FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. waffelzNoob
    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!
    waffelzNoobW Offline
    • Profile
    • Following 1
    • Followers 5
    • Topics 24
    • Posts 639
    • Groups 0

    waffelzNoob

    @waffelzNoob

    i play faf

    627
    Reputation
    347
    Profile views
    639
    Posts
    5
    Followers
    1
    Following
    Joined
    Last Online
    Age 11
    [[user:website]] no
    [[user:location]] Netherlands

    waffelzNoob Unfollow Follow
    • RE: How come you don't play ladder?
      • BO advantages can be massive and can be caused through BO whoring or just dumb luck (both players improvise BO, but one happens to get a good BO by chance, or happens to win the rock-paper-scissor mechanics BOs can have in 1v1: aggressive vs greed vs passive)

      • "Minor" (non-)interactions like a lab finding an engineer VS missing it, a bomber only barely grazing past ur scout's radar range and proceeding to do game-winning damage, an interceptor losing a 1v1 to another interceptor, a transport only barely (not) landing, or a proxy that went unscouted for a little too long, can cause massive impacts on the game. This makes earlygame sometimes come down to pure luck

      I enjoy 1v1 once it gets past minute 5-8 with even odds. Sadly this occurs very rarely and it can be seen from the fact that tons of the semi-competent ladder replays are around 15 minutes in duration (and this is ignoring time added by players continuing to play in a lost position)

      @mach said in How come you don't play ladder?:

      teamgames provide stability for game to get played to its fuller potential unless you are a pro that can do all of this solo while having fun doing it, it kind of seems you need to have "minimum mastery over the game" to be able to enjoy 1v1, and it seems pretty high

      i agree with this too. im ~2k in 1v1 and I can only play close to full potential on 10km. Playing 15km or larger makes me feel like I'm doing a terrible job at everything. It also increases the odds of these minor interactions with potentially massive results that i was talking about earlier.
      That's just personal preference though, and i do not suggest removing >10km maps from ladder.

      posted in General Discussion
      waffelzNoobW
      waffelzNoob
    • Please show rating changes in replay vault

      I used to enjoy watching upsets in ladder and seeing if someone had gained a large amount of rating since last checked. I have no idea where between 1700-1900 these two players place. The leagues tell me next to nothing.
      b0c34b91-6728-4293-b1fc-7e4f83482763-image.png

      I think I heard this change was made to reduce complaints regarding "odd" rating changes, but this just isn't it

      posted in Suggestions
      waffelzNoobW
      waffelzNoob
    • RE: Username rules updates

      @giebmasse said in Username rules updates:

      Are homophobic, racist, political, or otherwise offensive

      Can I have a mod statement about IndexLibrorum's use of words in the Discord server? Shouldn't rules regarding homophobia, racism, or otherwise offensive words be consistent in anything FAF-related?

      I hear @Strydxr received a warning for a man in a gif lip-reading the n-word. That is, the man supposedly said, or looked like he was saying the n-word in the gif, but the n-word itself was not mentioned anywhere.

      Yet... this is okay?

      5e9241ea-adc2-4124-8990-9bbd8f1e5c49-image.png
      19687eca-7797-45b6-aa54-a10a131afa67-image.png

      The apostrophes do not remove the meaning from the words.
      There's more instances of this, by the way.

      Delete this message if you like for whatever reason. Just apprehend your moderators first. I've also not seen or heard anyone but the moderator team complain about renames by the way. Most people think it's pretty funny, so the other changes are just taking away the fun that can be had with renames.

      posted in General Discussion
      waffelzNoobW
      waffelzNoob
    • RE: Seton's Summer Slam 2

      Untitled.png

      posted in Tournaments
      waffelzNoobW
      waffelzNoob
    • Fix cybran T3 shielding

      Cybran engineers/acus with T3 build suite have the ED4 shield available to them, which can be upgraded to ED5, but either one of them are awful.
      Aeon 18k HP 2400 mass
      UEF 17k HP 3300 mass
      Sera 21k HP 3600 mass
      Cybran 16.5k HP 4260 mass (or 13k HP 2460 mass)

      This is either way too weak for its mass cost or way too expensive for its shield HP. To keep in line with cybran shielding being weaker (like in T2), I'd suggest making ED5 the main blueprint for T3 buildpower and reducing the build costs for ED5.

      this is the simple solution, alternatively you could rework all of cybran shield's phases because as it stands now, upgrading them is a massive scam

      posted in Balance Discussion
      waffelzNoobW
      waffelzNoob
    • Sharing my factory unit queue templates

      It has come to my attention that my factory unit queue templates are in great demand. I only have land factory unit queues because air & navy queues are highly situational. Make sure to skip to end of replay before copying anything!

      The replay features:

      1. Solid T1 land queue, it's the same for UEF, cybran, and seraphim; 1 mobile arty and 1/2 maa for every 5 tanks, with tanks frontloaded so you don't end up with an arty at min 3. Aeon unit queue features slightly more scouts.
      2. T2 land queues featuring flak and ilshies for seraphim. Pillars, flak, and shields for UEF. Flak, shields, blazes and obsidians for aeon, and rhinos, flak, and deceivers for cybran.
      3. T3 land queues featuring othuums, shields, snipers, and T3 maa for seraphim. Percivals, spearheads, flak, and shields for UEF. Harbingers, flak, and shields for aeon, and bricks, flak, and deceivers for cybran.

      https://replay.faforever.com/26281018

      Notes:

      • T3 queues don't feature T3 maa, you should add it manually because it's only needed if T3 air is a threat to you. Seraphim queue does contain T3 maa because it's too good to pass up.
      • T3 queues don't feature loyalists or titans. You generally don't want too many of them anyway.
      • Aeon T3 queue is very mainline, doesn't feature snipers, add them yourself if you want to make them.
      • Seraphim T3 queue does contain snipers because othuum bad. If you can't afford snipers and shields yet, queue othuums yourself and use the template later... Or of course make additional templates that supplement mine 😃
      • T2 queues don't feature MML or sparkies, add them manually if you want them
      • Don't rely on these blindly. They're good default queues, but it's important to put some thought into your unit queues. I only use these if minor details aren't relevant, or if thought isn't necessary. I almost always alter the T3 queues slightly based on the situation.

      To copy them, go to ingame settings -> gameplay -> Factory Build Queue Templates -> on. Then, simply select the factory in my replay, head over to templates, and click the button on the left.
      679ef24d-7d85-43be-8ceb-7caa6cf965aa-image.png

      posted in General Discussion
      waffelzNoobW
      waffelzNoob
    • The issue with Chrono Dampener

      Chrono Dampener was nerfed recently, but I don't think it was enough. I couldn't even tell you what was changed about it because it's still broken.

      The issue with Chrono is not directly the frequency or duration of the stun, but the fact that the stun will bring units to an immediate standstill. After the stun expires, the unit movement speed will be 0, and it has to reaccelerate to its max speed, which can take a second or two. Sadly at this point the next stun will have hit, bringing the movement speed back down to 0.

      So, not only does Chrono stun units, it also significantly slows them down. This makes chrono extremely powerful (basically unkillable) when the ACU is retreating. I believe the best two fixes would be, in order of preference:

      • Allow units to keep their momentum after being stunned
      • Reduce the frequency, but increase the duration of stuns to allow units to get back to their maximum speed, and maintain it for a longer period of time
      posted in Balance Discussion
      waffelzNoobW
      waffelzNoob
    • RE: Factory models

      lotta text that i aint reading but i very very much prefer the old factory looks, especially HQs
      if it is not possible to make them look like that with better shading/animations, then i'd prefer there be no shading/animations and we keep the old models

      posted in General Discussion
      waffelzNoobW
      waffelzNoob
    • RE: Telemazer - time for change?

      @TheCodemander I don't think you could've missed my point harder. Well done.

      posted in Balance Discussion
      waffelzNoobW
      waffelzNoob
    • RE: New way of using the League System

      mapgen only 1v1 will just make people bored of mapgen too. after a dozen games u start to realise mapgen isn't all that diverse either

      posted in General Discussion
      waffelzNoobW
      waffelzNoob
    • RE: Do you think late T4 stage on land/navy maps is too short due to T3 arty or game enders?

      @KnownSniper said:

      @waffelzNoob do you think this about every game ender? Imo mavor/scathis don't really pose an issue but para/yolo are massive problems because aside from being good offensively they're also super good defensively.

      Thats true and something i wanted to bring up but I couldn't fit it in my story Kappa

      I'm ok with para and yolo nerf because conceptually once they're up they can immediately kill the push that's been building up for minutes (esp yolo). I haven't played much mapgen in the last year and thus haven't encountered any game enders there, so can't comment

      gotcha!!!

      Ahhhh you got me xd I must've thought it was lame at the time but I have fond memories of the game regardless of that comment. I would probably find a T3 arty lame now too but I don't think they need a nerf. If they can make a T3 arty and still hold on they were probably either already winning or the game was just already at that stage. And if they can't hold on, game remains dynamic and becomes more epic than a game without it

      posted in Balance Discussion
      waffelzNoobW
      waffelzNoob
    • RE: Do you think late T4 stage on land/navy maps is too short due to T3 arty or game enders?

      In my experience, no. Building a game ender in a dynamic game doesn't randomly result in a victory for the team building a game ender, because the game is dynamic. The team that invested in units destroys bases and gets more map control, which in turn presents opportunities to snipe the game ender. Here's one of the most fun and memorable mapgen games I've played where exactly this is demonstrated, featuring basically every experimental in the game, nukes, novaxes, t3 artilleries, and the game still going on for 20 more minutes until a mavor is built that almost immediately dies to a snipe that wouldn't have been possible without farms's land push: https://www.youtube.com/watch?v=H6rfgLVvZWs (Almost 4 years old, but I don't think interactions changed too much).
      This is more difficult on Seton's for example, but if one side won navy you could go through there, especially if they are doing an invasion. Typically a game ender is funded by the entire team, and so to take it down, your team should cooperate fully aswell.

      It's also a bit of an oversimplification to say "just watching the progress bar go up" because in the meantime they have to manage defense with much less mass available. The team that built units can also react by spreading out their own infrastructure so that the game ender isn't as effective and buy more time for their units to do serious damage. And yeah, maybe sometimes building a game ender with 200k reclaim is more effective than setting up an entire base from scratch on the opponent's side of the map. Are we going to change balance because of this one-off phenomenon on Seton's?

      posted in Balance Discussion
      waffelzNoobW
      waffelzNoob
    • RE: There was a good days

      i agree

      posted in General Discussion
      waffelzNoobW
      waffelzNoob
    • RE: Seton's Summer Slam 2

      Untitled.png

      posted in Tournaments
      waffelzNoobW
      waffelzNoob
    • RE: Is this a cheat or not?

      Try making 2 t1 bombers and groundfiring the stacked submarines

      posted in General Discussion
      waffelzNoobW
      waffelzNoob
    • RE: Macro Mania | $500 | 1v1, 2v2 and 3v3 | Open-Rating

      Signing up team Gentlemandem:
      waffelzNoob (c), Lunyshko, Grimplex

      Team name perhaps subject to change

      posted in Tournaments
      waffelzNoobW
      waffelzNoob
    • RE: Chicken Storm

      you pay for the gc, not the tractor beams. remove the tractor beams

      posted in Balance Discussion
      waffelzNoobW
      waffelzNoob
    • RE: Chicken Storm

      I agree with Caliber. Look at this scenario where a chicken destroys 5.57 million mass worth of infrastructure, without even shooting.

      fcc01dc4-e3f1-43d7-a371-b5c7bbabf021-image.jpeg

      00d870ec-d726-4237-96ef-2e25e02485e3-image.jpeg

      The free storm did all of this. It's ridiculous, frankly.

      posted in Balance Discussion
      waffelzNoobW
      waffelzNoob
    • RE: $30 u1900 1v1 Tournament #8

      This will be the tournament bracket. https://challonge.com/u19003
      It's a round robin format where the two players with the most points will face off in a BO3 finals for first place.
      Good luck tomorrow!

      posted in Tournaments
      waffelzNoobW
      waffelzNoob
    • RE: $30 u1900 1v1 Tournament #8

      He was forum banned for downvoting some of nuggets's posts

      The tournament will still be held tomorrow!

      posted in Tournaments
      waffelzNoobW
      waffelzNoob