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  • 342 Topics
    8k Posts
    E
    @arran i dont have much time currently and not really intrested in deep research of other units unless i'll see some really bad stats like vulthoo buildtime, i am not a balance team member after all (coding veto system rn)
  • 33 Topics
    609 Posts
    D
    ACU and all units increase is physical size as they vet.
  • Map Gen Week Feedback Thread

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    MoraxM
    Placing this feedback here from Tex as it’s quite detailed: @Tex said in “Introducing MapGen Week on Ladder” I thought mapgen week was fun, but would not want to see it done for a period longer then a week. The last day or two was a little tedious. That being said, would be excited to see it kick off the first 5 days of any month. My two cents on the whole build whoring issue: What most people below 2k ladder think build whoring is, is just the other player having decent macro and a basic opener. That will not change regardless of if you play mapgen or not. I only know builds for a small handful of maps. Palms, badlands, and loki come to mind. The rest i just improvise on the spot. A good build should make sure that you plan to build only as much power as you need, more mex/reclaim on map means more power, so plan ahead. Engis should expand quickly, and you should have an early tank or two screen for your expanding engis. Thats all there is to it. If you are wasting power (or god forbid, mass) in the first 5 minutes, thats not the result of a bad build, but of poor macro. That will be the same on mapgen or any custom map. Its a skill that needs to be developed. Buildwhoring would be the tagada/nexus level creations. The secret badlands build, or any other build that requires you to have planned out engi reclaim/pathing to the absolute second, giving you a clear goal of a faster transport, bomber, or getting 2 factories ahead of your opponent by minute 5 due to cutting pgens or skipping mass extractors. It would be map specific, and have 0 power overflow with mass/energy storage at ~10% for the first 5 minutes. If its something that can be done on any map, its not build whoring, its good macro. If its something that you can plan in the first 15 seconds by pulling up the reclaim field on the map and sending an engi to the nearest rock/wreck, its just good macro. If it truly was a build order whore, the player would be up in the land of 2k. I say all of this not to antagonize or beat anyone down, but to help people try to understand how to better improve on their end. 90% of the people i train (or used to when i had more time), their biggest issues were their macro decisions. Not micro/gameplan choices. People up to 1600-1700 still spam t1 pgens in a line with 2-3 engis for the first 10 minutes, leaving their power management decided by the gods, regardless of the map. Once you have a decent understanding of the macro in this game, then you can start to learn how to really play it. Its really hard to outsmart people when they have 2-3x the stuff that you do. Its much easier to win when you have more tanks.
  • Favorite FAF anecdotes

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    Inspektor_KotI
    -- Listen, son! That was an usual day, one classic 1v1 equilibrium tournament. As always, I signed up, came to participate to try to crash someone's face with my new big brain strategies. I was a noob, only 1100 ladder. So, first opponents were quite easy until faced one strong and expirienced player. The fight was difficult, very difficult. I were shedding sweat a lot, my hands were shaking so hard, this was a fight to the death... -- And? What happened nextly, grandpa?! -- I lost in this tourney, but anyway got very cool and precious prize! *I'm taking a lone little box from the shelf behind my couch and giving it to the small hands. Little boy opens it and see... * https://imgur.com/868EE0Q
  • How Sacrifice REALLY works.

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    ArranA
    In FAF there are already balanced sources of Mass to Energy conversion (Mass Fabricators) and Energy to Mass conversion (Mass Extractors). Sacrifice could use these ratios from those structures (at say the T2 stage) to balance resource conversion per say.
  • Introducing Mapgen Week on Ladder

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    LunyshkoL
    How have you not realised that if you want to become better than you need not onlu practice but the theoretical part as well. Like the most efficient way to get the theory part is to watch freaking replays. You cant really imprpve yourself at a somewhat decent rate without those **this is only for sub 1700 rating.
  • Seriously when are you guys going to undo the Scathis changes

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    A
    I support making the scathis into a transformer. I want to see more optimus prime inclusion in this game.
  • Open Training Session w/ Tagada

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    T
    I needed to move the Training Session to Friday, sorry for any inconvenience.
  • Looking for an epic screenshot of 2 ACU

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  • I cri everytim

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    adaptive millenium seems to become more popular as of late btw.
  • Game Lobby Reinstall Issue

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    K
    Did you start the game from your steam library or from somewhere else (Desktop shortcut, FAF, etc.) ? If you started it from Steam you are probably looking for a non-FAF mod that mods the Vanilla steam lobby to support 16 players. Can you remember where you found that "updated lobby"? Or maybe you added the FAF version (non-steam) to your steam library as link, in which case you would have to install FAF first.
  • A cast on faf devolop has some showcases on it

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    DerpFAFD
    Ah hi there, the slowdown fix is really impressive. Great work FAF develop team. If it helps my FAF CPU score is 154. i5-9600K @ 3.70GHz
  • This topic is deleted!

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  • faf develop bug

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    JipJ
    [image: 1630692214675-bdb251a1-2260-4200-ab4c-1d516cf67c6f-image.png] There's this error - that sounds like a good source
  • Idea of New Fraction Tournament

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  • Playing co op on faf dev?

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    BlackrobeB
    No worries. Better late than never Jip. I've posted the issue in github. Thanks for following this up, I appreciate that.
  • Should FAF clans matter more? What should be different?

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    FtXCommandoF
    The point is that there is zero reason for a clan identity to exist, explaining that clans currently have zero identity doesn’t showcase anything. I’d also argue that history shows that when clans are given a purpose they absolutely respond to changed circumstances. Recent example: The last major restructuring of clans happened during the last clan war when com, lol, and bc combined into jop. Beyond that, the last dying breaths of baw and a few other high level players that didn’t bother being in a clan formed SA. Pretty sure SCR was also formed with playing in the clan war as a main reason since that clan also began to die around the end of the clan war. This also happened during the first clan war. Basic idea would be to use rating brackets and allow a clan leader to assign themselves for a rating bracket. You can have 2000 rated players in a clan to make 1300s improve, but don’t expect the dude to be playing in the 1000-1500 bracket. Use that as the first kernel for clan identity and then people will also begin to market themselves in whatever appealing way to attract more motivated players in their rating bracket. Nothing really needs to be tied down by rules, have events for singular maps like sentons between senton clans. Have events where 4-5 1000 rated dudes interested in getting trained get paired with a clan and after a month they do a 1v1 tournament. You can also reward clan leaders with some ava, unique or not, if they become an “official clan” that participates in said events.
  • Is it possible to cache faf versions?

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    ThomasHiattT
    There is an option you can enable in the clients to cache versions of the game so they do not need to be redownloaded.
  • Questions about performance: tactical missiles

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    JipJ
    @veteranashe said in Questions about performance: tactical missiles: Do the t3 sub Cruse missiles shoot different as well? They would likely be affected by this change too - yes. But, for now this change is far away from being part of the game. @Askaholic As an example of a significant performance improvement: https://github.com/FAForever/fa/pull/3392 . This branch includes the tactical missile changes for the cruiser (but any tactical missile launcher will have to deal with the changes in the end) and the changes applied to the Zthuee as described in the original post about performance. I've described the changes and why they were made in the PR. The behavior of the Zthuee remain untouched - they work exactly the same. A small copy from the PR: When having 400 Zthuee idling we spent 3 ms / tick on both branches. When we let them ground fire, the results are: Current default FAF branch: 11 / 13 ms -> 8 / 10 ms for firing This branch: 8 / 9 ms -> 5 / 6 ms for firing Disclaimer: make sure you are completely zoomed out when checking the performance of the sim. The amount of effects Zthuee spawn do effect the sim and the results if they get rendered. This shows that there is a significant gain to be had for applying the benchmark optimizations to projectiles in general. This includes: No empty and / or unnecessary table allocations Upvalue moho functions Pre-allocating table elements Inlining of functions Using the benchmarks as a guideline in combination with the profiler as to how often things are called. These changes are a lot less straightforward.
  • FAF on Linus Tech Tips!

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    I'm really liking the subtle hints too https://youtu.be/21jH39rlvDA?t=9
  • Questions about performance: Cybran build drones

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    JipJ
    The new cybran build bots are now available in FAF Develop! This should significantly improve the performance of games where you use a lot of hives. The aesthetics changed slightly (as you can see above) and this is still open for input. If you have suggestions - please post them here. There is a short guide here on how to play on FAF Develop and report back if anything happens: https://forum.faforever.com/topic/2332/questions-about-performance/12
  • How do u guys make shift-A straight from factories for engi reclaim?

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    arma473A
    for units: select unit(s) while holding alt, right-click where you want the order You can also hold shift if you want. If you hold shift, it will add the attack-move after whatever orders the unit already has. If you don't hold shift, the attack-move will become the unit's only order. for factories: same thing, select the factory/factories you want, hold alt, right-click "factory attack move" (FAM) is a special kind of attack move. Engineers on regular attack-move (RAM) behave exactly like engineers on patrol. So they wander around, move up to reclaim, reclaim it (if your bars aren't full). FAM engineers will stand still at their waypoint, and reclaim with greater range. This is great because engineers can't reclaim while they move. So you can take more reclaim faster and you can have engineers further back away from the enemy. To get FAM, your factory can only have ONE attack-move order. It can have any number of move orders before the attack-move order. (zero, one, two, etc.) but only one attack-move order. If you put more than 1 attack-move order, engineers coming out of the factory won't have FAM, they will have RAM. https://www.youtube.com/watch?v=q2WFQxymNMA&list=PLJclJGPtIxW1Znl4idf8EEdHMnTzDJ810&t=1h43m31s On a map with mass that can be reclaimed, like stones, you need to have factories that send out engineers to grab the mass. You can use a patrol order, which you don’t need to worry about, or you can do an attack move order, which gives the engineers extra reclaim range. If you use attack-move, you then press shift so you can see the attack move order and drag the factory attack move order to another place. If you keep moving the order around, the engineers that have been produced will then keep moving and reclaiming, but this takes your APM. When you have reclaimed about half of the stuff that can be reclaimed, stop making more engineers for reclaiming. At that point, let your existing engies finish reclaiming the things. If you watch replays from higher-rated players or even a lot of medium-rated players, you can watch from their POV. If you hold shift, you will see their orders. Depending on the map/situation, you will often see them move the factory attack-move orders around so engineers will reclaim most efficiently. The classic example is on Seton's, where people reclaim trees at the start, but you also see this commonly when there is a big reclaim field like after a big battle.