps droping probes to detect subs as IRL. 10/10 Makes subs great again.

    posted in Balance Discussion •
    RE: Make t3 navy more exciting!?!

    @cyborg16 said in Make t3 navy more exciting!?!:

    Subs should be subs instead the current underwater LAB we currently have.

    Subs should actually be stealthy-need-sonar-in-the-water-to-detect, but the game doesn't feature sonar-dropping aircraft. I'm not really sure if they can be fixed. Stealth really requires active and passive variants of both radar and sonar. Pretty soon we're talking whole-new-game.

    I'm confused, quite sure it's already like that.

    If possible some kind of armor to avoid surface damage when submerged or something alike. I recall that by engine limitations subs couldn´t change depth on the fly when changing from depth waters to shallow waters but I'll be happy with a workaround.

    posted in Balance Discussion •
    RE: Make t3 navy more exciting!?!

    @ftxcommando said in Make t3 navy more exciting!?!:

    And stopping them from being ground-fired would be a net good because.....?

    Because they are fucking subs, gunning down a submerged submarine is fucking stupid.
    The synergy of air and naval goes through the window when all you need are cruisers and BBs.

    Subs should be subs instead the current underwater LAB we currently have.

    posted in Balance Discussion •
    RE: Emerald Craters

    Well, that is actually a good point, I can only guess such an open and empty map means a high degree of sim-city planning.

    I would love to see if high tier players would do interesting stuff in this map (T3 rush? Comebacks and trading bases? T1-T2 blobs of armies here and there?)

    posted in General Discussion •
    RE: Emerald Craters

    Nah, its a little bit stressful because ot jave tons of different options but that is kind of the point of that map

    posted in General Discussion •
    RE: Make the "Draw Bug" a Bannable Offense

    This just sound like a lot of noise for a stupid bug wich issues fix itself by playing more. Fixing the bug should be the unique solution as reviewing replays, sending warnings and applying bans takes time that could be used elsewhere.

    posted in General Discussion •