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    Recent Best Controversial
    • RE: Removal of the Blinking lights

      I know of them and like them. Nomads units use a lot of blinking lights. The game has some visual details that you don't see zoomed out (tire treads, dust kicked up, wakes, projectile effects, some examples). As a game from 2007 it doesn't look great in 2022 but I appreciate the details it does have.

      For removing things from the game I suggest you make a mod like Azroc did to remove BlinkingLights from blueprints.

      posted in Suggestions
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      OGW_PR_Outreach
    • RE: Promotions Team Update & Looking for help with a variety of things!!!!

      Regarding the FAF twitter, try to reach Twitter the same way Sheeo did with Twitch to claim ownership of a FAF official channel before you make another.

      Between The FAF Wiki and New FAF Wiki sections, https://www.youtube.com/watch?v=oHC1230OpOg

      Can you say more about not updating the wiki we have? As in https://forum.faforever.com/topic/285/software-is-aging-and-what-it-means-for-faf and https://forum.faforever.com/topic/1/welcome-to-the-new-faforever-forum and https://forum.faforever.com/topic/1295/devops-retro-failure-issue-compilation-q4-2020-q1-2021 and https://forum.faforever.com/topic/2413/the-complexity-of-the-faf-infrastructure-and-why-throwing-money-at-it-doesn-t-fix-shit but I'm asking instead of assuming

      And just in case, I'm talking about wiki.faforever.com/ which currently redirects to https://wiki.faforever.com/index.php?title=Main_Page

      posted in Contribution
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      OGW_PR_Outreach
    • RE: The complexity of the FAF infrastructure and why throwing money at it doesn't fix shit

      Is Rowey still working on the website? Last I saw anything was in May https://discord.com/channels/709991955278331916/834220817415012382/839929214651334719

      posted in Blogs
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      OGW_PR_Outreach
    • RE: The Last Thread about RAS SACU Balance

      looks like someone already made that comment https://forum.faforever.com/topic/1027/the-scu-rebalance/29

      posted in Balance Discussion
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      OGW_PR_Outreach
    • RE: The Last Thread about RAS SACU Balance

      if an issue is that the current RAS sACU is a multirole unit for ecoing, fighting, and building,

      It is a preset for an upgrade. There is a base unit with combat, construction, and resource stats that can be upgraded.

      If one reduces the stats of the base unit the other upgrades can be indirectly reduced.

      • to upgrade for combat gives higher HP and damage (and less BP)
      • to upgrade for construction gives moderate HP and build power (and less eco)
      • to upgrade for RAS gives mass and eco income without increased HP, BP, damage

      To upgrade costs resources and APM for factions where multiple upgrades are possible. No mention of explosion radius and damage, speed, immobilization, veterancy, or other qualities. The sACUs (and gateway) remain a part of the game. If there weren't already an sACU rebalance coming I'd volunteer a mod (https://forum.faforever.com/topic/759/balance-thread-guidelines, https://forum.faforever.com/topic/739/guide-creating-a-basic-balance-mod-with-a-merge-blueprint, and for example https://github.com/FAForever/fa/commit/39032bf2c83a9024901db3784f0a6c1aecef2465)

      posted in Balance Discussion
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      OGW_PR_Outreach
    • RE: Is mercy too strong in team games? What you think?

      here are examples

      https://replay.faforever.com/14067172 around 11 minutes
      https://replay.faforever.com/14228121 around 16 minutes

      posted in Balance Discussion
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      OGW_PR_Outreach
    • RE: Change Mantis to T1 tank icon

      Cybran t1 bots (LAB vs Mantis) do have the same icon and similar speeds at time of writing (4 vs 3.7) https://faforever.github.io/spooky-db/#/URL0106,URL0107

      However they are distinguishable from how nimble they are (turn rate of 45 vs 80), the sounds they make when firing, projectile effect, and fire rate.

      For those reasons I have not been confused by LABs and Mantis. To answer the question "is there any reason to keep it the same", because the LAB and Mantis are both bots and that is why they get the bot strategic icon.

      posted in Suggestions
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      OGW_PR_Outreach
    • RE: A community effort on a map layout

      Here is a drawing of a 5x5 map I stopped working on. The two ramps that approach each other get close enough to allow a factory to be distance built.

      As a 10x10 I'm still deciding if the default player spawns should have cliffs instead of beaches to prevent hover units from being too overpowered. Perhaps small ramps to allow single units since that's also another path for an ACU to travel (to take the opposing expansion).

      The circle dots are adaptive mexes that spawn with a second player. The reclaim is rocks nearby all the cliffs, trees around the map, and the civilian town in the middle.

      not loki.png

      posted in Mapping
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      OGW_PR_Outreach