Out of curiosity, what's the likelihood it could be implemented alongside the current Trueskill implementation but not actually used? So that people can see it, get used to it, compare it, etc before it is actually used.
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RE: A successor for Trueskill? Experts assemble!
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RE: So why is the lobby option named like this?
Sounds like @DrunkenChaos 's phantom mod for @Schmuckbenny and the other MLT guys
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RE: New account in FAF
The FAF forums have become more entertaining than FAF itself these past few months. Holy hell these endless threads about moderation are so inane. Do y'all not have anything better to do? Someone asked for their account to be deleted, and then made a new account at some point later in time? What the hell is the problem? I've done this myself in several games. Why do you even care? Just play the damn game.
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RE: A very rhythmic micro-stutter
@Jip Do we know what UI mods would be affected and how? Maybe we can pre-patch them or create new ones. Just a thought.
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RE: Open discussion on testing and rollout of the new ice adapter
I haven't been playing much lately, so I'm down to potentially brick my game for the sake of testing a new adapter. Should we schedule a day & time for people to get on and test?
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RE: Another Novax conversation
Add one time use T4 anti-sat launchers.
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RE: Another Novax conversation
How about a sat that projects a shield around an area
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RE: Another Novax conversation
@Jip said in Another Novax conversation:
@Dorset said in Another Novax conversation:
I agree with you something dramatic needs to be changed not just cost changes.
I've discussed this idea last year over voice, and I'll post it here. It has three parts. The goal is to actually utilize the satellite layer. This layer exists in the game, but there's not much going on there. Ideally these satellites become part of armies, like any other mobile unit. To support the Fatboy - from above!
Not a ground station, but a factory
At the moment you need an additional ground station for each satellite. This is a little bit cumbersome. Both from a programmers perspective (the satellite is not shared when your defeated - it is rebuilt at the station). As I think it thematically lacks a bit.
Proposal: turn it into a factory. Allow it to pump satellites, like a regular factory.
Multiple type of satellites
Instead of just having one satellite, there will be three:
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- A scout satellite. Relatively cheap and provides various types of intel. Enables the UEF to have Omni intel on-site to counter stealth and cloak, for example.
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- A missile-based satellite. This would be the 'default' satellite, at the same costs of the current satellite. It fires a salvo of missiles. And those missiles can of course be intercepted by TMD. The missiles do not track, just like regular missiles. They will have some AOE though. And of course, you don't want to use this against Cybran missile deflectors
. By being missile-based, the satellite is easier to counter:
- A missile-based satellite. This would be the 'default' satellite, at the same costs of the current satellite. It fires a salvo of missiles. And those missiles can of course be intercepted by TMD. The missiles do not track, just like regular missiles. They will have some AOE though. And of course, you don't want to use this against Cybran missile deflectors
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- It makes the satellite worse against mobile armies. Just like mobile missile launchers.
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- It makes the satellite unusable against naval armies, as they are usually packed with mobile TMD.
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- You don't need to built shields everywhere, likely just 2 TMDs at each location.
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- A laser-based satellite. This would be similar to the current satellite, except that it's designed to bust shields. The beam is continuous. For its costs, it will deal relatively low damage to non-shielded units (think 1/4th). And it will deal about half the amount of damage against shields as the current Novax does. But then of course continuous.
All satellites will have an energy upkeep. The rational of @Nomander that upkeep is unusual for mobile units is correct. But given that these are the only units on the satellite layer, they can be their own niche. They are essentially flying buildings anyway. All weapons of the satellites also have upkeep to fire, just like for example stationary artillery and the Ravager do.
When a player runs out of power the satellites simply stop firing because of the weapon upkeep. When a player loses the last Novax center all satellites become uncontrollable and unelectable. They start losing health (and visually: orbit). When their health drops to 0, they crash to the ground.
Allow SMDs to intercept satellites (manually)
This idea is not new. It's used in LOUD. I like it thematically. It provides the player with an option to immediately counter a satellite if the player thinks it's necessary. For example, countering the laser-based satellite would be a no brainer if you are also being shelled by artillery.
Now, I don't talk about costs here because that's all too soon to discuss. It's the idea - the theme and the experience of it, is what this proposal is about. And of course the positioning of the units in the roster, what are their purpose and how do they remain balanced mechanically?
Yes please
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RE: Another Novax conversation
What do you do when you see a novax? Rush to preemptively shield every minutely valuable thing in your base. HQs, mexes, power, storage, exp's being built.
What do you do when you see t3 arty up? Shield your power.
Novax is OP by virtue it can instantly change target with 100% accuracy. It will find a gap in your base and exploit it.
Arty while still annoying, takes time to aim at something new, fire, and maybe hit that target. You're not aiming at mexes with T3 arty (unless you basically already won and have nothing else to hit).
You have time an opportunity to shield your base as needed when defending against arty, and generally a lot less of that with a novax.
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RE: Ask Wargaming.net to release the source code of SCFA
Clearly we should just let people pay to get unbanned! Then FAF gets the money and the IP owner doesn't, and then we can buy it!
/s
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RE: Rating reset after years of inactive
Honestly, 1100 isn't high enough to worry about ruining games. Just play and let it adjust over time.
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RE: AEONS are GARBAGE!
Aeon is just boring to play tbh, even if they are balanced or the strongest.
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RE: SUGGESTION: AEON T2 Shield Generator Fix
I'd go for a smaller footprint & weaker shield. Seems like it'd be fun to play with.
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RE: New forum ui once again fucked up the design
Understandable, I should've just pinged you.
Honestly I'm really surprised a major forum software is lacking a default dark mode toggle. I will look more into getting it added upstream. But IIRC from what I read when I originally looked into it others have already tried.
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RE: Dark Mode
@Brutus5000 It should be in the top left corner, you can see it in the demo gif I posted above.
You added both the custom CSS & JS?
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RE: New forum ui once again fucked up the design
@Brutus5000 I offered to implement it myself if given permissions and provided the relevant code for any other admin to do it when no one answered.
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RE: New forum ui once again fucked up the design
For reference: Read topics should be a different font color compared to unread.

Also, I never received any feedback about implementing a real dark mode.