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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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    Recent Best Controversial
    • RE: purpose of sera t3 subs?

      @Hotcheese

      another fantastic suggestion ^.^

      posted in Balance Discussion
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    • RE: purpose of sera t3 subs?

      @Jip

      giving torpedo's a small splash damage would be a great addition. I do not think the whole system needs to be re-worked, but small tweaks to make subs less oppressive.

      Not having torpedoes automatically retarget a new ships after death and even reducing sera t3 subs HP to 3000 would still allow it to play the role of sub hunter.

      posted in Balance Discussion
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    • RE: purpose of sera t3 subs?

      @ping_127_0_0_1

      i didnt know they were looking at re-working the naval balance.

      on a side note i hate how subs are allowed to be stacked, effectively making one mega unit with a huge pool of health. Another thing that is impossible to counter

      posted in Balance Discussion
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    • RE: Union control big trouble

      @Jip

      so when a player disconnects can a team decide who gets that base? or do the units automatically go to the highest rated player, like in fullshare?

      posted in General Discussion
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    • RE: Union control big trouble

      @Lenkin

      it is definetly NOT ok. in a 6v6 gap game at least 3 russian players will disconnect.

      posted in General Discussion
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    • purpose of sera t3 subs?

      i know everyone has posted complaining about sera subs, and because they mostly used in phantoms/gap no one really cares, however I must ask, what is their role? They annihilate everything that is not a battleship, and even at that a battleship cannot kill mass t3 subs.

      I get the counter to this argument will be use torpedo bombers ( not effective as the anti torp defense will intercept a large amount of torpedo's) or ground fire with battleships. but the reality is microing t3 subs requires little to no effort and summits and cybran battleships have no chance hitting them.

      a main issue with them is their range is very long, and when they kill units the torpedoes automatically target the next ship.
      If their role is to counter t2 subs, then we should balance them accordingly. but i feel that since the change to torpedo targeting, all subs are far too overpowered. they should not be able to go toe to toe with destroyers, and in most cases, snowball with their torp defence and overwhelm destroyers.

      a simple reduction in torpedo damage, or not allowing them to retarget ships after being fired would bring them more in line with how how their role should be defined. Not as a damage dealer but as a unit you can use to bolster your fleet.

      I

      posted in Balance Discussion
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    • RE: DDoS and now something new again?

      @Lenkin is GAF getting DDossed too? i

      posted in General Discussion
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    • RE: DDoS and now something new again?

      man this is frustrating. half my games i disconnect within 6 minutes of the game starting. Completely drops my internet. These losers need to get a life and stop trying to ruin FAF

      posted in General Discussion
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    • RE: Desyncs

      @Nomander so far today out of 5 games, 3 have desync, different players every time :S

      posted in General Discussion
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    • RE: Desyncs

      @ZLO i had probably 8 games desync last weekend. not sure if its related to the patch, but there is definitely an issue

      posted in General Discussion
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    • RE: Can we change the rules on rage quitting?

      @Blade_Walker that would be a great option, especially in games without full share or union control. But the main issue is someone intentionally wanted to throw the game off by killing their acu along with all their unit.

      posted in General Discussion
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    • RE: Can we change the rules on rage quitting?

      @rampeer as it stands the rules state a player must commit to the first 5 minutes of game. they can control K anytime after that. if you report someone for control K'ing their com the report gets dismissed because its not against the rules. This is what I would to discuss changing

      posted in General Discussion
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    • RE: Sera navy is just too Oppressive

      could simply change the frequency of their torp defense, then up their HP to bring them more inline with other subs. When you mix in a few subs with destroyers there is no counter to them. cybran flares are bugged, and coopers cant get their torps through, not that it matters because the sera beam tracks them too easily. Aeon are the most effective but you need more ships to win an engagement.

      posted in Balance Discussion
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    • Can we change the rules on rage quitting?

      The rules centered around having players commit to only the fist 5 minutes of the game then being able to control K as they wish are not very well thought out. Yeah i get it, having your base bombed early sucks, but rage quitting isn't a solution. If its full share then whatever, at least the team can play on. But when they control K their ACU in an attempt to lose the game that's something entirely different.

      There should also be in the rules that if you chose to rage quit, you have to leave the game. its frustrating to sit in a game with someone observing who is harassing and chastising the team for the rest of the game. If they control K their acu they should also have to leave.

      posted in General Discussion
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    • RE: Sera navy is just too Oppressive

      play a sandbox game with 10 t1 subs vs an atlantis and post the results

      posted in Balance Discussion
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    • Sera navy is just too Oppressive

      after the torp defense rework its just pointless playing vs them. t1 subs effectiveness grows exponentially the more you have. I had 6 t1 uef subs shoot 6 t1 sera subs and i didnt even mange to kill a single one while they killed all of mine. sera destroyer with the tiniest of micro destroyers every single destroyer, then when you submerge and attack with t1 subs its un stoppable. There should not be a unit combination that cannot be countered. Then comes the icing on the cake, t3 subs. The thing meant to kill other subs just stomps every single unit in the game. torpedo boats and atlantis cant even stop t1 subs.

      I just lost a match with 2 cerberus, 6 cybran destroyer and a bunch of coopers vs 8 t1 sera subs, and 4 destroyers. All they had to do was submerge and not a single torp could hit them. meanwhile the cybran flares have 0 effect. Its pointless playing as any other faction, because they are just too oppressive.

      posted in Balance Discussion
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    • Has anyone had any luck fixing connection problems to individual players?

      There are maybe 3-5 players i cannot establish a connection to. if they are in the game we have unplayable lag. I have tried fiddling with network settings and I cycle through all the ice adapters but nothing.

      Is there something else I can try to better establish connections with these players? Its mostly Russian or European players i have this issue with

      This has only started happening since the DDosing.

      posted in I need help
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    • RE: Why would you have left FAF?

      @nine2

      I would leave this game for the same reason most veterans would leave, massive, drastic changes to the core gameplay. Its the exact reason I left Star craft 2. every year the game changes completely. instead of doing things to help raise the skill ceiling, you nerf or strengthen units. So players who have a good understanding of economic and tactical gameplay get nerfed, and slower players get their hand held because it now takes longer for them to die.

      posted in General Discussion
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    • RE: no viable naval counter sera vs cybran

      @exselsior

      you cant test this by taking away stealth. Thats makes this experiment null.

      posted in Balance Discussion
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    • RE: no viable naval counter sera vs cybran

      @deribus

      so what you are saying is your chart is wrong?

      you cant just take away the stealth element and say that sera destroyers win. if you add back the default ability of stealth, then 2-3 volleys of torpedoes will go off before sera destroyers are in range.

      now lets add another layer of strategy to this, basic micro. You can kite sera destroyers with t2 subs, all while keeping them hidden because of stealth. redo that chart with stealth and you will see the subs come out ahead.

      posted in Balance Discussion
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