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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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    TankenAbard

    @TankenAbard

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    Best posts made by TankenAbard

    • RE: Give UEF and Aeon t3 scouts sonar

      Cybran has radar stealth, give UEF T3 scouts jamming, give the Seraphim scouts a temporary vision bubble where they crash, give Aeon scout a larger Omni radius.

      posted in Balance Discussion
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      TankenAbard
    • RE: Why would you have left FAF?

      Politics is a poison to anything it touches.

      posted in General Discussion
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      TankenAbard
    • RE: Absolver

      Idea. Change the Aeon absolver to have a similar fire rate to the Serenity, instead of 1 shot every 2 seconds make it more like 1 shot every 10 seconds and increase the damage it does to shields accordingly so it has the same DPS.

      Theoretical Cybran absolver (Dissolver?), have the 1 shot every 2 seconds of the original Aeon absolver as the high fire rate keeps in line with Cybran trends. No hover, possibly amphibious like a Wagner or Engineer.

      Theories of how this could play out?

      posted in Balance Discussion
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      TankenAbard
    • Tac missile defense help.

      Header: I'm trying to fix some of the Nomads code, and I'm confused on how Tac defense works.

      I've noticed that with the Zapper, Buzzkill and Ythisatha, if the enemy missiles fly in at the same pattern every time, they are shot down at the same time in the same order. So if the missile order coming in is 1,3,2,5,4, then they are shot down in that same order every time. If this makes sense.

      So, with the Nomads, I've noticed that the defense systems seem to shoot the enemy missiles down fast, but after 3-4 tac defenses, some of the defenses will stop tracking properly and let a missile go. So if there's 5 enemy missiles, and 5 defenses, ofen what happens is that 4 defenses fire off and the 5th just kinda sits there and doesn't do anything.

      Is there any kind of commandcaps, category, some kind of logic that needs to be hooked to make the defenses work with eachother better?

      posted in Modding & Tools
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      TankenAbard
    • RE: Factions Text for Web Site, need suggestions

      I always thought of the UEF as good defenders, Seraphim as good attackers, Cybran as the stealth team, and the Aeon as the specialists. I know it's not 100% true across the board, but I'd say generally speaking it is.

      posted in General Discussion
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      TankenAbard
    • RE: Improve Mercy quality of life - turn radius and fuel

      Without over-explaining, I'd rather the Mercy do less damage and have more HP.

      posted in Balance Discussion
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      TankenAbard
    • RE: Tac missile defense help.

      I appreciate the response. The way the Nomads TMD works is absolutely bonkers, so much happens in the script alone, utilizing a beam to do the work. I tried disabling the weapon in the script, because the recycle time in the blueprint is 10/1, and if it is adjusted then the lock-on time would increase. I have since abandoned the original code/method in favor of a traditional projectile, using the UEF Tac defense for now. I want to change the projectile graphic, but I'm not sure how to make a new projectile and have it work correctly, or make a new one that piggybacks off of an existing projectiles logic with minor edits. Big dreams, small brain.

      IF I have anyones attention, I don't know how projectiles work. It looks like projectile/weapon info exists in 3-4 places. Anyone have a guide that explains this? Any time I think I understand, comes to find, I don't. ChatGPT superbrain can only help so much, even then it gives ideas more than it actually makes solutions.

      posted in Modding & Tools
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      TankenAbard
    • RE: THE ENGIE SYNDROME: "GIVE ENGIE" / "ДАЙ ИНЖА"

      I'll give Asylums to a Cybran player all day to increase their horror potential, Or if someone wants Ravagers I'll likely just give an Engineer because I might not want to put the mass in for that. I don't mind engineer swaps personally, because there's still logistics and additional cost involved in doing it. Air transports, movement time, what if the transport is shot down or the engineer dies, then once the engineer is transferred over its up to that person to fund any project they want.

      posted in General Discussion
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      TankenAbard
    • RE: Torp bombers are too strong vs subs

      @maudlin27 I like the torpedo damage/Sub HP idea the most. I can think of some faction-specific pros and cons, but a sweeping benefit would be torpedo turrets for all factions would be more interesting.

      posted in Balance Discussion
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      TankenAbard
    • RE: Weekly Discussion #26 - Armored Assault Bots and their Snipey Bot Frenemies

      Seraphim sniper bots mixed in with navy and shields.

      posted in Weekly Discussions
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      TankenAbard

    Latest posts made by TankenAbard

    • RE: Do not call gg BEFORE killing your opponent's ACU

      @Nuggets said in Do not call gg BEFORE killing your opponent's ACU:

      @TankenAbard this has literally nothing to do with what is discussed here

      Correct! Wrong thread. Apologies.

      posted in General Discussion
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      TankenAbard
    • RE: Another Novax conversation

      I also think that some people don't know that you can put engineers on shield towers to help keep them propped up. I rarely have issues in my main base against a Novax satellite because of this. For the cost of 5 Novax centers, you could do a lot more worth while things, absolutely.

      posted in Balance Discussion
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      TankenAbard
    • RE: Another Novax conversation

      I don't play UEF too much, but if I do and the opportunity presents itself, I will absolutely build a Novax over a duke 80% of the time. Cutting away at the fringes of a base and seeing what's going on has always been the better gamble more times than not. The cost makes it easier to deploy sooner, It definitely favors maps with spread out mass points too, and larger maps where response times are slower. Being on the receiving end is a drag, being slowly pulled apart until you're resource starved is demoralizing.

      posted in Balance Discussion
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      TankenAbard
    • RE: Petition to remove UEF from the game?

      I can not take this seriously.

      posted in General Discussion
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      TankenAbard
    • RE: Tac missile defense help.

      Wow, is that the hitbox, the new one as of late? it's huge! Way bigger than I thought it would be. I still do wonder where this size is decided or modified. Very interesting.

      posted in Modding & Tools
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      TankenAbard
    • RE: Tac missile defense help.

      I still haven't managed to make a new projectile, even based on an old one, yet. Anyone have a guide on this, written or video? This should be easy, but something isn't clicking in my brain, I'm waiting for that "ah-ha!" moment.

      Relate but unrelated, because of recent changes. A tac missiles hitbox, where is that decided? I'm looking at Blueprints and scripts, but I'm not entirely sure. Is this a model thing? I know that's its own can of worms, importing and exporting to SupCom.

      posted in Modding & Tools
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      TankenAbard
    • RE: Tac missile defense help.

      I appreciate the response. The way the Nomads TMD works is absolutely bonkers, so much happens in the script alone, utilizing a beam to do the work. I tried disabling the weapon in the script, because the recycle time in the blueprint is 10/1, and if it is adjusted then the lock-on time would increase. I have since abandoned the original code/method in favor of a traditional projectile, using the UEF Tac defense for now. I want to change the projectile graphic, but I'm not sure how to make a new projectile and have it work correctly, or make a new one that piggybacks off of an existing projectiles logic with minor edits. Big dreams, small brain.

      IF I have anyones attention, I don't know how projectiles work. It looks like projectile/weapon info exists in 3-4 places. Anyone have a guide that explains this? Any time I think I understand, comes to find, I don't. ChatGPT superbrain can only help so much, even then it gives ideas more than it actually makes solutions.

      posted in Modding & Tools
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      TankenAbard
    • RE: T2 torpedo turrets are awful

      If the torp defense is mobile, and most of them have radar stealth, will they re-stealth once they are outside of vision range after some time? That alone could make them interesting, but depending on how fast they move, if they can fire while moving, etc, then why make subs? The range increase would destabilize naval balance for sure. Perhaps with all of the variables that exist in naval play, it shouldn't mimic the way land plays. Subs, amphibious, surface, hover and air can all play a part in the water. There are also no turrets that shoot at the surface that also float on the surface. I've seen mods that have things like that, it throws everything off. Shield towers don't exist on the water either.

      Personally, I'd say increase their health, make them stick around for a while longer. No one wants to run up on a bunch of T2 torpedo turrets, shoot them at a distance because it's safe. What if it bought more time?

      posted in Balance Discussion
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      TankenAbard
    • RE: Tac missile defense help.

      I think this tells me exactly what I need to do. The issue being, the weapon fire and disable times are done in the .lua of the projectiles.lua and not the .bp of the unit. I think I can fix this by putting a line like unit:SetWeaponEnabled(false), though I'm unsure if that's correct.

      posted in Modding & Tools
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      TankenAbard
    • Tac missile defense help.

      Header: I'm trying to fix some of the Nomads code, and I'm confused on how Tac defense works.

      I've noticed that with the Zapper, Buzzkill and Ythisatha, if the enemy missiles fly in at the same pattern every time, they are shot down at the same time in the same order. So if the missile order coming in is 1,3,2,5,4, then they are shot down in that same order every time. If this makes sense.

      So, with the Nomads, I've noticed that the defense systems seem to shoot the enemy missiles down fast, but after 3-4 tac defenses, some of the defenses will stop tracking properly and let a missile go. So if there's 5 enemy missiles, and 5 defenses, ofen what happens is that 4 defenses fire off and the 5th just kinda sits there and doesn't do anything.

      Is there any kind of commandcaps, category, some kind of logic that needs to be hooked to make the defenses work with eachother better?

      posted in Modding & Tools
      T
      TankenAbard