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    Recent Best Controversial
    • RE: why scathis fire and then stop and again fire and stop

      @ovenman said in why scathis fire and then stop and again fire and stop:

      I personally think it looks dumb for the canon to spin so fast. If they shot cluster projectiles instead, like how their bomber shoots 6 bombs, then it would look way less stupid and not like a modded unit. This change would even keep it's shot per volley the same. Also, it would split early unlike the aoen rapid fire.

      This is my biggest (only?) gripe. I don't actually mind the functional change but it does look... well, yes, dumb would be one word for it. I would rather change the way it fires so the ROF is the same over time but it fires at a constant rate instead of charging up. Keep the range, accuracy, aoe, etc., everything else the same. Just... don't make it so... dumb? Goofy? I was going to type "unrealistic" when I first asked, but it's a sci-fi game so... outlandish? I thought the way it fired before was cool and classic and satisfying, regardless of range/accuracy/aoe. I just liked watching it. Now... it looks like a circus ride, not a weapon.

      posted in General Discussion
      Pearl12P
      Pearl12
    • RE: Fire beetle balance suggestion

      @IceDreamer said in Fire beetle balance suggestion:

      There is no balanced state for Firebeetles to be designed around the old snipe role. It simple isn't possible, there is no combination of stats which will make them neither OP nor UP.

      You are essentially saying there is no balanced state for a one-use weapon... we really can't go there without talking about mercies.

      So why do mercies work or not work when firebeetles are just "broken pls delete." ?

      posted in Balance Discussion
      Pearl12P
      Pearl12
    • RE: Minimum CPU for long Seton's/Dual Gap games

      I figured I would leave my previous post up in case it helps anyone in the future, but I did figure out how to adjust my memory speeds in the BIOS. Restarted, hosted a game, ran cpu test, hitting 166 now.

      So... I can play 2-hour Seton's matches now, right?

      Thanks, all!

      posted in I need help
      Pearl12P
      Pearl12
    • RE: Why seraphim dont have RAS?

      Mass fabs are more efficient; however:

      • There is not always space to make them
      • Planning where to build them requires apm and time investment, whereas for RAS SACUs you can just hit the repeat button and forget about it.

      If mass fabs didn't require space and I could build an infinite number by pushing a single button once, then I wouldn't care that Seraphim have no RAS SACUs. And yes, I know about templates, but sometimes it is even difficult to find space for templates. And again, that takes time—not a single mouse click like the repeat build button for SACUs.

      On space-limited maps, Sera is at an incontrovertible and distinct disadvantage when it comes to very late game eco.

      Keep in mind RAS SACUs can also protect themselves from t3 artillery by building and/or assisting shields and/or moving underwater. They can also run from incoming mobile threats. Mass fabs can do none of those things.

      posted in General Discussion
      Pearl12P
      Pearl12
    • RE: Why so gay thing exist?

      @Khada_Jhin I think looking at how a unit is used in an individual game might be more meaningful than saying "This player is trash; therefore, no game they play will ever be used as an example."

      I feel similar about Novax than I do about t3 arty:

      • It's annoying to shield everything
      • If my opponent spent that much mass, I should probably have something to counter it

      ...except Novax costs half as much as t3 arty. IMO that's the annoying/potentially OP part.

      If it were the same cost it would just be an accurate T3 arty that looks different/shoots from space instead of the ground. But it costs half as much. So it's... an early, less powerful t3 arty with pinpoint accuracy?

      posted in Balance Discussion
      Pearl12P
      Pearl12
    • RE: Roll off time is indeterministic

      While we're here (hopefully this is a one-post answer as I don't want to hijack) why does it sometimes take so long for newly upgraded factories to make their first unit? Like, I just got T3 air, I need that engie...

      posted in Balance Discussion
      Pearl12P
      Pearl12
    • RE: Game freezes and Crashes in FaF singleplayer and multiplayer 100% of the time within 10-50 minutes.

      Are you using any mods?

      Are you comfortable posting your dxdiag as well?
      https://mtgo-support.wizards.com/hc/en-us/articles/360000972706-Creating-a-DxDiag-File

      posted in Game Issues and Gameplay questions
      Pearl12P
      Pearl12
    • RE: Infinite matchmaking

      My understanding is that if there is not a "good enough" match you will not get matched (like if a 0 and a 2000 are in the pool).

      I am not saying I agree with this, just sharing that that's the way it is.

      IMO I'd rather play a "bad" match than play lobby sim for 30 minutes, but I am just one vote. Maybe there should be a "force match" timer, like if you are unmatched for two cycles, you are guaranteed to match on the third (provided there is at least one other player). Or more flexibility on what's a "good" match every missed cycle.

      posted in FAF support (client and account issues)
      Pearl12P
      Pearl12
    • RE: Weekly Discussion #2 - What are your favorite recorded FAF moments?

      This clip exists but it's from a Gyle cast and he has so many videos that I haven't been able to find it.

      It was on a Seton's and an ACU walked up to OC and finish off a GC and Gyle said, "have you ever seen a commander with bigger... or hairier... or scalier balls than that?"

      On a side note, I'd love for someone to make a compilation of the best Gyle moments. I've often thought about doing it myself but I'm too busy. Surely there must be an enterprising film production student out there...

      posted in Weekly Discussions
      Pearl12P
      Pearl12
    • RE: Allow T1 transports to carry ACUs again

      Indeed, requiring t2 air and a t2 transport makes it a much more costly option compared to the benefits (edit for clarity: this is GOOD. Otherwise the benefits FAR outweigh the costs).

      If we enable this, there will be a new meta of going t1 and rushing your ACU to strategic locations... and also rushing inties to snipe opponents trying to do that. Games will end quickly with little strategy beyond "I got mid mexes first."

      posted in Balance Discussion
      Pearl12P
      Pearl12
    • RE: Need help with my faf suppcom

      @Papagon2 said in Need help with my faf suppcom:

      Okay, so I moved my supcom to a SSD drive

      You "moved" it? Like, by hand? Copy-paste?

      I would try uninstalling and reinstalling. Even now that it's already moved. Probably something didn't move or didn't get moved properly.

      posted in Game Issues and Gameplay questions
      Pearl12P
      Pearl12
    • RE: WASD to move camera

      IIRC camera pan is the only command that cannot be remapped.

      But please look and prove me wrong, I'd hate to lose a player to misinformation.

      If indeed I am correct, my advice would be to use zooming out and in to move the camera around. It will always zoom in wherever the mouse is. I think in the long run you will find it more versatile (you can move to the opposite side of any map with one zoom out and one zoom in), as well as having more hotkeys closer together (ie. using WASD for other things). It takes some getting used to but if you watch the pros POV casts you will see they never pan, only zooming in and out.

      As a side note, there is a mod that lets you set camera positions with shift+tab and move between then with tab. Useful for saving the enemy base as a camera position and quickly going there when you have scouts overhead. There are other helpful shortcuts like comma to zoom to your acu, etc.

      posted in I need help
      Pearl12P
      Pearl12
    • RE: All the reasons Aeon sucks - T1 worst of all

      Indeed: every faction and every unit has its strengths and weaknesses, whether that be on different maps or vs different units. I've named a few strengths, you've named a few weaknesses. Sounds pretty balanced to me.

      If you're playing a huge map, maybe you should put factories up front or rush t2 for blazes?

      posted in Balance Discussion
      Pearl12P
      Pearl12
    • RE: Large Unit Clumping and Unresponsiveness

      @Spy_Emanciator said in Large Unit Clumping and Unresponsiveness:

      Spy asks for some glint of support for a good idea, then gets peppered with internet salt and unfettered anger by mostly unqualified and unidentified forum trolls.

      We'll let the adults read through this mine yard.

      Spy asks for people to put all the work in to make his dream become a reality, without doing or having done any work himself. When people suggest they might listen to him if he was willing to do some of the work himself, he responds with ad hominem.

      posted in Suggestions
      Pearl12P
      Pearl12
    • Selection Depriotizer Modifed to Select Assisting Engineers

      EDIT 9/25: minor changes and re-uploading files due to server deleting all files

      tl;dr I made it so selection deprioritzer DOES select assisting engies.

      1. Download Selection Depriotizer from the vault if you don't have it already.
      2. Download these:
        SelectionDeprioritizer.txt
        SelectionDeprioritizerConfig.txt
      3. Change extension to .lua (forums only allow uploading as .txt)
      4. Move to C:\Users[your username]\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods\SelectionDeprioritizer\modules

      Explanation:

      I recently acquired selection deprioritizer. Along with setting a hotkey for "select all fighters," it has made life much, much easier. SDP deselects air when I want to select land only, and I used ctrl+f to select fighters. That was the big thing. It's not an exaggeration to say I have lost games because I couldn't select one or the other fast enough. Stuff happens fast in the heat of the moment.

      The smaller changes I'm still getting used to. I like that it auto-deselects assisting shields. Nothing like kiting your ACU only to find you accidentally ordered the assisting shield all the way back to your base, amiright?

      I have also deleted the code to deselect exotics, since I prefer to have my snipers, t3 maa, etc. selected in with everything else. Just not having that code in optimizes it, but as a result, there is no on/off switch—it's just always off. Easy enough to add back in, however, if you want it.

      So I added a list of engineers to config.lua:

      -- Pearl12 9/19/20 don't filter assisting engineers
      local engineerIds = {
      
      	-- uef
      	"uel0105", -- t1
      	"uel0208", -- t2
      	"xel0209", -- sparky
      	"uel0309", -- t3
      
      	--cybran
      	"url0105", -- t1
      	"url0208", -- t2
      	"url0309", -- t3
      
      	--aeon
      	"ual0105", -- t1
      	"ual0208", -- t2
      	"ual0309", -- t3
      
      	--seraphim
      	"xsl0105", --t1
      	"xsl0208", --t2
      	"xsl0309", --t3
      
      }
      

      and I changed the base lua's filterToNonAssisters function to always include engineers, regardless of whether they are assisting (see if isEngineer additions):

      function filterToNonAssisters(selection)
      	local changed = false
      	local filtered = {}
      
      	-- if its a double click on an assister, select all fellow assisters
      	if isDoubleclick(selection) and dblClickUnit:GetGuardedEntity() then
      		for index, unit in selection do
      			if isEngineer(unit) then
      				table.insert(filtered,unit)
      			else
      				local isSame = unit:GetGuardedEntity() == dblClickUnit:GetGuardedEntity()
      
      				if isSame then
      					table.insert(filtered,unit)
      				else
      					changed = true
      				end
      			end
      		end
      	else
      		if selection and table.getn(selection) > 1 then
      			local guardedUnit = selection[1]:GetGuardedEntity()
      			local allSame = true
      			for index, unit in selection do
      				if isEngineer(unit) then
      					table.insert(filtered,unit)
      				else
      					if unit:GetGuardedEntity() then
      						if unit:GetGuardedEntity() != guardedUnit then
      							allSame = false
      						end
      						changed = true
      					else
      						allSame = false
      						table.insert(filtered,unit)
      					end
      				end
      			end
      
      			if allSame then
      				changed = false
      			end
      		end
      	end
      
      	if changed then
      		return filtered, changed
      	else
      		return selection, false
      	end
      end
      

      (in addition to minor changes elsewhere such as variable initialization)

      I'm open to criticism about whether there is a more efficient way to do it. Obviously this way it's hard-coded and not configurable when playing; that's okay, since it's just my version of the mod that is this way.

      Otherwise, for anybody else who might want it, enjoy.

      posted in Modding & Tools
      Pearl12P
      Pearl12
    • RE: All the reasons Aeon sucks - T1 worst of all

      Learn to play them. Aurora OP, you just don't know how to kite.

      posted in Balance Discussion
      Pearl12P
      Pearl12
    • RE: Fire beetle balance suggestion

      @ThomasHiatt said in Fire beetle balance suggestion:

      There is no role for the firebeetle in the Cybran arsenal.

      I don't know. I have seen them used effectively when mixed in with t1 or t2 spam, especially on ladder or games where the ACU is likely up front. If the enemy ACU gets too close, the beetles can move in. They are an early game high alpha unit. You can also use them to snipe mexes without going air, especially now that they are cloaked.

      EDIT: Honestly, looking at their mass cost, they could even be a late game high alpha unit. 1100 damage for 190 mass? That's about 1/8 the cost per alpha strike damage of a strat bomber (2750 damage for 2100 mass). Loading up a few beetles and a mobile stealth into a transport and dropping them around the map to snipe mexes or power would be much more efficient than a strat, and can be done at t2.

      posted in Balance Discussion
      Pearl12P
      Pearl12