FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. Nomander
    3. Topics
    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!
    N Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 6
    • Posts 252
    • Groups 1

    Topics

    • N

      Remove Novax omni?

      Watching Ignoring Scheduled Pinned Locked Moved Balance Discussion
      2
      0 Votes
      2 Posts
      11 Views
      N
      Remove novax laser instead
    • N

      Experimental changes on 2026.06.25 Feedback

      Watching Ignoring Scheduled Pinned Locked Moved Balance Discussion
      6
      -4 Votes
      6 Posts
      192 Views
      maudlin27M
      @Nomander Ythotha was the main unit I had in mind where it'd be beneficial as I'd have thought fatboy's firing nature means it deals much higher DPS against a bubble shield than it does normally (all its shots hit); but I was thinking not just as a standalone unit if it might be worthwhile but also compared to old bubble shield which was rarely seen and would also give aoe protection to percies. Since megalith's firing nature is a bit easier to control in sandbox and you've suggested it as a use case, I figured I'd run some simple sandboxes to test my theory that I'd be better off just getting more percies vs getting percies+new bubble shield (as if that's an example of the bubble SACU use case, I'd expect it to come off reasonably well). Granted this isn't perfect 'live-game' type scenario since you wouldn't expect a megalith to be unsupported, but it does still give useful information on how the new bubble shield compares. I'd kite the megalith backwards after it started firing (until all percies were in range of it). Percies would start off grouping in a 2 line group before advancing as a group. Effects of crash damage were ignored (as that was reliant on at what point I got around to just having percies attack when switching army views). 25 percies vs 1 megalith: 4 percies survive 17 percies + 2 new balance shield SACUs vs 1 megalith: 3 percies survive 19 percies + 1 old balance shield SACU: If the shield SACU is grouped with percies and advanced such that the megalith fires at the unprotected percies first, mega wins; if instead the shield SACU is put slightly ahead of the percies so a kiting megalith targets it down first, then 8 percies survive. Worth noting in most cases this setup would be expected to be favourable to the shield SACUs - 2 new balance shield SACUs with 17 percies mean the shield SACUs cover every percy, without the shields overlapping. I'm also ignoring energy costs, or the cost of building a gateway (essentially assuming they're free). One other thing that might give the shield SACU a better result is if say it was x3 the number of units so percies took more aoe damage from the megalith, but then there'd be shield overspill balance to counter it. TLDR sandbox results Getting more percies results in a better position than mixing percies with new bubble shield SACUs Old bubble shield SACU gives a better result if the megalith can be baited into firing at the shield SACU first (and/or if the percies can all fit under it initially I expect, but that'd be harder to micromanage) #27323961 #27324001
    • N

      SACU Rebalance mod

      Watching Ignoring Scheduled Pinned Locked Moved Balance Discussion
      22
      5
      6 Votes
      22 Posts
      670 Views
      ArranA
      If the mod is still being developed, I have a suggestion. Can we build SACU presets on the fly? How this would work: Where the presets are, replace them with the upgrades so all (left, back, right) are all visible simultaneously, next to one another. Select up to one upgrade option from each category. Like buttons, they get greyed out when selected. Once you have selected your desired upgrades, click the icon to build the basic SACU, the one that usually would build an SACU without upgrades. It will add to the build queue a SACU with your selected upgrades. Left clicking the in-progress build icon in the build tray will add duplicates of the same configuration SACU. Right clicking to remove, like with normal factory ques. Each different configuration added to the build queue will have its own icon, which can also be enumerated up or down as desired.
    • N

      What are your opinions on the T3 arty balance changes?

      Watching Ignoring Scheduled Pinned Locked Moved Balance Discussion
      1
      0 Votes
      1 Posts
      161 Views
      No one has replied
    • N

      Game version 3822

      Watching Ignoring Scheduled Pinned Locked Moved Balance Discussion
      1
      3 Votes
      1 Posts
      155 Views
      No one has replied
    • N

      Discussion about ACUs and their volatile nature (i.e. possible Disconnect Share rules)

      Watching Ignoring Scheduled Pinned Locked Moved General Discussion
      7
      6 Votes
      7 Posts
      191 Views
      N
      Based on the discussion here but mostly on discord I think for ACU sharing it will be two options: Recall ACU: avoids the explosion killing all BP/army in mid/late game. Permanent share: for people who don't mind ACU share due to balance (including mods) and lobby wait time reasons. No long-term temporary sharing as it is too complicated for players. This means early game is unsalvageable after a disconnect. For the share condition on disconnect, there will be no lobby option: Recalling ACU fullshares the units unless the ACU dies during recall, in which case the normal share rule is used. How should this "recall" be done? Some have said teleport it for a long time (30s) so it can get killed. I prefer the idea of sharing it for 30s and then it quickly teleports away because it creates a more natural situation for how the ACU can be killed or saved (avoids TMLs or snipes, doesn't stand in important locations). If the permanently shared ACU is killed then the normal share rule is applied at the time of death. It's simply as if they gave you all their units and then died. Originally I had a hidden timer turning the death into fullshare after some time, this idea is now removed to simplify the rules. Should the permanently shared ACU count for keeping your own army alive?