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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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    Yeager

    @Yeager

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    Best posts made by Yeager

    • RE: Client Keeps Loading

      I am also experiencing this. stuck in the "logging in". redownloaded the client same issue

      posted in FAF support (client and account issues)
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      Yeager
    • RE: Seraphim Navy vs Cybran stealth sub

      @deletethis said in Seraphim Navy vs Cybran stealth sub:

      "Before we go any further, I'd like to remind you that cybrans have mermaids, which will effectively make your subs useless unless you have other ships that can deal with them."
      This is true! I was trying to avoid a entire naval discussion, but I guess there's really no point haha.

      "In any realistic situation, there would be a mix of units."
      True! I guess my point is that a mix of units does not really solve the issue for sera in this case. Sera destroyers can only fight cybran ones by starting submerged and then coming up when they are in ranged and microing, but with the stealth advantage as well as the mermaid, it pushes the t2 naval combat quite strongly in the cybrans favor. When their t1 is already the best, its peculiar that the Seraphim pay off for surviving till t3 is a sub that is not mass efficient vs that faction.

      "If you are in a situation where you have t3 hq and the enemy is spamming t2 subs, you could just make battleships instead, groundfire them, and then proceed to bombard his base."
      This is kinda true, but it requires micro on one side with no micro on the other, as well as dodges the point a bit. sera and cybran battleships are pretty close all things considered, but across the entire rest of the navy the only unit v unit sera win (controlling for mass) is with very small numbers of destroyers when the cybran player does not build a mermaid. which is silly if the sera have to wait an entire tier to get a unit just to find its not mass efficient.
      I am not even sure of the point you are trying to make here.

      " Sera t3 subs are pretty strong as support units from the back of your navy, they shouldn't be your main force. "

      This is also a really good point, comparisons in a vacuum are meaningless, and the t3 is fundamentally a strong unit. However this does not really excuse the fact that the cybran navy at t2 is sufficient to beat the sera navy at t3.
      "I'm also not sure why you are saying that they are very strong against UEF? Are you forgetting about their bulwarks and that the coopers are pretty efficient at their job?"
      Nope! but sera destroyers can micro in to kill coopers and then dive back under water, and sera t3 subs still do their intended job against uef navies, because jamming on surface boats is much easier to beat than stealth on underwater units.

      "I'm not even getting here into other options, such as air (torps, all faction) or harms (which costs the same as your subs, outranges it, and also has stealth-but it doesn't move)."
      Harms are stationary, which allows cruisers, bs, or other units to ground fire it. barracudas can keep moving (at a very fast 6.5). This means to even have a chance of ground firing them you need constant vision, which I think I have shown the Sera dont have access to. Harms only need to be spotted once.
      t2 torps are really really cost effective vs subs. but against a full navy, as well as the enemy airforce, they are not nearly as viable, especially after asfs role out. If the cybran players spams inties and subs, the sera plays has to spam subs or destroyers to keep in the naval game, enough inties to take the cybran ones down with losing naval control (cruisers will have to move up into sub range to protect torpedo bombers from inties), and then have the eco for torp bombers.

      This kinda makes me re-assured in my point: the sera navy isn't overly bad, nor the cybran navy overly good, but the seraphim lack a cost efficient solution to a realistic cyrban navy push at any stage of the game, due to their reliance on range play and lack of a viable vision tool.

      posted in Balance Discussion
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      Yeager
    • RE: Redesign of all HQ and support factories

      I think the mod looks great and is an improvement over current ver., assuming it doesnt affect pathing

      posted in Suggestions
      Y
      Yeager

    Latest posts made by Yeager

    • Looking for BlackOps/ BrewLan Use Approval

      Hey all.
      Im looking to figure out the best way to get in touch with the creators of blackops and Brewlan. Ive tried looking through sites and forums, but havent gotten any response yet.
      I am working on a new mod/ client/ game version that would be sort of like Galactic War concept.
      Basically in this game version you have "Conquest" mode where you can play against ai in a campaign like setting or against other players to increase your factions control of the galaxy. Doing so gets you new ranks. (You have both a skill rank and a level rank). Increasing you level allows you to get access to new tools, such as skins for your commander, different commander upgrades and base adjustments, and new units. You have a number of points you can spend tho, so unlocking everything doesn't make you significantly stronger than someone lower level, rather you have up to 17 (final number tbd) points you can spend, with certain more powerful units costing more. Its up to you to choose what combination of units you want buildable in the field, leading to fun theory crafting.

      I could go into more detail, but the reason im posting now is id love to use some of the Brewlan and blackops units as unlockables, but haven't been able to get in contact with anyone to get permission.
      Please help!

      Thanks!

      posted in Modding & Tools
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      Yeager
    • Gameplay Data

      A few years back I recall a pretty big thread that looked at total play rates, play rate by faction, rank by faction, number of one-tricks, etc. I'd love to run similar analysis to look at the game state. Im wondering if there is a way to do this/ if I need an API key or what. Im decently experienced in data analysis, but a bit less so in api/ server type stuff.

      posted in General Discussion
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      Yeager
    • RE: Redesign of all HQ and support factories

      I think the mod looks great and is an improvement over current ver., assuming it doesnt affect pathing

      posted in Suggestions
      Y
      Yeager
    • Is there Data on Current state of balance?

      I would be interested to see if there were updates on balance data, since the latest graphs I can find are from a few years ago. Specifically faction win rate by player rating and game length would be really interesting!

      posted in Balance Discussion
      Y
      Yeager
    • RE: Client Keeps Loading

      I am also experiencing this. stuck in the "logging in". redownloaded the client same issue

      posted in FAF support (client and account issues)
      Y
      Yeager
    • Help with a Mod idea

      Hello!!

      I have recently gotten into modding and have figured out changing unit values. I want to create a new unit (Sera t4 structure) but am wondering how to do it. Specifically:

      How do others create the physical unit? ChatGPT said blender, is that true and is it hard? I can tell a lot of units are mashes of parts and particle effects from units that are already in the game. Could I go about doing the same?

      How do I add it to the game such that its in the build options for the engineers?

      posted in Modding & Tools
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      Yeager
    • RE: Ythotha, time for a change

      Ythotha loses in every one on one, unlike monkey and gc, it does not have lazers, meaning only a few clicks can allow you to dodge 2 of its 3 weapons. just bait the eye canon with clicks and then enjoy the easy win.

      posted in Balance Discussion
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      Yeager
    • RE: Sera&Aoen SACU upgrade slots reordering to make Aoen SACU upgrade options more relevant and nerf Sera Tele SACU

      @lord_asmodeus

      Based

      posted in Balance Discussion
      Y
      Yeager
    • AOE hitting above a submerged unit should deal 50% dmg

      I know this has come up in the past. While I love the micro and creativity element of ground firing submerged units, it fundamentally breaks the game when battleships just groundfire subs to delete them (looking at you aeon t4).

      Then nerf barracuda and call it a day.

      posted in Balance Discussion
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      Yeager
    • RE: Why are base SACU's getting a health nerf?

      I think the tension is due to factional differences in use of sacu. uef wants to be a super engineer, cybran wants to be a sneaky boi, seraphim wants to be an experimental (or exp killer) and aeon... not sure what aeon is gunning for tbh.

      They should be balanced accordingly. UEF for example might be good as late game shield for percies, (with aoe shield upgrade) but fundamentally the uef does not need more frontline pressure. Percy does that fine and with fatboy their late game land is rounded out extremely well. (not to say its strong or weak, but that it has bombardment and front line abilities and no glaring weaknesses) Therefore, ras and build power makes sense as the primary design, even if other options are available in a pinch
      cybran similarly do not need more late game combat pressure, between monkey and brick and crab. BUT they could use more utility. stealth and cloak plus engineering allows them to grab hard to get mass, set up hidden tml bases, etc. underwater utility would also make sense so they can be used with t3 torp defense.
      Sera late game land does have some issues, specifically the chicken cannot be spammed because if they die next to eachother they start killing each other (they also have extremely dodgable damage). Sera sacu should be a spammable combat unit that they can switch to AFTER the first few chickens have come and gone. they should have high build time so it takes time to mass them, but they should be able to go head to head against experimentals. (the cost efficiency of this depends on if they can reclaim or are producing resources themselves. if they are then they should need to do some of that to be cost worth it)
      Aeon dont need more direct combat at late game, and are probably most appropriate as ras bois to help aeon get and defend salvation, paragon, and experimental spams that they love so much.

      I think the worry for me is that reworked sacus might crowd out their t3 land counterparts or fight them for use, or do things that are factionally apropriate, but dont make sense in totality. for example i remember sera sacu might get aoe regen field. This is awesome and would encourage more unit diversity for the faction, which is awesome, but sera t3 doesnt actually need more utility, thats the point of the t3 mobile shield, they need a solution to their poor t4 phase.

      posted in Balance Discussion
      Y
      Yeager