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    Resistance

    @Resistance

    Hunting smurfs time!

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    Best posts made by Resistance

    • Seraphim and Coalition campaign updates!

      Hello commanders!

      The time has come for you to take a side look at how the war is being waged on the battlefields.

      Get your friends or try battling it alone as now you can carry on the weight of the seraphim campaign and if you feel lucky and ready for some really hard times-the coalition one!

      Learn to adapt and overcome what’s waiting for you out there, make sure that you fight for the right cause, don’t let your guard down as you never know how hard you are going to be hit!

      And as the battle rages-you are the one needed to change the course of war.

      The seraphim missions pack:

      -Ioz Shavoh Kael
      alt text
      -Tha Atha Aez
      alt text
      -Unthe Thuum QAI
      alt text
      -Yath Aez
      alt text

      You can also try the coalition missions and put yourself to a test.
      Having a higher difficulty level, those will serve as a whole new challenge, make sure you try them all out.

      Coalition missions pack:

      -Blockade
      alt text
      -Holy Raid
      alt text
      -Golden Crystals
      alt text

      Check out the “Co-op” section for new missions and enjoy yourselves, make sure to give us some feedback as that’s a crucial part of coop development.

      You can also join the official co-op development discord server and contribute directly with the testing of some new missions or become a co-dev as well.

      https://discord.gg/ayzAVr9JUV

      Great thanks for active support and contribution:
      Greenkiller56, Speed2, Sheikah, Jip, MarLo, Shadowlorda1, Resistance and all of the testing teams!

      posted in General Discussion
      ResistanceR
      Resistance
    • RE: THE ENGIE SYNDROME: "GIVE ENGIE" / "ДАЙ ИНЖА"

      you owe me 10 irl mins for making me read this.

      posted in General Discussion
      ResistanceR
      Resistance
    • RE: Balance Thread Guidelines Feedback

      Do you guys honestly think that the previous rule set is fine?wtf
      that community is insanely small and all you do is just cut down the very least activity people are trying to offer as well as just wasting their time with unnecessary garbage like "oh no,provide the replay id,i am blind and i can't see the in-game problem".
      you guys are just "living" in forums,without the realisation of the actual in-game experience of how bad and useless some untis are,those problems are knows for years,yet you are asking for replay id's.
      take the example of t1 subs or t2 subs that are complete garbage in any situations,i don't think i need to state a "replay id" for this problem,or the asf's problem where you can OBVIOUSLY tell that cybran are just op due to their stealth and extreme ability to adapt.
      I really don't want to jump to other rule sets that being completely ignored and the existence of 80% of them being broken.
      Come on,people are not dumb,they can make their own points and it takes 5-10 minutes to read and give an explanation to what's good or bad or either provide an idea.
      NONE is gonna ever go through all of the rules for a sub-forum category especially when the change that is needed to be done is just a must at that point,as to me,all of the "oh no,you didn't follow 1 of the 99 existing rules so i am not taking in consideration your post" is a complete lie for not spending your time and as mod i can tell you the extreme time i had to invest into dealing with bullshit,yet mot of "core" problems were obvious even when it didn't come to "oh no,you didn't mark the replay time so i am not gonna watch the 7minutes replay".
      The ruleset from above is simple just for that very reason,to make the average player willing to even read the forum and provide his own feedback upon the problem he is facing and the moment the problem gets debated and analysed by other players,the balance team can go through it as well and judge if it's an ok action or not.
      stop being too "official" in a community of 200 active players if you're really going to invest your time and power into it or just don't make problems out of nothing.
      P.S. yeak ik it's gonna be remarked as "mister mod,stop being an aggressive animal and keep your status up,cause YoU aRe A moD" and no,not gonna since you're making it to complicate for someone who is willing to truly help,keep in mind that you don't have to like my opinion but that's what i am thinking about.

      posted in Balance Discussion
      ResistanceR
      Resistance
    • RE: On the upcoming removal of a map uploaders power to 'unrank' a map

      how about we just implement a new system?
      make all the (new) maps unranked and in order to rank them up,you can make an appeal.
      that would prevent the upload of broken/cheaty maps/unbalanced maps and we get some quality control as well,the existing m&m ruleset is decent so you can get a good point of what's supposed to be in the vault and what's not.

      posted in General Discussion
      ResistanceR
      Resistance
    • Rating degradation

      Not sure where i bring this up since that would be too many teams included to ping them individually.
      As you can see in the title, what's your thoughts on getting some sort of degradation percentage for each week of inactivity?
      that would solve a lot of "hey,haven't played in 10 million years,can i get a resest?"

      what i basically suggest is a pretty simple formula
      every week of being inactive dowgrades your ratings as follows:
      -global : -1 %/ week
      -ladder: -2%/week
      -tmm:-3%/week

      it doesn't have to be a complex formula, just a normal regression of the progress to keep it up with the depressed players like me.

      also can set up an inferior limit of like -300 per year or downgrade till X-300 (where x is your current rating)

      WARNING:
      this was not discussed with devs/coders/other teams so it might or might not get implemented, but let's see if there is anyone interested in processing the idea.
      P.S the formula can be modified,the essance here is the idea, everything else can get adjusted with time

      posted in General Discussion
      ResistanceR
      Resistance
    • RE: How come you don't play ladder?

      Bo whoring,
      would start playing again only if map gen only queue gets implemented.
      just so you know how much i dislike bo whoring, i'd play the most atrocious map in existance (generated) than another "the ditch"

      posted in General Discussion
      ResistanceR
      Resistance
    • RE: How come you don't play ladder?

      This thread is great, it brings different povs on an existing problem, so i'd keep away comments like yours about it being terrible

      posted in General Discussion
      ResistanceR
      Resistance
    • RE: Make reclaiming more intuitive

      why would you change reclaim?
      is there something wrong with the reclaim or i just don't get the idea of where are we heading.
      The current meta is about gathering resources, who gathers more resources-wins, pretty easy, high ranked players are mostly "high ranked" 80% because they know how valuable it is, afterall that's what makes those guys better, automatization, ui mods and now reclaim will just lead to a point where you won't be able to tell who's good at the game and who's just mimicking patterns.
      IMO, those will just make the game not fun, there is no need to think, no need to keep on progressing, no need to do basically anything in order to win, the game will just go down to a very-very raw form of chess where 1-2 moves will just kill the game
      I see no need in working towards reclaim as it's a core part of the game that should be changed only if everything else work properly and as we all know there're a bunch of other stuff that could use some work.

      posted in Balance Discussion
      ResistanceR
      Resistance
    • RE: Adjust Recall

      no

      posted in Suggestions
      ResistanceR
      Resistance
    • RE: Best game mode to win people over for FAF?

      the recent campaign missions like holy raid or blockade where you are relying on your mates to make it through, it helped me brining back some old players and gave me a second breath for normal FAF experience.
      though it has to be said-it depends on their playstyle, if they are FPS players than it's gonna be problematic with any kind of FAF mode, but i'd go with coop since it's balanced around your progression and is forcing you into strategic decissions, makes it easier to get some sort of faf emmersion.

      posted in General Discussion
      ResistanceR
      Resistance

    Latest posts made by Resistance

    • RE: Some thoughts and suggestions about the Fatboy

      just decrease the range of t2 arties, there, ez fix for fatyboy

      posted in Balance Discussion
      ResistanceR
      Resistance
    • RE: [BUG] Map doesn't expand on "Black day" mission (X1CA_01)

      Yeah, we are aware of the maps not expanding, it's been broken for the last 2 patches, it is also weird because sometimes the bug doesn't reproduce, but it might be because of the difficulty, never actually thought of it

      posted in Game Issues and Gameplay questions
      ResistanceR
      Resistance
    • RE: Adjust Recall

      no

      posted in Suggestions
      ResistanceR
      Resistance
    • RE: THE ENGIE SYNDROME: "GIVE ENGIE" / "ДАЙ ИНЖА"

      man still can't accept the fact that he is wrong

      posted in General Discussion
      ResistanceR
      Resistance
    • RE: Pending Balance Changes Feedback Thread

      @gabitii 2 air factories on t1 scouts cancels them into oblivion.

      how can you even possibly call aeon cruiers bad???? makes no sense considering they have a decent RoF and insane alpha, ofc you don't see them too often because you have hover flak+shield combo that literally is one of the strongest combo in the game against anything but ahwassa.

      Aeon has by far the best destro with op torps, insane alpha and amount of hp that it has, good thing that you don't consider retreat as an option, next time you won't be having fun with cybran destro being the only one that can't shoot back, must be because it is op?

      you are also wrong on so many levels about siege weapons since aeon has tempest and missle cruisers that will make you insta quit if you lose navy.

      posted in Balance Discussion
      ResistanceR
      Resistance
    • RE: QoL changes

      @thewheelie atlantis is bad, the fact that it is seen to deal with subs in the first place is stupid, uef has an entire unit specialised vs subs that would require rebalancing at this point.

      Vision is probably the best atlantis has to offer since it s damage is atrocious and vetting will take as many years as mercy removal from the game, atlantis is honestly just annoying with little to no usage.

      I guess you agreed with grid nerf? Or you just missed it idk.

      And yeah, chrono, mercys cant compare since even their stats are imba, atlantis is just borderline unplayable

      posted in Balance Discussion
      ResistanceR
      Resistance
    • RE: QoL changes

      i mean, you can still use any destro but sera or just make 10 t1 bombers to bomb an area if you want to deal with shift+ging subs, moreover you almost never build an atlantis vs regardless, it's only theory stuff that you put down there, in a real game you will just go for torps and call it a day

      posted in Balance Discussion
      ResistanceR
      Resistance
    • RE: QoL changes

      @ftxcommando about the qol, i didn't really know how to retitle that tbh

      i don't understand your point about atlantis, you, as a uef player, should know best how beyond garbage this unit is, something tells me that if i'm gonna search for a 40min+ naval game i will see 0 atlantis

      also no, it won't hurt uef whatsoever as you still have coopers to respond to subs which as far as i am aware are not t4's, also a very bad example to compare a heavy offensive unit with both epic alpha, torps and range with a trash sub that barely has dps of several subs, it's a direct buff to uef btw

      i've also completely missed your point about t1 subs tbh, since one of the points was pretty much the vice versa of what you said, the point was to make subs blind and transition them to support units rather than raiding units, maybe you were referring to sub vs sub fights but then again, you have sonars for that

      posted in Balance Discussion
      ResistanceR
      Resistance
    • QoL changes

      I am going to put some stuff that might be relevant to make the units not trash tier in the first place and maybe shift the meta to a more dynamic state.

      I. Intel->Decrease sonar's hp with 80%, it's quite bad that omni has to be shielded, samed, pded, etc while having a pool of hp to get sniped by a t1 bomber.
      i am not saying it's bad that it's the way it is but it's surely strange that sonars have 1.5-3k hp and while this is explained by only uef having mobile shields to protect it, making it more critical to snipe will make you pay more attention while being aggresive and punish low apm/low attention spam considering navy isn't much of a contestable kiting show (with a very few exceptions)

      II. Atlantis->yeah, i saw the changes on git but really? that is literally the worst exp in exitance from 2013, unless it's some memy setons, this unit is omega trash for it's cost.

      the problem isn't the fact that it literally is better to make a bs instead with the mass but the fact that it dies to 2 zthuee drops or any sort of gf.

      my options are of changing it are as it follows:
      a. double the depth so nothing with gf can hit and increase it's cost with 50% mass wise, but i don't think this is possible since it requires some layer changes as well.
      b. classic approach, give it fatties shield, increase damage output with 20%, and increase the mass and e cost by 30%, maybe now someone will actually try building it in an actual game.
      c. steal the change from eq and give the possiblity to build while being on the move.

      III. Air grids->those are op. my approach would be decreasing t3 pgen adjacency with like 25-30% so people couldn't really spam ten million asfs to begin with. If considered that would require also any offensive air nerf with 15% in buildtime to prevent omega aggresivness and force players to take fights on some better defended locations.

      IV. t1 subs-> those are omega bad if not probably one of the worst units in the whole game, their problem is that they cost too much while being irrelevant starting from min 5 and min 0 if the map doesn't have underwater mexes.
      the idea of their rework is to either increase their hp with 2x and take away their direct vision range, followed by 20% damage decrease or make the crystal guns with the same amount of hp and damage but with the condition that those can't seen/detected by anything on the water/in the water with the exceptions of subs, sonars, omni, however they have to be dected by spy planes.

      you don't need any replay ids, those issue are there for last 10+ years and everyone knows about them directly or indirectly, any replay is a good replay to see how beyond bad those issues are

      posted in Balance Discussion
      ResistanceR
      Resistance
    • RE: TMM Queue Same Game Opposite Team

      What s the point of having tmm then? Could literally just host a custom and end up having a human map with a good preset of players instead of just chilling in pahntom q with 20 players below 1k

      posted in Suggestions
      ResistanceR
      Resistance