• Redesign of all HQ and support factories

    Pinned
    3
    4 Votes
    3 Posts
    115k Views
    maggeM
    This thread is only meant as overview, not for feedback. Please give your feedback in the proper threads, which are linked in the first post. Any replies in this thread here will get removed.
  • Faf Ranking rename

    28
    -1 Votes
    28 Posts
    739 Views
    DeribusD
    Okay, it's now just "x doesn't know y????" Over and over again. I think the initial proposal has been adequately discussed. Locked
  • Rematch request button/option in matchmaking games

    7
    4 Votes
    7 Posts
    292 Views
    S
    @blade_walker That I have no issues with. Not sure how hard it would be to implement though. Probably pretty hard. And doesnt seem likely to get used a lot by players tbh.
  • Engies Clean/Reclaim Mod

    13
    0 Votes
    13 Posts
    458 Views
    JipJ
    @arma473 said in Engies Clean/Reclaim Mod: @jip How much would it cost to pay someone to figure out which bits to flip in the engine file to fix this nonsense forever? As much as it would cost to convince the balance team of it, and then a little extra
  • Make Megalith’s recoil animation more pronounced

    1
    0 Votes
    1 Posts
    98 Views
    No one has replied
  • Should T3 Mass Fabricators Be More Efficient Than T2?

    2
    1 Votes
    2 Posts
    140 Views
    N
    Eco Compendium by Cheeseberry I don't think T2 fabs are far more efficient: For eco efficiency: T2 mass fabs have the same efficiency as T3 fab grids unless they're placed without shields adjacent to T3 pgens, a template which is very vulnerable to random bombers/arty/novax/tele and not dense at all. For space efficiency, T3 fabs win by a long shot (1.77x denser, and cleaner templates with pgen adjacency). This also means they are way easier to shield, with high HP on top of that. For adjacency efficiency, T3 fabs are great next to 2xT3 factories and T2 fabs are great on mex, with roughly equal payback time efficiency. T2 fabs on mex are more common because it's a lower investment cost and factories fit for t3 fab adjacency are rarer than mex with storage. The differences in payback time are in a matter of seconds so I don't think there is a clear winner for which is better to eco with since the remaining differences are about T3 fab durability vs T2 fab low cost/unit (easier to build a small amount of and start paying back a little quicker). For the other non-eco points: I don't think there is a big "consistency" issue with T2 fabs being T2. Lower tech units/structures are often cheaper and more efficient but less dense, and that doesn't mean they become completely obsolete when higher tech appears. Some examples: T1/T2 PD, T2 shields, T1 arty, T1 air scouts, T1 engineers, navy, T1 bombers, T2 gunships, mex upgrades, T3 units (compared to T4s), flak. T2 fabs fit into this pattern just fine. Making T2 fabs obsolete would be lame and taking out a dimension in how people can eco. Plain downgrade in gameplay.
  • This topic is deleted!

    1
    0 Votes
    1 Posts
    5 Views
    No one has replied
  • Multiple Languages

    9
    1 Votes
    9 Posts
    334 Views
    CaliberC
    seems like a lot of steps for a few lines that may be on screen for ten seconds, I play in windowed mode so I could just copy, minimize, paste in a second, and enjoy the salt in all languages, I have tried the phone thing but like phong says its not the easiest toption.
  • Party rating for ladder

    6
    1 Votes
    6 Posts
    252 Views
    S
    Sure, you can dive into that. I don't have a source on how the trueskill mechanism works though. Maybe someone else can point you to that. Regardless, I doubt that the issues you raise warrant any major changes to the system. It's such a niche case in which it hampers player enjoyment. To make the leaderboards more complex to cover that, doesn't seem proportionate to me.
  • Matchmaking Seasonal Prizes

    26
    6 Votes
    26 Posts
    1k Views
    waffelzNoobW
    hold the top 16 rated players at gunpoint and force them to play a massive tournament
  • Opti

    3
    -1 Votes
    3 Posts
    175 Views
    D
    @caliber agree
  • Patch updates on joining a game

    3
    0 Votes
    3 Posts
    239 Views
    F
    Can we not have a news post with the changes in the faf client? That would be helpfull too
  • FAF *on* Steam

    2
    0 Votes
    2 Posts
    248 Views
    DeribusD
    No
  • Please fix the MAP generator

    10
    0 Votes
    10 Posts
    531 Views
    S
    Correct when the use custom style is ticked the end user is assuming all responsibility for the map generation and any "smart" behavior is turned off. So anything not explicitly specified is chosen at random from all the options.
  • FAF(default) mode alternative

    19
    1 Votes
    19 Posts
    783 Views
    SpikeyNoobS
    @evildrew said in FAF(default) mode alternative: You can believe me when I say I have done a big effort to learn as much as I did already and I believe my accomplishments speak for themselves on this matter. You are here complaining cus u don't want to make your mod correctly then u go on about how your accomplishments speak for themselves?! Write your mod the way it is meant to be written then you can close this post and let your accomplishments speak for themselves.
  • No ranks below 0 (yes / no)?

    9
    0 Votes
    9 Posts
    433 Views
    D
    I started my FAF career as a -700 after a half dozen games. It was pretty scary but didn't take long to turn it around. I would argue that people who quit FAF after losing their first half dozen or so games didn't really have their heart in it and were going to quit whether their rank said -700 or 300 after such a stretch.
  • Removal of the Blinking lights

    52
    5 Votes
    52 Posts
    3k Views
    JipJ
    @brutus5000 said in Removal of the Blinking lights: Can you tell us a little more how the new implementation avoids the performance issues of the original one? Great question! In general I don't think / am able to observe a significant performance issue with the previous or the current implementation when I reviewed it last month. In comparison to other changes such as #4539 or #3857 or the fact that a single formation (every order that involves some form of movement (!)) happily allocates 4kb of memory and can take several milliseconds to complete. I made a mistake by removing the blinking lights and by re-introducing it I'm rectifying the mistake . In general the current implementation follows a few principles: (1) No unnecessary memory allocations. Especially the type of 'use and forget' is exceptionally painful for performance. Not only is memory allocation on the heap slow in general, it also unnecessarily flushes the CPU cache. (2) No unnecessary table access. Everything in Lua that involves : or . is not as 'cheap' as it is in compiled languages and involves a hash operation in combination with following a pointer into (random) memory. This expensive! And it compounds since our Lua is interpret and not compiled. As a quick example #5524 increases the performance of the score graph at the end of the game by several factors and the primary reason for this was to cache table accesses. And unrelated to performance: (3) All logic is now isolated to components. One component for the brain. One component for units. This makes it easier to maintain and understand. I hope that answers your question
  • Fatboy rear guns (radius)

    4
    0 Votes
    4 Posts
    374 Views
    M
    I'd like the fatboy be given the ability to go into turret mode, + shield radius/points but make it immobile.
  • Please show rating changes in replay vault

    81
    9 Votes
    81 Posts
    7k Views
    BlackYpsB
    at least for the moment where the league placements are only rarely displaying. Which I have to ask, if the new system isn't functional yet, why has it already supplanted the old system ? Are there cases where divisions of players don't show up even though they should? To my knowledge the system is fully functional. It can be that people don't have a placement yet because the current season started only recently.
  • TML height needs to be lowered

    10
    0 Votes
    10 Posts
    681 Views
    N
    @cocainediesel said in TML height needs to be lowered: Additionally, there's carveouts (see MaxHeightDiff in weapon blueprint) for weapons to have cylindrical rather than spherical ranges, so it was meant to happen in some cases. I don't know why that comment on the blueprint value is that way (gotta ask Hdt80bro) but the blueprint editor's comment for MaxHeightDiff says The maximum height diff range for the weapon. Keep in mind weapons are now cylinder in nature. and there is 0 history of talk about weapons having a spherical range as far as I know, so the blueprint annotation must be incorrect.