Try making 2 t1 bombers and groundfiring the stacked submarines
Posts
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RE: Is this a cheat or not?
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RE: Macro Mania | $500 | 1v1, 2v2 and 3v3 | Open-Rating
Signing up team Gentlemandem:
waffelzNoob (c), Lunyshko, GrimplexTeam name perhaps subject to change
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RE: Chicken Storm
you pay for the gc, not the tractor beams. remove the tractor beams
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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.


The free storm did all of this. It's ridiculous, frankly.
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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! -
RE: $30 u1900 1v1 Tournament #8
He was forum banned for downvoting some of nuggets's posts
The tournament will still be held tomorrow!
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RE: Rating Decay
On the other hand, rating decay could act as a kind of soft smurfing where someone doesn't play for a while and then gets to punish lower rated players.
This contradicts the very reason anyone would advocate for rating decay: returning players lost skill themselves. They're not going to 'stomp' players below their rating anymore, so I don't think this is a good argument against rating decay.
I'm not sure how the vacation penalty would pan out, but the 15-game/15-day limit and the name itself imply a different concept than rating decay, and changing the time limit to several years would functionally be the same as implementing regular rating decay with increasing variance over time.
In any case, I'm for any form of rating decay, and I propose the following reference points:
- No decay for atleast a few months of inactivity. You don't quickly forget how to play FAF. I was gone for a few months and only needed a couple games to get back in form, once at 1300 and once at 2400.
- After 2-3 years, rating decay of 200-300 sounds reasonable
- After 10 years, a decay of ~800 sounds reasonable
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RE: Spring Mapgen 2v2 Tournament
Sign up with Captain Lunyshko (disc: lucidshko)
Team name: LotsLosers
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RE: Spring Mapgen 2v2 Tournament
Yow needs to sign up with a team called dpsucks its the ONLY solution
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RE: Endless waiting in the TMM queue
it's hard to find games because it's hard to find games. less and less high rated people join tmm queues because it's hard to find games. custom games give certainty, tmm does not
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RE: ladder 2k+ scene
@Kilatamoro https://www.youtube.com/@BullydozerFAF is my youtube channel where games are uploaded, and skrat linked my twitch

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RE: ladder 2k+ scene
I want to start streaming some 1v1s and uploading them to youtube so i'd be down for this
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RE: Reclaim in hard-to-reach places
the screenshots are pretty visually misleading, you couldn't actually reach those wrecks with fac attack moves.
however, kilatamoro, you're treating it as if drones can't be shot down super easily. you're also dropping pretentious amounts of reclaim to make the issue seem more significant than it is. air reclaim over mountains will never amount to that much because A. asf clouds drop all over the place B. half the strats will land in accessible areas and C. if an experimental drops in a mountainous area you can shoot drones or bomb the wreck to atleast deny it from the UEF player
god finally a use for kennels and you're objecting to it
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RE: Features and what not
I would love ACU cosmetics to be added to FAF
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RE: Wasted energy
@Kilatamoro said in Wasted energy:
Inefficient in making mass, efficient in not wasting e.
or, don't overbuild power to begin with. you're looking for a way to bail you out of your mistake of overbuilding power, but you should learn to recover from your mistakes instead, and there are plenty options: reclaim t1 power and make t2 mex, make gun acu + OC, or make t2 air
moving mass fabs to t1 is just creating another noob trap
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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:
- 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.
- 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.
- 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.

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Why does the official client fall short?
With all respect to the developers, there are several longstanding issues with the official FAF client that only seem to keep piling up. We transitioned from the Python client to the Java (Downlord's) client years ago, but in my view it never surpassed the original Python client experience.
To name a few issues:
- Disconnected from chat frequently. This has a huge impact on the amount of players displayed as online, making people think the game is more dead than it is, silently killing the game
- Overall performance of the client is weak; client can lag very hard with enough messages in aeolus, and unit database is a bit laggy at times even though i have a decent PC
- Client crashes semi frequently
- Half the replays aren't watchable, and live replays usually don't work
- Chat doesn't auto-scroll so you have to scroll down manually every time you open aeolus
Some of these issues have existed since we migrated to the Java client, and others are more recent, but have still existed long enough that I'm beginning to wonder if there's a light at the end of the tunnel.
I'm aware FAF has been dealing with DDOS attacks, so before I delve deeper I'm wondering how many of these client issues can be attributed to the DDOSing. I haven't heard of any games being ruined or people getting booted off the client so I'm curious to hear how things currently stand.
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RE: Another Novax conversation
Give the Novax upgrade modules that add depth and complexity to a currently very basic and boring experimental.
- Missile upgrade module. Unlocks 4 missile weapons that rain down hell from space. Costs: 4800 mass, 120k energy.
- Strategic missile upgrade module. Drops a nuke directly below the novax. Costs: 24600 mass, 600k energy. Per missile: 4800 mass, 115k energy.
- Double Satellite module. Spawns in a second satellite from the same Novax station. Costs: 12000 mass, 240k energy.
- Tech 3 build suite upgrade module. Allows the novax to build anything underneath it. Costs: 2400 mass, 48k energy.
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RE: Union control big trouble
Thank you for explaining so kindly!
I am indeed not very familiar with DualGap traditions. 
Perhaps, instead of changing Union Control, an alternative setting can be added that preserves Armored Command Units in case of disconnects, but gives the base to a teammate. Just a thought!