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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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    Topics

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      Transport not dropping on plateau

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      ZLOZ
      i have not watched either, but it is not just sera transports, it is just bigger transports may not drop in smaller areas
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      Possible to pull players’ APM from replays?

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      Thanks! I’ll give it a try.
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      Can you turn on mods without having to create a custom game?

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      T
      Ah, that’s great, thank you. You’d think I would have checked the Mods tab before asking
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      Question on shield assist mechanics

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      @Defiant Yes you do avoid splash damaging multiple shields, but smaller shields also have less HP so they often lose most or all of their HP to overspill before the large shield actually goes down. Shields of the same tier but different factions don't have such an HP difference but they also can't easily cover each other fully. And in general, overspill just makes stacking many shields rather inefficient. Still, this is the kind of the best way to get lazy shield micro, and it's a decent last barrier of protection in case your T3 goes down but the arty shell hits a T2 shield (especially Seraphim T2). If overspill is removed, like with the nuclear repulsor shields mod, then hiding shields behind eachother by height becomes very powerful, and takes up less space than spacing out equal size shields. Such a technique is especially potent in that mod since it has absolutely huge shields.
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      "Trying to change army focus" - Map won't reveal when game ends

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      T
      Awesome, great job guys.
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      Suggestion for mapgen: clearer distinction between rotational vs mirror symmetry?

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      @mostlostnoob The previous exploit was based on the fact that Armies 1, 2, etc spawned on markers 1, 2, etc., so you could look at the spawn marker positions from the save file and associate them with an Army, identifying which player got what slot (Armies also contain player name and faction data). This got patched by FAF by scrambling the marker positions upon sim initialization for random spawn settings maps. This scrambling isn't reflected in the save file obviously, so there is no way for the UI to know what players spawned where, only where the spawn points are. The "... (Revealed)" spawn settings work by adding the newly scrambled positions to the Sync table for the UI to access and use to place the visual elements. My version of the reveal positions mod still looks at markers in the save file, but it doesn't show player names if the spawn settings scrambled the spawns.
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      In Matchmaker, spawn top players to face each other

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      SkratS
      @stormlantern xD, I rarely play lately and misunderstood the problem (translation issues)
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      Helpful to have "report disconnect" feature?

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      deletethisD
      the 'fix my sound' topic by @magge which for some reason I always have trouble finding How are you having trouble finding it? Home -> I need help -> FAQ (you can also directly go to FAQ from the home) How are you looking for it? Should something be done to make the FAQs easier to reach?
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      Assist to upgrade ringed T2 mex to T3

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      MostLostNoobM
      4z0t's ECO UI Tools also has that ability via the "Auto T2 capped mex upgrade" setting.
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      How to create factory templates

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      MostLostNoobM
      @closed said in How to create factory templates: Where is the save template button? Can someone do screenshot? The Save Template button is in the same position as the Repeat Build button right above the Pause button in the build menu.
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      Possible to prevent engies blocking construction?

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      Sylph_S
      @redx I always just remind myself that engineering stations exist for the sole purpose of avoiding the clumsy nature of engineers! With that in mind, I treat engineer micro with the same respect a player would treat combat micro. Mastering badass engineer micro for macro wins!
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      What caused this error? "Error while recording replay - java.net SocketException

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      Yes, it causes the app to hang at the end of the game. It does not silently close, nor communicate there is a problem. Just hangs.
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      Strategies for first transport?

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      arma473A
      @rottenbanana said in Strategies for first transport?: a transport with a lab or tank onboard I forgot all about that variant. And you can even use the transport as a ghetto gunship depending on whether you have air control over the drop site. Or you can pick up the tank/LAB and drop it on another island if you don't think you need that unit at your own drop site. And in general you can decide whether you want to drop away from your opponent's drop, which is less aggressive, and turns the game into something of a race to see who can develop the fastest, OR if you want to drop on the same island as your opponent, which is very aggressive and whoever wins on that island is probably going to win the match. On maps like Roanoke, there is also the issue of ACU walking. So even if you steal one of the islands close to your opponent, if his ACU walks up out of the water, he might take that island back that way. And something else to think about: often you can drop the engineers in multiple places. So you have to decide if you want to put them all in one place (which helps you to get a factory up quickly so the drop is secured) or spread them out (so they can build mexes faster) I've even seen people drop all the engineers in one place, build a factory to secure the drop site, then pick up the engies with the transport and move them somewhere else to get a second drop in. So there is a lot of value in killing your opponent's transport, even after they get the drop off.
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      EcoManager still broken? (can't turn off throttling)

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      T
      I tried out the last link there and it seems to work beautifully - thanks a lot Macdeffy!
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      Where to find the patch notes?

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      T
      Thanks all!
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      Funny bug - scorcher bomb salvo finds new target

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      ?
      Same thing happens with the Sunken Colony in Starcraft: Wait for it to initiate an attack, suddenly change target, and it can attack a target out of its range.
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      When should you let your units circle freely while shooting?

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      T
      Thanks Zelda, Explosive and Zlo. Explosive I will take you up in that next time I see you online. And Zlo, projectile speed being relative to map not unit - that’s some impressive advanced class stuff. Perhaps one day I’ll also consider getting my PhD in FaF.
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      Possible to change ACU zoom level?

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      Magge is right: just make sure you bind the hotkey to "Select ACU (control group)" and not "Go to ACU". Then the mod works - thanks Uveso.