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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

    • ValkiV

      Immediate Quit grants rating - can we not grant rating for <1 minute games?

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      JipJ
      Can you differentiate between the client and the game? Since when did this start to happen?
    • ValkiV

      Mercy simple suggestion: reduce damage vs ACU

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      KaletheQuickK
      I really would like it to be more useful. I just hate when units are so rarely used that I practically forget about them. Like the shard, mercy, fire beetles, and aeon sacrifice ability.
    • ValkiV

      Power stalls should make you predictable instead of dead

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      DeribusD
      Topic locked by Valki's request
    • ValkiV

      Overcome language barriers with a "chat wheel" with standard messages

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      Ctrl-KC
      Hey! It's a good feature, but i would recommend to try Better Chat mod, you can add any phase you want
    • ValkiV

      Why is Aeon #1 disliked, #2 inaccessible and #3 most unfun units, but #4 most fun units

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      KaletheQuickK
      I am going to create a survey to get some good data on this kind of thing. Why people prefer this or that faction, etc (leave suggestions in inbox) But what sort of changes are viable? I doubt it would get to the point of adding whole new units, and there is a limit to what can be done that preserves the spirit of the Aeon. So I assume smaller stat tweaks to existing units is the name of the game. So, what are our sliders to adjust?
    • ValkiV

      let UI scaling affect Economic Overlay

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      ValkiV
      @emperor_penguin Thanks, this is already a great improvement of the normal view.
    • ValkiV

      Every game freezes

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      ValkiV
      Yeah that worked thanks a lot :). Shame, I edited that mod with bigger font and better colors back when I had time
    • ValkiV

      Real shard buff: Hover Ship

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      Not sure about the not so subtle change of speed that it would require though
    • ValkiV

      Make T3 massfabs easy: drain 0 E and increase price by 3/5's of a T3 PGEN

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      To me, getting rid of the large power drain removes depth. As it is now you can build it to take advantage of overflow, you can throttle it when power is more important, and you can decide between saving e costs, and saving/earning more mass. T3 Fab farms are more efficient than SCUs, we don't need to change something to make Mass Fabs compete better than them (even though this idea makes them slightly worse). As for ease and accessibility, I think templates make things easy enough to not need changing as well.
    • ValkiV

      Importance and amount of shields on firebases, for Aeon vs Cybran

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      TheWeakieT
      If anything the real crime is being unable to upgrade aeon t2's to t3
    • ValkiV

      Often possibly always no score button on draw

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      DoompantsD
      FWIW, I find PhantomX is the worst offender. We get scores in most of our multiplayer custom games, but Phantom is almost guaranteed not to give us one. (Tho when I watch the phantom replay, you get one.)
    • ValkiV

      Could Tractor Claw mechanic be used for carriers to pull aircraft from sky into hangar?

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      archsimkatA
      Petition to add tractor beam anti weapons to literally pull enemy planes out of the sky.
    • ValkiV

      Rating analysis, 1v1, 2v2 and global

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      tatsuT
      good question and if you do have stats (preferably in the form of pretty graphs) please share them in the stats megathread
    • ValkiV

      2v2 Full Share means: Eco > Snipes, Luck and Unit Skill

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      veteranasheV
      @exselsior said in 2v2 Full Share means: Eco > Snipes, Luck and Unit Skill: @veteranashe said in 2v2 Full Share means: Eco > Snipes, Luck and Unit Skill: With share until death you only need to kill one acu to win, and it's not very fun when your teammates acu gets killed. Correct, this is what I was talking about a bit more since I knew other people would talk more from the vantage of the one doing the sniping. With fullshare when your teams acu gets killed your seriously fed for about the next 5 mins and if you hold out and figure everything out then it's just a 2v1 after that. You don’t get fed, you lose every single unit in production in your teammates factories. You have to restart all production, redo all engineer orders, redo all movement commands, shore up the hole created from acu explosion, possibly now stop 2 gun coms with one, etc. You don’t magically have more eco than the other two players unless your teammate was quite far ahead. As other people have said, it’s not “just a 2v1.” 2v1s aren’t magically easy. Don’t believe me then see if you can find some high rated shared army gameplay to see just how hard it is vs double apm even without the massive handicap of one acu vs two. I feel like I remember watching Yudi going full sweat vs maybe two 1800-2k players using shared armies and losing at the end despite being better than his opponents and having an apm so high I barely keep up just watching. This isn’t exactly the same but it helps show some of why it’s hard to 2v1 unless it’s a very closed off map. Hey, little typo, not fed, f'ed, or screwed, James, fucked, etc just like you describe lol
    • ValkiV

      I want to modify the existing Eco Overlay, where do I find it?

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      ValkiV
      @uveso said in I want to modify the existing Eco Overlay, where do I find it?: @Valki This is the PR from Speed where he patched the UI Resize to the game: https://github.com/FAForever/fa/pull/2994 Here you can easily see where the ui scales come from and how its used: This line gets the size value: https://github.com/FAForever/fa/pull/2994/files#diff-f09652486472504df9d483a2d6d1377cb1574b2a83db62c5c3a61a4d3cb0ec13R35 and here we use the new size in a UI element: https://github.com/FAForever/fa/pull/2994/files#diff-f09652486472504df9d483a2d6d1377cb1574b2a83db62c5c3a61a4d3cb0ec13R86 This way you should be able to patch your mod with UI scaling function. Thanks a lot, getting to learn github and working to find the required element now.
    • ValkiV

      "Feedback without Criticism" subforum and discord channel

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      ValkiV
      @biass said in "Feedback without Criticism" subforum and discord channel: I would rather you tried something different, such as an anonymous feedback form instead. That might be even better, even lower threshold, and I understand your concern about positive feedback loops.
    • ValkiV

      Invitation to comment and speculate on the Energy resource in this game

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      veteranasheV
      @valki said in Invitation to comment and speculate on the Energy resource in this game: @ftxcommando said in Invitation to comment and speculate on the Energy resource in this game: Mass is intended to give value to map control, it is the bottleneck that determines “scale” in macro. Energy is what decides the “type” of usage of mass. Certain things are high energy per mass, certain things aren’t. It’s what stops you from simply being able to transition from one thing into another haphazardly in the game. There’s certainly a lot more to it and the game decisions are much more complicated than this, but that’s the impulse 30 second analysis for me. A UEF interceptor costs 50 mass and 2250 energy, a UEF Tank costs 56 mass and 266 energy. That is a difference of roughly 2000 energy. The same transition dynamic could be accomplished if the UEF interceptor simply cost 2000 energy, and the tank 0 energy. You still need just as many additional power plants to build interceptors then. So why does the tank cost energy at all? I just thought this up, no dev input or lore. Since we are 3d printer we can look at what we have in today's world. I can 3d print you something for a little bit of plastic (mass) and a couple hundred watts to power the printer (energy) But let's take this deeper, we are not extracting plastic with a mex or printing with it, and you can't take the trees that have been reclaimed straight into a tank. So what we are really doing it extracting some resource and splitting it down to atoms and recreating it into a different material. Steel is a rather 'cheap' material since Fe is lower down the periodic table so it takes less atoms and less power to create steel, further the t1 tank is just amour, cpu, gun, and tracks, all simple components to create and print. Now a aircraft has to be light and also built correctly. Just take a look at the cost and materials on our current jets. So the engies are making a lot of aluminum and titanium, which requires more energy to split and reform, also more mass than a tank since Al and Ti are father down the chart (I think) even though the intie will weigh less than the tank. The build quality on aircraft has to be top notch, so just energy consumed from just moving the printer will be more. Makes me wonder if you would make stands then break them off later like 3d printing now. Every unit built has a power generator and a printer on board to produce propulsion and ammo, aircraft has tons more power required. Ww2 I think the tanks were 1000hp and the fighter plans around 5,000. We can already see the costs of power in supcom. T2 tanks have more special amour, with different alloys and layers, just like today, to increase the cost of the unit.
    • ValkiV

      What if... Engineers were 2x hp, cost, buildpower

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      @tagada This game is now 14 years old. I strongly question whether your premise would actually be a bad thing.
    • ValkiV

      Aeon T1 PD under construction cannot be hit sometimes

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      @auricocorico It's an aimbone problem, not a hitbox problem.
    • ValkiV

      missiles subject to TMD should ignore shields

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      ValkiV
      @Deribus said in missiles subject to TMD should ignore shields: Moved to Balance Discussion @Valki if you believe TMLs/MMLs are underpowered, provide a replay as an example I do not believe they are underpowered, and this was a suggestion to significantly change a game dynamic, not a balance discussion. If anything, this suggestion if adopted would un-balance the game and require balancing to fix later on. I think we would get a faster and more dynamic game when TML/MML ignore shields.