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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.
  • The "attack move" for engineers from factories

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    arma473A
    @TestPlay said in The "attack move" for engineers from factories: I would think that it is sometimes easier just clicking on the 1 single engineer which stops at the FAM default point from the factory and changing the FAM point just for that engineer by moving the FAM point for that engineer (and this can be done for each respective engineers accumulating at that factory default FAM point), instead of clicking on the factory and having to change the FAM default point every single time for each and every engineer which comes out. It would be easier if the game worked that way, but it doesn't. Each single engineer does not get its own COPY of the factory's orders. The single engineer is SHARING the factory's orders with all other units "born" from the factory while those orders are active. Selecting a unit doesn't change that. If you edit those orders (hold shift, click and drag to move a waypoint, or if you delete a waypoint with ctrl-shift right-click) you are editing the SHARED orders, so your edits affect ALL units for which those orders are active (all units "born" from the factory that have not yet exhausted the orders). Hypothetically, you have exactly 1 land factory that is making nothing but tanks. You start with a rally point on the right side of the map. Five tanks come out and start traveling to that point. After the fifth tank, you select the factory and give it brand new orders, a rally point to the left side of the map, and five more tanks come out. What happens? The first five tanks go right, to the right waypoint, and stop; the second five tanks go left, to the left waypoint, and stop. Now let's change it: you have exactly 1 land factory that is making nothing but tanks. You start with a rally point on the right side of the map. Five tanks come out and start traveling to that point. After the fifth tank, you select the rally point and move it (by holding shift, clicking on it, and dragging it with your mouse) to the left side of the map, and five more tanks come out. What happens? Well, for the first five tanks, any of them that already reached the waypoint have "exhausted" their orders, the waypoint is no longer their orders, so they will just stay put on the right side of the map. Any tanks that are still traveling to the right waypoint will turn around and begin traveling to the left. And all new tanks coming out of the factory will travel to the left. It doesn't matter which unit(s) or building(s), if any, are selected while you drag the waypoint. There is just a single waypoint shared between the factory and all existing tanks that haven't yet gotten to the end of their path. This is really only an issue for factory attack-move because it's so easy to give new orders of any other kind. FAM is the only kind of order that has to be given from the factory itself. For anything else, if you want your tanks to have their own individual orders, just click on them and give them a new move order, or a new attack-move order.
  • fix the old legacy replay

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    FtXCommandoF
    Productive thread, going to lock it.
  • Upcoming Tournaments

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    nine2N
    Added Battles of intelligences Tournament
  • That dancing acu when searching ladder games

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    J
    But only through loot boxes with a drop possibility of 0,5%.
  • tech support need help

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    Brutus5000B
    Python client is no longer officially supported. Windows 7 is also not supported anymore. Maybe you find somebody willing to help here: https://forum.faforever.com/topic/317/legacy-client-not-working/20
  • Awareness/Perception wishlist for supcom 4

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    N
    @FemtoZetta At the moment, the victory condition is find and kill the ACU. If the ACU is so tough that it really needs to be at the vangaurd of your army, then finding it is not really a problem is it? It just becomes a game of ACU at the front taking out many units and sucking mucho damage before retreating and repairing and repeating. This singlular tactic is overridingly dominant. So... More RTT than RTS. I think that you need to have an ACU that is tough enough that it can brush away an early rush, because getting out-rushed in a game like this isn't any fun. And so in order to do that, we have an ACU that's so tough it leads the line until t3. I once came up with an idea I was going to call Totem Mod, which would introduce a Totem unit. It would be the slowest unit in the game, and it's main function would be to enhance any friendly ACU within it's radius. That way, ACUs are still really tough at home, but no so great at raiding. (I did say I didn't think my idea would be popular though, didn't I?) blush
  • Randomness of laddermap picking algorhithm

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    F
    Lokie is a good map.
  • Reporting players / Karma system

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    Z
    keep in mind that you'll get to play another game, although they ruined that one, hopefully you have plenty of other games to play. For extreme cases, I Foe the user and keep a notepad with user names and why they are foed; if you look at the lobbies open, a frownie face will show up next to foes; This has saved me from joining a couple games where the play has the note of "lagged real bad and refused to leave" etc etc.
  • stacking GCs and other experimentals

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    Z
    thank you very much; this isn't what I am seeing, but it helped me recreate it somewhat. I did some tests with 80 gcs. If I use spread move alone, the units will still bump into each other- but they do get closer than usual. If I use spread move to clump them up as much as possible, then tell them to get into formation- they will stop bumping into each other and overlap- that is what I see people do, but I can only do it in formations; is there a way to use formation move where all the units go to a single spot? I also noticed that the units all need to be in the same 'formation' in order to not bump into eachother; I do recall that the game I played where the guy had like 200+ gcs, he never micro'd them and they did all change direction together like it was 1 group of units. Is there a mod that does this? (allows 'Formation Stacking' where all units are told to go to a single spot (like Spread Move) but they retain their 'Formation Stacking' so they freely overlap.)
  • Graphic Artist Wanted

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    BlackYpsB
    I am not sure what exactly you proposed? Also this is more petric's decision. I got a complete set from him, but I don't know if they are intended to be the final version.
  • Epic Forum

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    No one has replied
  • Ice is a failure

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    Brutus5000B
    Closing this due to shitposting.
  • Good laptops to play FAF on. Any recommendations?

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    G
    If you get an intel "H" processor with adequate cooling it is fine for FAF. It's the U processors and ones with terrible thermals you need to avoid.
  • Hey! I am somewhat of a caster myself :P

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  • How much does an early frigate need to kill to be considered worth it?

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    epic-bennisE
    The economic damage the frigate can cause is always lower than its costs. There are some rare cases on setons wherenan early aon frigate can kill 4-5 rock mexes (2 island, one on rocks beach, the obvious forward one and one core mex) but even in those scenarios its hardly more than a nuisance. I think i have alot of experience when it comes to timing pushes on navy and the key concept is, as thomas explained, build power denial. Ultimately most of my navy wins happen because of build power denial. You can scale up your bp, especially the one needed for a timely T2 transition, keep denying enemy bp with suicide frigates raids or plain water entry denial and then finish the game with cruiser tml or bship. Its of course vulnerable to torps, hover or any other mid intervention like drops, and stuff, but a satisfying way to show an eco whore its place. Think about frigates more as a tool of bp denial in the early stages of navy, and you will learn to use it as an efficient attack.
  • info: creating medium fidelity terrain

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    JipJ
    Yes, that is normal. It is the game informing a developer (urr). I suspect it is a part of a print statement somewhere that was useful for development somehow .
  • Who do you think will qualify in the next qualifier

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    BigMamaMurderB
    You get a nifty badge which apparently brings the boys to the yard..
  • Best CPU 2020 for FA (Intel vs AMD)

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    J
    Current gen Ryzen is pretty good, the first two (1600X, 2600X) were kinda lousy. @Rowey said in Best CPU 2020 for FA (Intel vs AMD): Ryzen chips dont show a High Cpu score but will sustan the higher sim ticks later on in the game Nah, they performed according to bench number; worse than i5's from 2011.
  • How does Game Quality indicator work? And observations

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    epic-bennisE
    I agree as long as the majority of the community cant even understand basic build orders or game mechanics, why bother make something actually complicated accessible to this bunch of tards.
  • PSA: Regarding the forum's sudden change in appearance.

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    Brutus5000B
    We are incapable of doing such a thing. You can ask for this in the NodeBB community, but I wouldn't expect such a thing considered to become a default feature (I think they try to keep the base software lean and tidy).