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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

    • 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
    • RE: Setons Summer Slam Tournament!

      Weather alert where I live, might have to work after all. Please remove 😞

      posted in Tournaments
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      Printer
    • RE: Setons Summer Slam Tournament!

      Printer 1472 Sign-Up (if work doesnt stop me)

      posted in Tournaments
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      Printer
    • RE: Another Novax conversation

      @Nomander said in Another Novax conversation:

      Sat is already rebuildable. This is because it can block nukes (intentional) or get RNG hit by artillery (consequence of the simulation).

      Wow, I didn't know that. TY-

      The problem with SMD shooting down sats is that it begins to compete with nuke in terms of what its defense is, and you might as well have a nuke instead of a sat if you must avoid SMD.
      Ok so make it super cheap to rebuild: now it blocks nukes easily and drains SMD quickly
      Ok so make it build slowly but cheap, it's basically an SMD missile: how are you ever going to get 36k mass killed - 3.6k per sat downed with this unit that takes forever to even rebuild. You can't even assist your own arty because every enemy target will have an SMD.

      From my view, your second two scenarios (super cheap vs slowly built); are minor issues- because you can correct them just by adjusting cost.

      But I think your first point about SMD having (2) jobs in "what the point of its defense is"; makes sense but is multi-purposing an SMD really that bad?

      And in my proposed scenario;

      • OBVIOUSLY the player does NOT need build the SMD if they don't want it to shoot down the SAT.
      • Plus, if an SMD shoot down toggle exists the player does NOT need to use it.

      My contention is, and I think still stands reasonably in light of your objections, that SATs do not have an effective, appropriate counter- for players when they want it. This is not balanced. This is a hole. This needs fixing.

      posted in Balance Discussion
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      Printer
    • RE: Another Novax conversation

      @Nomander said in Another Novax conversation:

      @Printer said in Another Novax conversation:

      And that's why .... ....a normally "disabled" player toggle, on the smd to target the sats.

      This is such a powerful counter it's basically removing sats from the game. Every suggestion for the laser sat has been to remove it, that's why I recommend coming up with an actual rework so that Novax isn't a 36k mass artillery piece. Balance team agrees on that direction afaik, so it isn't unrealistic to rework it.

      But a powerful counter is a simple one. Simple isn't bad. Having a simple APM counter, to a simple APM unit; is elegant.
      I also didnt mean an SMD-shootdown would = the sat dead and Novax center useless.
      My suggestion hinged also on making the SAT re-build-able at the Novax center. Also, since an SMD missle costs 3.6k mass (and the launcher is 7.5k mass) so, the SAT might need to get a lower mass cost to compensate.

      Besides, the player doesn't have to shoot it down. Just has the choice to or not.

      @relentless said in Another Novax conversation:

      I feel like with the amount of time you've put into this thread you could have created a mod that makes the Novax different to demonstrate your thoughts. I once modified the Novax satellite to consume power similar to a t3 artillery but I wasn't sure how to stop the beam weapon when you ran out of power. Seemed like it would be a good way to stop people stacking them easily.

      • You can try it out via the BlackOps mod I think, it allows sats to be shot down
      • Power drain is great idea
      posted in Balance Discussion
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      Printer