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    Recent Best Controversial
    • RE: Did you know?

      •When you build something, game remembers that and does not let you build in that place anymore.
      (for example you could use cheats to teleport building away, but as long as building is not dead, game will not let you build in that place)
      •When you upgraide any building, old building gets removed and replaced with new upgraided building. And while this happens, game forgets that that old 1rst building was build. New building that was spawned on top does not get the same treatment as newly build one and there is no extra mechanism to prevent building
      •Usually players can't order to build buildings on existing buildings, but AIs can, sometimes they block their upgraided factories by placing stuff inside factories.eb840326-d21a-46c4-9013-eb32cb06fda7-image.png
      Players can use "repair" hotkey on a building's wreck to give order, even if wreck is on top of other building. however it should not interfere with model of that building... not sure how that works, but you can't just build things inside other thing, but there is lots of empty space around factories where you can build
      •you can do some cool weird stuff with that
      IT WAS ALL DONE WITHOUT CHEATS, i didn't teleport things inside other things, i actually build it this way, and it can be reapeated with cheats off.
      7d2f68b6-41cb-4045-a743-9cdcefadc0c1-image.png
      3bbc2a06-8a20-4e7f-94a7-61729b25350e-image.png
      bd3ab2c7-e7bc-4e88-9828-fc24b20bcb3b-image.png
      •That is only the beginning tho!
      I found out that it is often not consistent.
      Sometimes i can fit storage in the corner of the factory, and sometimes i don't
      386385f1-03a3-4ac8-bed5-46ad207f67cd-image.png
      6709b5c9-d2d4-40ab-8f0c-807788d55af4-image.png
      However if all factores are placed next to each other in a grid - then they all are acting similar, in a way that you can build storage in the same corner (i just didn't build all of them on this creenshot, but only 2 storages on the left are buildable for those factories)
      b7252460-ecfc-405b-980e-f74f2545c541-image.png

      •So i have been testing that for long time but im gonna skip all the failed test attempts... here is test that reavealed the mistery
      •Making a big grid of dead t1 AAs
      9c61c9f6-263a-4ead-aa76-2d0fedbb5ffb-image.png
      •1rst test susbject coordinates 0x0 (mesured in pds with 0 at the top left pd xD), 2 layer of pds are buildable on the left, 1 layer at the bottom
      d5f64ec9-9b78-4208-9121-a22d06a12b8c-image.png

      •second subj, coords 0x1, 2 layers at the left, 1 layer at the bottom but only partually... weird actually
      f67521bd-868b-45f9-b676-5b2652ded4a2-image.png

      •3rd, 0x2, now it gets different, and i am able to build on top 75490332-b927-4850-8003-a377f241d625-image.png

      •4th, 0x3. weird that those two pds were not buildable now 3bef4ca5-adf6-46b7-a25a-589646737d51-image.png

      •5th. 1x0. so changin horisontal position changed my ability to rebuild PDs on factory sides nowa4ee36db-844b-40ec-82ce-d3fac976ad55-image.png

      After that it was clear that factory's position on invisible grid affects your ability to rebuild things inside of it, witch was kinda werid...
      also it repeats itself at least once in avery factory lenght i think... didn't check that for sure, and didn't check if it repeats itself more often... maybe like every 2 1 pgens or so maybe possible.

      not many uses for that i guess, can probably try to fit storages and factories next to mexes, but need to know beforehand if you can do that with certain mexes or not. The fact that id depends on position kinda makes things simpler. also makes things insanely more fun for people that would try to recreate what you are doing but not placing things exactly in the same place LOL.

      maybe you could fit more shields in the same area and fit tele-defence in the same area at the same time but it requires you to build things and then ctrl+k them and then build on top of them without reclaiming and then upgraide what you have build and then rebuild from wrecks.. not easy, and not cheap9b66a951-2fe1-45b3-9589-bea740f25939-image.png

      Edit: Testing was hard not only for me https://youtu.be/NhIr38iKFac that poor SACU lost its mind

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: How come you don't play ladder?

      long waiting times to get an opponent
      inability to watch replay while searching ladder
      Both of these combined means that i can't make ladder streams unless i play some other game while wait for ladder.

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: ACU TML too strong for short-range combat

      afaik it used to be worse, and it was nerfed at least once very long time ago, and afaik it was not changed after that
      still gonna post this tho 😄 https://youtu.be/FU4MRPYDXNc?si=_PL-4dLZt-UqO8ZM&t=1340

      Before it was nerfed i remember some historical moment when two ACUs were hugging each ofther in shallow water on Regor VI 🙃
      (they were hugging because one of them had ACU TML and could kill other one if it moved futher away)

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: Did you know?

      Aeon TMD projectiles (those spheres that they shoot up) also divert mercy shots, however TMD will not launch it's sphere when it sees mercy shot so you need your opponent to launch missiles at you while also trying to mercy you 😄

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: The time it takes the army to die after the ACU does..

      I like that units survive for some time after ACU death, it gives you a chance to get a fair draw.
      E.G. when enemy ACU walks under shield in your firebase and finishes your low HP commander
      Or when someone teleports to your teledefence and you have something like few t2 pds and few t3 gunhsips, he is surely dead, but he can kill you fast and it may take time to t3 gunships to kill enemy com....
      Or when you get sniped cause you are sligtly out of position with your army, you explode but your army is just 1 sec away from reaching enemy ACU and killing him

      It also shows player the lore of the game, player will realise that after he died he no longer can issue any commands

      posted in Suggestions
      ZLOZ
      ZLO
    • RE: 30min Para at Dual Gap

      You can counter paragon by not playing dual gap

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Need UI Mod? Let me know

      mod that would prevent you from acccidentally canceling your HQ by assisting other factory with the HQ

      posted in Modding & Tools
      ZLOZ
      ZLO
    • RE: FAF Lite, Supcom but simpler

      remove power drain from mass extractor, so stalling power does not kill your mass income

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: My Apologies from my behaviour in the tourney

      Need a mod, controlled by twitch chat, that would give extra mass to players, and chat would vote who is doing better trashtalkig

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Engineer Always-reclaim

      i think it is a brainless tanks. i mean if your engineer is idle you 98% of the time want it to reclaim stuff, and for 2% of the time we can make this behaviour togglable. (engineer should still be shown as idle tho)
      1% cases when you don't want to reclaim but want to rebuild
      and 1% cases when you don't want to reclaim cause you have full mass bar

      So i would agree to this change being added.
      i guess it is just slow and old people like me that have no "select idle engineer" hotkey, are jealous to young prodigy pro players that can simply press hotkey and alt+right click in random direction once and get rid of all idle engineers once every minute.

      i don't see how game would get played by itself since engineer will not move and there will no be reclaim in it range most of the time (is this how we view this change? i don't want my idle engineers to move, lol)

      But there are other things:
      Who is gonna code that? check for bugs?
      Is it even possible to do that and keep engineer shown as idle with our limited possibilities? (we can't change anything related to game engine)

      How much performance impact it is going to create? who is gonna test that?
      Should engineer stop reclaiming when storage is full? 80% full?
      i mean engineers that we have right now can't stop reclaiming when storage is full. They only stop starting to reclaim new things, but if some engineers started reclaim it will not stop unit they finish even if they waste mass

      posted in Suggestions
      ZLOZ
      ZLO
    • RE: banani vs Bullydozer BO21

      bullydozer still playing? i have not seen that name for feels like 5 years
      so he is probably rusty and will at most win 2 games

      posted in Tournaments
      ZLOZ
      ZLO
    • Enable allies see veteranicy and mass killed of ally units

      Suggestion. Is that possible to implement?

      posted in Suggestions
      ZLOZ
      ZLO
    • RE: Weekly Discussion #2 - What are your favorite recorded FAF moments?

      https://youtu.be/g4aK097RM8I Mr. Smith launches a TML at enemy acu and send in Jesters.
      Silvergun is on red HP, he is standing still making t2 shield, shield is like 90% done, TML is sure gonna hit.
      BUT!!! antiair hits TML, TML SPLITS, EACH SMALLER MISSILE DEALS 501 DMG WITCH IS STILL ENOUGHT TO KILL HIM, BUT AA HITS ONE SMALL MISSILES AS WELL!
      Then camera zooms out revealing that it was last ditch snipe attempt from Mr.Smith and Silvegun won the game cause his aa hit TML twice

      Full playlist https://www.youtube.com/playlist?list=PLWe0mYs3ObwLKxDD7-K1jdj8Rl-bM30AQ
      Best plays playlist https://www.youtube.com/playlist?list=PLIwKk1Z5BqbycswD9smtT1TdqaYwBZCbF
      Petric's survival double billy redirect https://youtu.be/JaCimrhr-bo
      https://www.youtube.com/playlist?list=PLJ--xE6CUShGxeSlY8VBknFv7-30vCvfh

      posted in Weekly Discussions
      ZLOZ
      ZLO
    • RE: What am I playing supcom for?

      because i am resonably good at it and i like being good at something... also i like the controlls, new UI mods improve things, tho i am so lazy to set them up and set up hotkeys...
      I like to invent new strategies, and not sure that everything has been tryed already. even small balance changes can help with that. I did brutalize some players with aeon ghetto or restorer + airstaging creep.

      sometimes like one in a 100 games you get to have some bizzare epic games, or at least something cool happens and i like this stuff too. And i mean epic games more in a sence of constant action and back and forward stuff...

      i kinda miss basetrades, it feels like they no longer happen at all

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Delete this channel.

      People who want to discuss politics can discuss it there, people who don't can now just mute this channel.
      This solution is okay, imo.

      posted in Suggestions
      ZLOZ
      ZLO
    • RE: Did you know?

      Dyk: Capture speed is proportional to build time of a unit and it takes twice less time to capture unit, compared to building it.
      capturing will drain twice is much power per second compared to you building the thing that you capture.
      So overall it takes half the time and same amount of power to capture unit compared to building it.

      Reclaim speed of LIVING UNITS (not wrecks) is only proportional to power cost of a unit and nothing else.
      Just divide power cost by builder's build power and divide by 10 and you will get time that it takes to reclaim something.
      E.G. t1 engineer costs 260 power.
      if you want to reclaim it with other t1 engineer, it wil take 260 / (5*10) = 5,2 second.
      reclaiming t1 interceptor with t1 engineer will take 45 seconds.
      reclaiming t2 mex with t1 engineer will take 108 seconds
      and 13 minutes and 20 seconds to reclaim an ASF with t1 engineer

      it takes 3.2 sec to reclaim aeon lab
      2.8 for cybran
      2.4 for UEF
      1.6 for selen
      however 1rst 0.2 second engineer spends to unpack his "arm" and aim(tested on uef enginner)
      then after all HP has expired it actually needs extra 0.1 second to actually kill the unit. If that does not happen, unit will be alive with 0 HP

      one fullly upgraided t3 hive will deal 219 DPS to a GC by reclaiming it
      20 Fully upgraided hives can capture a monkeylord for about 9.2 seconds

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: The Last Thread about RAS SACU Balance

      some long time ago someone suggested making gateway unassistable

      completely removing them will make some people angry i beleave

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: Did you know?

      From what i know ALL units can only shoot KINDA in sync with game ticks.
      I mean that game engine can only wait whole amount of ticks between shots, no fractional amount of ticks possible.
      For example t1 PD (according to blueprint) shoots 3 times a second, 50 damage per shot
      with some easy calculations we get 3 * 50 = 150 DPS...
      If you look in unit DB now you will see that it sais 166 DPS. But it only was "fixed" in databasy relatively recently.
      The thing is that if you want to shoot 3 times per second you would need to shoot every 0.333333s

      and i honestly have no idea how this actually works but in my mind i imagine engine reading blueprint and calculating
      "i need to wait 0.33333 after that shot, okay waiting 0.3 seconds" and it does that after every shot
      afaik it is not rounding, fractional part of the number just get trown away, cause that what computers do.
      can check that if you look at a pillar, pillar is supposed to wait 1.25 second between every shot, but THATS ILLIGAL for engine and it just trows away numbers that are to small for him to comprehend, and pillar is shooting every 1.2 seconds

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Question about repair

      If you ctrl+k destro in water then you only get 40,5% of mass from it.
      However if that is cybran destro and you walk with it on land then you will get 81% of mass
      Also i have no idea what happens if you do reclaim instead of ctrl+k in water

      Air staging only consumes energy btw

      Usually best thing is to reclaim as you fight, and also you can kinda pull that destro back, it can still shoot at something that gets close or shoot at air with it's AA
      maybe if you have a lot of engineers on your t2 navy factory then maybe can reclaim destro to get new destro out faster, but often you want your eco to be balanced and don't have too many engineers.
      on some maps maybe you can split that destroyer away from main naval fight and go chase some submarines or stay somewhere to bombard land
      if you are UEF and use shields or cybran and use stealth then it does make a lot of sence to just pull damaged unit back a little bit but still use them in the main fight.
      And also best would be to pay attansion and pull them back again if they get targetted

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: Helpful links for learning how to improve at FAF

      https://www.youtube.com/playlist?list=PLIwKk1Z5BqbwN9QgYjoY2YUvtpOgIeOlr if you can't find tutorial on certain topic... here is playlist of all tutorials i have found (probably not exactly all tutorials but probably most of them)
      Most of them are outdated tho, many are on russian.

      posted in General Discussion
      ZLOZ
      ZLO