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    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!
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    Printer

    @Printer

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    Best posts made by Printer

    • Global Foe Mute, and Forced Mute instead of Ban

      ...if this exists already. I am sorry, I didn't know despite imperfect looking.

      Suggestion 1: Enable the same Foe Mute to all chat windows - including lobby, and in game.(assuming its possible, having to re-mute them in game is a pain, and there's no lobby mute ATM)

      Suggestion 2: Instead of (or as an alternative to) banning players for saying things- provide the moderation tool to global mute them.(Punishment fits the crime, player base disappears less)

      #----Suggestion 1 - Rationale - Extend the Foe mute to games & lobbies----#

      Lately FAF faces dwindling population- which makes game wait time longer, and personal vendettas all the more stinging. For example:

      .... you waited hours in lobby and then stupid Printer did-that-thing/made-that-mistake/let-you-down- and now the game quality isn't fun. However, the worst thing is- getting insults on top of that pain Printer caused! ...and guess what he feels the same! So words fly and ..and then there's less players and a loop forms- but with different people.

      Now you could just play GAP, and well that's a perfect community of course- way chiller- but what if you NEVER had to see that Printer guy's chats?

      He could let you down, he could screw up etc etc, but you'd never have to see his dumb comments ever again. No, I don't mean ban that guy- but what about a permanent mute tied to the Foe system? Just foe & forget!

      #---Suggestion 2 Rationale: Globally Mute instead of Ban for Verbal Abuse---#

      Because of diminishing player numbers and a steep learning curve- loosing players and experienced ones, is against the intent of FAF. It will not be "Forged Alliance FOREVER" if people keep getting voted off the island.

      This actually hurts people who have nothing to do with the flame-out; -> because less players; -> less lobbies launching; -> less Forged Alliance. Less 'Forever'.

      Secondly, mute them, instead of ban them. This fits a bit with the appropriateness of the ancient idea of 'an eye for an eye', system. Someone who's verbally abusive may still be a decent competitor- but no need for their comments. Let them play- muted- and the community doesn't loose the invested time and benefit of that player's participation.

      Lastly, bad words are not the same as bad behavior. I've been banned for reclaiming allied units, bombing allied units, and I've seen people banned for exploits. That happened 'on the map', and should be punished 'on the map'. But words happen in the chat box, and maybe that suggests they should be dealt with in the chat box too. Mute, dont ban.

      ---ty for reading
      Just my opinion. Again if these are not feasible or have been discussed and declined- never mind. Also I think many people who may say 'hateful' words and things don't actually hate what they reference- but might just be having a bad day.

      posted in Suggestions
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      Printer
    • RE: Features and what not

      Having spent years on some other old games, I think the best feature faf has implemented is the rating and group game % quality system. Its not perfect, but OpenRA (where I spent alot of time) didn't have it and what brutal, high-school clicky, and pointless experience that made it. Teams would only be balanced if everyone knew everyone, the host was kind, and people weren't smurfing. So for for that reason maybe 1/20 group games were quality... Personally that's the #1 appreciated feature for me.

      posted in General Discussion
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      Printer
    • RE: New Client 2023.6.0

      Thanks Sheikah!

      posted in FAF support (client and account issues)
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      Printer
    • RE: Does FAF *need* Admin Access to Install

      @Brutus5000 Just realized what you probably meant was to go to download the latest release .zip file from Git-hub, and extract to a local directory. 100% working thanks.

      posted in I need help
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      Printer
    • RE: Another Novax conversation

      @Nomander said in Another Novax conversation:

      Satellite isn't unbalanced, it's just annoying to play against.

      This.

      But serious question- how much do I need to donate to patron to get something done about this fun killing unit?

      Just leaving it as it is, means there's more than a 25% chance, every game of an unblock-able, perfectly accurate, no power costing, invincible*, fast moving, weak-but scalable 'artillery' unit.

      posted in Balance Discussion
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      Printer
    • RE: Supreme Commander in 2020 MAY SURPRISE YOU

      Top 3 that would be surprising:
      #1 Subterranean theater of war
      #2 Weather & environmental effects
      #3 5 minute setons lobbies

      posted in General Discussion
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      Printer
    • RE: Another Novax conversation

      @snoog You hit on something I forgot. With (1) sat, an entire team, needs to shield up their base, near, and far mexs to 'counter'.

      A typical t3 shield is around 3000 mass and a typical 8 person map has 4-6 close mexes, 1-2 expos, and then whatever far mexes exist. By the time a Novax shows up, there's also probably a main t3 power grid; so conservatively a player has 3-4 places to shield.

      That means the first Sat, can require an investment of 12-15k mass, and power drain of 1200-1600 per second; per player.

      By the numbers then, to 'counter':

      • a Setons team- if they're each only getting (4) more t3 shields, 48-60k mass.,

      • a Dual Gap team - assuming there's some over lap, across 7 players, getting (2) that's 42k mass,

      • a Random Map team - assuming 5 players getting (3) each, that's 45k mass

      ofc, that's plus power drain, cost of engineers going around, and mass to build power. And, that's with NO DAMAGE DONE, and only assuming 2-3 shields a player. So just by existing, a SAT almost immediately pays for itself.

      Artillery is slow firing and inaccurate. Bombers can get shot down. Sats cost nothing once built and scale as a flock better than anything else.

      posted in Balance Discussion
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      Printer
    • RE: Another Novax conversation

      @TwitchyMofo said in Another Novax conversation:

      @Printer this is why reducing damage to shields would be an effective balance.

      btw, I think I was maybe wrong. I was talking about the shield structure- not the shield bubble. And I think its just shield structures are so weak- is why it appears the sats kill them so fast. So I might have been wrong about the 'bonus' damage.

      @YraCore said in Another Novax conversation:

      @Printer bro 4 stats and you are dead? are you sure?...

      4 Sats is close to 1000 dps, it takes a bunch of engineers to overcome that. So you can maybe stop a huge flock of Sats in one place (plot twist, 22 is unstoppable), but they can just move to another spot.

      Sats don't have that opportunity cost unlike every other unit. This why I think they're not polished. The devs in vanilla used SMDs to shoot them down (I vaguely still remember being a kid, and having a Novax center and no Novax satellite- and building a few more before I saw what was happening...)-

      Anyway, IMO maybe microing around SDM's wouldn't hurt. Hoping there's something cooking on this issue.

      Edited after finishing replay

      posted in Balance Discussion
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      Printer
    • RE: Another Novax conversation

      Perfect balance is checkers. Maybe the fact the pros don't use Novax much maybe means; its not majorly out of balance.

      But for the sake of fun and the type of gameplay- I think it needs some upcoming adjustment. Remember:

      • Old RAS SCUs?
      • Vanilla Telemaeser?
      • Vanilla, HARMS with destroyer range, better survivability and dps HARMs?

      Those were all "balanced' by the numbers & opportunity cost originally- but because of the type of game-play they generated; they were changed.

      Or how about some of the rules we have in the community; like "no building a factory under a dropping transport" - this works amazingly well against drops - but its bannable.

      I'm just trying to highlight; from what's been done; its not only about balance & opportunity cost.

      Simply put, and to quote another player @Cascade "Sats are Anti-Fun".

      And that's why I really think they need a counter. Best of which, in my opinion is a:

      • normally "disabled" player toggle
      • on the smd to target the sats.
      posted in Balance Discussion
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      Printer
    • RE: Full game + computer crash

      Thank you @Katharsas @Uveso and @Jip so far I've not had any crashes provided I have nothing else open. This probably confirms what Katharsas was saying in that maybe my computer can't handle FAF + x.

      It's probably time for a new computer just holding on to the nostalgia tower abit longer.

      posted in FAF support (client and account issues)
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      Printer

    Latest posts made by Printer

    • RE: Recall Behavior Adjustment

      I didnt know that. Thanks!

      posted in Suggestions
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      Printer
    • RE: Recall Behavior Adjustment

      @Nuggets said:

      Yeah that i agree with. Its kinda stupid it doesnt show because you can just open your log and see who voted what

      I should know this but, which log? You're talking about the non-ingame file in replay folder right?

      posted in Suggestions
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      Printer
    • RE: Recall Behavior Adjustment

      Fair enough. What about suggestion [B]- letting the team know who's voting yes/no ? I've made the mistake a few times, agreeing with the vote, thinking key players wanted to recall- and later finding out they didn't. I can think of (1) 2k rated Russian player didn't want to recall but didn't answer chat queries, and atleast (2) other instances similar.

      ...I suppose pausing the game to poll the team in chat is simple enough to. Yes, its not a critical feature- just nice to have.

      posted in Suggestions
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      Printer
    • Recall Behavior Adjustment

      Recall is a kinda immersive way to end the game, and great way for teammates to vote instead of just quit. However, what does the community/admin team think about:

      A. Recall only affecting ACUs who vote "Yes" when the majority vote "Yes".
      At first, recall is a survey of how viable the game looks to the team. Great way of saying "things are bad, do you agree"? After that, it becomes a forced quit, and when votes are not unanimous it means some players loose their choice. Could it be adjusted so, when a majority vote "Yes", only those player's ACU Recall?

      In a fullshared game: this means the person(s) who chose to stay now have the quitter's units and bases.

      B. Recall voting corresponds to the voter; ie It shows who voted Yes or No
      When judging if recall is a good idea or not, its good to know who's voted/how they voted. If a skilled player thinks its over, vs a non-skilled player; it would be useful to know.

      Some might say, people should just discuss. Anon voting prompts discussion- but the fact is until recall is confirmed or the game is paused, there's no time to discuss. Besides, writing a novel as to why the game should continue/should not isn't feasible (would anyone care to read it anyway?)

      posted in Suggestions
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      Printer
    • Awassa Kamikaze as intended?

      Is the intention of the seraphim t4 bomber to be Kamikaze as soon as bomb is dropped?

      IF it is not, consider what Open Red Alert(another run community RTS) devs did with the YAK attack plane. When ever it was "suicide-d" in mid air, there would be a random 'jerk' introduced into the flight path of the plane. This meant it was no longer following a straight trajectory, but in about a 45 degree spread, would go anywhere but exactly straight.

      2 games recently:

      1. Player made (2) donuts, and by sheer patience, audacity & skill managed to get them to enemy game ender(s) but, because the shield absorbed the damage that incredible accomplishment was ineffective.

      2. Player made (2) Awassas' and by sheer 2-clicks got them to sail through and kill game ender with bomb they dropped in their death throes.

      I can confirm it 'sucks to suck' but just seems tragic 2-clicks is rewarded, patience & audacity are not so much.

      Replays below:
      G1 - https://replay.faforever.com/27083227
      G2 - https://replay.faforever.com/27084307

      posted in Balance Discussion
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      Printer
    • RE: Idea: Ping limit

      So just to be clear- that just means I can't see pings outside of that limit?

      posted in Suggestions
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      Printer
    • Idea: Ping limit

      We've all had that teammate who uses pings, and pings, and pings, and pings.

      Would it be possible to make a menu option for ping limit? Options could be: "unlimited", 5 , 15, 30, 60 seconds or so, per ping or note type. So you could ping all 4 but then stfu.

      I know there's a limit of 1-2 seconds at the moment but, is this possible?

      posted in Suggestions
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      Printer
    • Global Foe Mute, and Forced Mute instead of Ban

      ...if this exists already. I am sorry, I didn't know despite imperfect looking.

      Suggestion 1: Enable the same Foe Mute to all chat windows - including lobby, and in game.(assuming its possible, having to re-mute them in game is a pain, and there's no lobby mute ATM)

      Suggestion 2: Instead of (or as an alternative to) banning players for saying things- provide the moderation tool to global mute them.(Punishment fits the crime, player base disappears less)

      #----Suggestion 1 - Rationale - Extend the Foe mute to games & lobbies----#

      Lately FAF faces dwindling population- which makes game wait time longer, and personal vendettas all the more stinging. For example:

      .... you waited hours in lobby and then stupid Printer did-that-thing/made-that-mistake/let-you-down- and now the game quality isn't fun. However, the worst thing is- getting insults on top of that pain Printer caused! ...and guess what he feels the same! So words fly and ..and then there's less players and a loop forms- but with different people.

      Now you could just play GAP, and well that's a perfect community of course- way chiller- but what if you NEVER had to see that Printer guy's chats?

      He could let you down, he could screw up etc etc, but you'd never have to see his dumb comments ever again. No, I don't mean ban that guy- but what about a permanent mute tied to the Foe system? Just foe & forget!

      #---Suggestion 2 Rationale: Globally Mute instead of Ban for Verbal Abuse---#

      Because of diminishing player numbers and a steep learning curve- loosing players and experienced ones, is against the intent of FAF. It will not be "Forged Alliance FOREVER" if people keep getting voted off the island.

      This actually hurts people who have nothing to do with the flame-out; -> because less players; -> less lobbies launching; -> less Forged Alliance. Less 'Forever'.

      Secondly, mute them, instead of ban them. This fits a bit with the appropriateness of the ancient idea of 'an eye for an eye', system. Someone who's verbally abusive may still be a decent competitor- but no need for their comments. Let them play- muted- and the community doesn't loose the invested time and benefit of that player's participation.

      Lastly, bad words are not the same as bad behavior. I've been banned for reclaiming allied units, bombing allied units, and I've seen people banned for exploits. That happened 'on the map', and should be punished 'on the map'. But words happen in the chat box, and maybe that suggests they should be dealt with in the chat box too. Mute, dont ban.

      ---ty for reading
      Just my opinion. Again if these are not feasible or have been discussed and declined- never mind. Also I think many people who may say 'hateful' words and things don't actually hate what they reference- but might just be having a bad day.

      posted in Suggestions
      P
      Printer
    • RE: Features and what not

      Having spent years on some other old games, I think the best feature faf has implemented is the rating and group game % quality system. Its not perfect, but OpenRA (where I spent alot of time) didn't have it and what brutal, high-school clicky, and pointless experience that made it. Teams would only be balanced if everyone knew everyone, the host was kind, and people weren't smurfing. So for for that reason maybe 1/20 group games were quality... Personally that's the #1 appreciated feature for me.

      posted in General Discussion
      P
      Printer
    • RE: Setons Summer Slam Tournament!

      Printer 1431

      posted in Tournaments
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      Printer