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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!
    T Offline
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    Posts

    Recent Best Controversial
    • 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
    • RE: What if? Experimentals end ASFs

      I think that fuel is a mechanic that the game should put more light on. Not only does the speed of the aircraft come into play when responding to a threat, but its ability to sustain a pattern for long periods could shift balance and play. It may be worth it to bomb enemy air fields if fuel had a bigger impact.

      posted in General Discussion
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      TankenAbard
    • RE: M28AI Devlog (v305)

      @maudlin27 The AI Logic button is messing with the Nomads somehow, though I'm not sure it's a priority. It makes all of the commander ability buttons appear, but none of them work anymore, even if you have the upgrade.

      posted in AI development
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      TankenAbard
    • RE: What would it take for Nomads to be FAF's 5th Faction?

      Every game I played would have Nomads, until recently. The bugs are too much as of late. Games don't finish even if every unit is destroyed, ACU orbital bombardment 2 is just broken shield towers being destroyed but still exist, nothing is getting fixed. I love the idea, the faction is extremely interesting and I can deal with poor polish, but the bugs that prevent proper gameplay is depressing.

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

      Strong modding communities usually keep games fresh. People still play the first Neverwinter Nights even.

      posted in General Discussion
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      TankenAbard
    • RE: What would it take for Nomads to be FAF's 5th Faction?

      I look at the numbers and think "How many more people would play with Nomads if they were more complete?". Playing coop is the same content only the objective has changed. Nomads puts additional functional ("Functional") content in that adds more.

      Unrelated, I didn't know so many people played coop.

      posted in Balance Discussion
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      TankenAbard
    • RE: FAF CoLoURs Tier List.

      I am colorblind and the colors are probably as good as they're going to get for me, so A+

      posted in General Discussion
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      TankenAbard
    • RE: Should there even exist nuke subs?

      I have rarely seen nuke subs. If you pay attention to your opponents mass spending habits and scout them frequently, you know that they're making a nuke sub, and it doesn't take too much effort to take one out, unless you have air control issues. Too many dominoes need to fall for the nuke sub to be really good. The 20x20 maps lend themselves well to nuke subs, by simply being able to hide them.

      posted in Balance Discussion
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      TankenAbard
    • RE: The Problems With The UEF - Part 8 (The Fatboy)

      My guy, you're in my forum post - scroll to the top / first post. xD

      I know and I apologize, there is a lot here and I appreciate the summary so far in.

      posted in Balance Discussion
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      TankenAbard
    • RE: Pending Balance Changes Feedback Thread

      Aeon Chrono Dampener animation seems off, the animation activates when in range of the max gun range upgrade even if you have no gun range upgrades at all. The animation also extends to the max gun range of 35 even if you can't shoot that far, the animation also doesn't sync up at lower ranges, causing the animation to pass through the target well before the stun occurs.

      The Seraphim regen aura seems odd too, its dropping HP regeneration down to 12, even with a Veteran 5 Galactic Colossus.

      This is not the right place for this, is it?

      posted in Balance Discussion
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      TankenAbard
    • RE: Idea for Kamikaze units in FAF

      @xiaomao said in Idea for Kamikaze units in FAF:

      @drpatrickstar
      Imagine thinking that t1 or t2 maa will reliably stop Mercies lmao.
      Yeah, let me move my MAA in front of the acu so that they can actually try stopping the mercies. WAIT WHERE IS MY MAA?

      I, too, enjoy the Mercy changes.

      posted in Balance Discussion
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      TankenAbard