@yew There is no server. At least not in the ideal scenario
The game runs peer to peer so the players will connect directly to each other. Only when such a connection can not be made (due to ISP shenanigans or other networking issues) a coturn server comes into play that acts as a proxy between the two players that can't make a connection.
These coturn servers have for the past month been the focus of some intense ddos attacks, so connections that have to use the coturns have been pretty bad since then.
People are working on fixes for that and are also trying to improve the network adapter in general to improve connectivity but as people are caught up in IRL stuff that just takes time.
Posts made by Nex
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RE: Connection failure like no other
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RE: Helpful to have "report disconnect" feature?
can the client notice the game crashed and check the crash log?
or is the client unable to tell whether the game crashed or closed normally? -
RE: Disconnect gate out
You could maybe add something like if someone disconnects at 90%+ HP he won't explode
that way if you randomly dc in your base you won't blow anything up, but if you're in a fight you can also just walk away with 90% hp and once you're lower you still explode. I don't think there's much that can bring your com down from 100% quickly and then struggle against some units that didn't blow up because he preemptively dc'd. -
RE: Reverse direction of middle mouse scrolling
@phong I think what he wants is when your press the scroll wheel invert mouse movement, so when you press the wheel to move the camera it moves the other way around.
That may also be doable with autohotkey -
RE: UI mod idea: Custom select all
you can always make your own hotkeys in your game.prefs file
https://forums.faforever.com/viewtopic.php?f=40&t=8230 -
RE: Game still creates crash log after game finished have to alt tab to exit and close crash log
@heavenly After you downloaded the steam version once, you won't need steam to play FAF more than you need now.
You just use steam to download the newest version and verify that you own the game to FAF.
Once that's done FAF launches the game completely bypassing steam. -
RE: Satellite overperforming.
@mazornoob said in Satellite overperforming.:
If we're talking so late in the game that e costs no longer matter then the opposing team should afford tele def anywhere they have antinuke anyway.
People just naturally overbuild E late in the game, if you naturally hoard 50k mass then this will be true.
It's also not that E costs don't matter, but they are less relevant than mass costs, since if you at some point needed E for something you invested the mass already but the E production will continue for the rest of the game.@mazornoob said in Satellite overperforming.:
Yes I am. Nukes are yet another "target anywhere on the map, has a specific per-area cost counter that you need ahead of time" weapon that has yet another counter with different numbers. Doesn't make the underlying mechanics much different.
A GC can also walk anywhere on the map and shoot things down so where's the difference?
The difference between a GC and a Novax is similar to the difference between a Novax and Telemazor. You can see and defend against a GC on it's way to its target, while you can only see the Novax and have to prepare defenses at it's target position + it's faster.
Telemazer you cannot intercept or even detect on it's way and it's also way faster than a sattelite.@mazornoob said in Satellite overperforming.:
How is paying 20k mass and 2 million e for a telemazer not an opportunity cost?
That's just cost, the Novax needs to travel to places and the enemy can just concentrate on building defenses where it's going. against telemazer you need your defenses up everywhere at all times.
@mazornoob said in Satellite overperforming.:
Fighter-bombers obviously won't protect the telemazer target in the first place sure, that's the job for T2 PDs. Their purpose is to ensure the first tele is the last one, and this they can do no problem.
As soon as you build your t2 pd you lost to the telemazer because making it is more expensive than the telemazer was. So while you think you just countered the tele, in fact you just lost some mass to the enemy.
Also because Telemazer is hard to scout and arrives very fast you need to start preparing such defenses even before a telemazer is out, so you need to invest in useless PDs in your core base just because your enemy is Cybran.@mazornoob said in Satellite overperforming.:
Conceding the Novax DPS analysis, except again, you have to factor in the cost of shielding all the mexes where otherwise you wouldn't bother because SAMs stop strats and no one will nuke/arty/Asswasher random lone T3 mexes.
The math presented doesn't factor in shields because it assumes you don't build any. Making shields would be more effective, but even if you just rebuild the mexes destroyed by the Novax it's not that expensive, because it has such low dps.
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RE: Kindergartener wording and design of the main page
@waffelznoob
UEF units have more hp (generally)
Aeon has more specialised units / their units are missing weapons/features that comparable units of other factions have.
Seraphim have more multi-purpose unitsThere are things your can attribute to the factions, but the impact they have on how the faction plays differently from the others is questionable
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RE: No Veterancy Coalition
But having repair too good is bad anyway, since it'll only be worth it to repair buildings since you probably won't have the amount of engies in place to repair your front line units and they can't do anything useful while being repaired.
So repair is mostly a defensive tool and promoting turtling too much is bad if you want something to happen in your game instead of two sim city games next to each other.
Vet is bascially like repair, but promotes aggression and sudden vets also lead to more interesting moments.
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RE: No Veterancy Coalition
@deribus isn't repair only 25% discount now?
So it costs 75% -
RE: crash logs
@heavenly This might be related to the "After Game Review Notification".
Try disabling them in the client. -
RE: Looking for high-rated replays that use the Mercy
@immortal-d it's not about priority. You'd need to set your AA to completely ignore everything except mercys and even then it'll be RNG whether they point in roughly the right direction, because the mercy just splits so far away from the target and turret rotation + projectile flight time just take too long.
making the bomb not (fully) tracking and making the split projectiles be targetable by AA might work to make it a more interactive unit and could have been an interesting change too, but whoever found the time to do it decided to take this way, so that's how it is now. -
RE: Looking for high-rated replays that use the Mercy
@immortal-d there's a part in Sladows balance change FAQ about mercies.
In essence:
Flak won't save you reliably (nor would any form of AA). If a single scout plane flies over your AA they will all lock on to it and shoot, while turning away from the front, so if 8 mercies now appear behind the scout your AA turrets will
A: not change their target from the scout until it's dead.
B: even if they change their target or you right click the mercies, their turn speed will be too slow to hit the mercy early enough.
Furthermore it's weird that the projectiles track their target to the end of the world basically.
Corsair, Notha, Janus and even strat snipe attempts can be delayed or even entirely prevented by trying to dodge the bombs, which is impossible against mercies since their projectile tracks with 100% accuracy.So to be save from mercies your AA would need to be way in front of your com and would need to be set to only target mercies. But in this case your AA just gets shredded by enemy tanks, so that is also not an option.
In the end a well executed mercy snipe would kill a com without any chance for your opponent to prevent it, without incurring heavy losses even without you actually going for the snipe. (be it either by sacrificing AA in front of his army or babysitting the com with inties that could be used somewhere else) -
RE: UEF engi stations "repairing" mobile factories
@melanol Do you have a replay and timestamp where this happened?
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RE: FAF doesnt recognize I have supcom
what exactly happens when you try to go to /account/link as mentioned in the error message?
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RE: Connection issues that seem to have nothing to do with quality of network
@ginandtonicbot I think it shows in lobby if someone has a ping >500 ms . There's no check for packet loss though I believe, which could be useful.
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RE: Allow "Refit" of Commander upgrades to increase tactical variety
I also think you could split T2 into "real" T2 that can do anything and some combat T2, that can't build t2 economy, but has more hp and bp than the regular t2 upgrade or might also be cheaper.
This way you can buff the frontline t2 upgrade, without also buffing base sitting T2 upgrade to skip teching up factories. -
RE: FAF 20 years from now
@defiant if you distribute your version to all players you want to play with sure that'll work for lan games.
If you want the client to work for online stuff, you'd need to also save and host that part, though there wouldn't be much to gain from that if it's only for you / your friends. -
RE: Allow "Refit" of Commander upgrades to increase tactical variety
@sarge945 said in Allow "Refit" of Commander upgrades to increase tactical variety:
Maybe I'm not watching the right games or aren't looking high-level enough.
The more players/ACUs there are in a game the less valuable a gun upgrade becomes, since it is easier to concentrate defenses than it is to coordinate an attack.
The more important the early tech levels the more powerful the gun upgrade becomes.
In small 1v1 for example gun upgrade is a must and even in 4v4 games having gun gives you enough combat power to get some ground that you can use to improve your eco, while t2 is more defense oriented by building pd and is much slower in securing more ground, while also costing you resources as you use it.
But in games with even more players, especially if the fights condense into multiple ACUs fighting in the same spot due to the map's layout, fighting with your ACU becomes more dangerous and thus the gun upgrade looses on power. -
RE: Pending Balance Changes Feedback Thread
@mazornoob said in Pending Balance Changes Feedback Thread:
It's not surprising. Increasing vision range didn't make the mechanism itself more consistent, it just pushed the RNG envelope more towards units that used to have much less vision than range. Short of giving all units vision range well beyond weapon range there's no surefire fix.
That's basically what happened. All hover units got like +10 vision, so their vision is now larger than their weapon range and I believe that is the case for (almost) all units, except for artillery and similar units which are expected to work with radar intel. So while the bug still occurs it no longer (or at least much less frequently) occurs when the enemy units are within your units weapon range.