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    • T

      Is It Me, Or Has T3 Artillery Become OP

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      @teralitha said in Is It Me, Or Has T3 Artillery Become OP: @jcvjcvjcvjcv Yeah whats really happening there, is that your arty is out of range. Thats why you cant target the structures. You imagine the T3 arty has unlimited range, but it really doesnt have that much range. No
    • LenkinL

      3v3 MapGen+ Battle Royale Final

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    • DeribusD

      Weekly Discussion #29 - What would you like to see in the game next?

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      veteranasheV
      Didn't Hellen Keller invent bralle?
    • biassB

      Unit Creation Tourney #1 (October of 2020)

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      KaletheQuickK
      You all heard him, I won! I made the cutest one! This is all amazing! It was great fun, even if I did hop in at the last second. I hope to maybe polish it up now that the competition is done. @biass You are correct, it is a kitbash of the harbinger. The petals on the legs are just the harbinger shield generator head texture on a new shape and rebound to the feet. And the turret head was replaced with a bacteriophage stem. [image: 1606877399435-4.png] The petals were meant to look a bit like the petals on Aeon shields, but more so that it can hide when it's scared (Or in a transport) [image: 1606877515513-5.png] The radar range is the aura range. The buff is refreshed/checked every 5 seconds, just like the regen aura on the Sera com, so things just leaving it will be buffed for a moment. @Krapougnak Sorry it didn't work, thank you for checking it out though
    • ZLOZ

      Is mercy too strong in team games? What you think?

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      MechM
      Well tbh this doesnt sound like a bad idea, but making them a tml projectile doesnt realy make any difference when you want to snipe a pushing acu (they wont have tmd). When it comes to sniping somebody sitting in a base i think this would be a massive buff to mercys since nobody really has more than 2 tmds sitting in one place to defend vs 15 tml rockets and 1 or 2 aa wouldnt be able to to kill a mojority of the mercys, sice they have way more hp now. I think if you remove the homig missile part this would actually make more sense.
    • SwkollS

      150€ King of Crazyrush Tournament

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      epic-bennisE
      Dont mind the misleading title its actually thre king of crazyrush official coverage by swkoll and jagged https://www.twitch.tv/videos/1103835563
    • nine2N

      UI Party Mod

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      MachM
      hm never saw that happen, only bug with selections I notice is that when you select many units/buildings at same time with shift drag, pause button is grayed out forcing you to deselect random units until it appears, but idk if it is ui party related or general
    • JipJ

      Removal of the Blinking lights

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      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
    • JipJ

      Game version 3741

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      The distribution methods for the files has changed so until that client gets an update you have to use the official client
    • ComradeStrykerC

      The Problems With The UEF - Part 3 (The Parashield)

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      FtXCommandoF
      It was tackled. It’s called the pinned guidelines.
    • TurinturambarT

      The SCU Rebalance

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      FtXCommandoF
      SACU rebalance is old enough to read by this point
    • B

      Proposal: Cybran ACU upgrades

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      CaliberC
      Second upgrade on the gun for emp/shield disrupter would be a welcomed improvement for cybran acu These upgrades wont be op as the other acus all have health upgrades like shield and regen so the cybran acu will still be very vulnerable at the front with such low health.
    • MajorTroubleM

      Why does Fullshare exist?

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      ZeldafanboyZ
      Not really, maps like Wonder, Diversity, Twin Rivers etc. are almost never played with fullshare in my experience. Canis River has pretty dense spawns but it's definitely not a cancerous turtle map like Astro Craters or Dual Gap...
    • BlackYpsB

      TMM 3v3 and 4v4 coming soon

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      SYSTEM_FAILURES
      @thewheelie said in TMM 3v3 and 4v4 coming soon: Generally spawns that are far away from eachother, like open wonder, lead to way more boring gameplay due to the fact that it only leaves very little space on the map thats contestable. If you compare wonder with hilly the difference is very clear. Totally agree
    • MoraxM

      25/09 Mini Legend of the Stars #1

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      MoraxM
      Mini Legend of the Stars Results: Tagada WINS! Congratulations to the winner of the first Mini Legend of the Stars event, Tagada, as the Polish megastar continues his recent streak of FAF dominance! A very big and special thanks to all the FAF Live viewers; Archsimkat, Derp for helping out with casting during some technical difficulties. Top 3: [image: e8tfUCr.png] Full Standings Results (See Challonge: https://challonge.com/an8kmyb7) [image: DxZQHSD.png] Rewards Per the Legend of the Stars entry point system the following has been awarded to each player: 1st Tagada receives 10 points 2nd TURBO2 receives 8 points 3rd Swkoll receives 6 points 4th Turinturambar receives 4 points 5th-8th ThomasHiatt, ZLO, Bllnchk, EspinoTerreto receives 2 points 9-12th MacroNoob, Auricocorico, NoOneCares, grimplex receives 1 points
    • RoweyR

      FAF Website Main Video

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      @rowey I think i used to check the newshub from time to time, by googling "FAF" and then clicking the news link on the landing page.
    • M

      Moses’ tips for team map design

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      TheWeakieT
      cant you just close it like on the last forums?
    • FtXCommandoF

      FAFLive ShowMatches

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      Dragun101D
      So pardon soam everywhere! But setting uo next SCTA Showmatch. And curious whose around be interested in playing and/or in casting?
    • DDDXD

      DDDX RPG survival (map and mod)

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      DDDXD
      @myxanoid new Version uploaded to the Vault. Fixes some of the issues. As for the Cybran lvl1 targeting, it's due to retargeting and shooting of weapons on Overcharging. I will try and find a workaround for that, for now, simply try overcharging in the same direction as your main turret is facing - should resolve the issue temporarily. Data from the "Changes.txt" file inside the mod: Patch 172 Map: Fixed clean-up of unused stuff in South that remained when lower difficulties are chosen Leveled terrain under some turrets Created 2 GLOBAL anti teleport towers - kill those first to enable teleporting across the map, then the smaller, local ones guarding various areas. Reduced max build time to 6 min Mod: Fixed Aeon lvl 2 hero not evolving to next lvl at full veterancy Buffed lvl 1 and 2 Aeon hero lasers dmg slightly Fixed lvl 1 Cybran hero torpedos not working Reworked Cybran hero special ability & accompanying enhancement (Siren's song), removed the previous teleport-based ability. Created Armored Command Assassin unit, added to some mission waves Further buffed certain high-end units and mission based on the number of Paragons the Defenders managed to build Fixed Fire beetles and DOOM beetles not suiciding when close to target Improved target acquisition & behaviour of zombified units and of Interceptors (Carrier drones) Buffed Zombie Habitats HP by cca 30%, reduced mass value by cca 20% of all Zombies and Habitats Buffed Legendary units (Novax sat more dmg, Supershield more hp to shield, Sloth 100k more hp, Regen turret more self regen) Increased TotalA sub shield size slightly Nerfed Artemis sat damage Reduced big rock mass cost to prevent hero farming veterancy off them, but gave them x2 mass in wrecks when destroyed, to compensate
    • FtXCommandoF

      Sparky Rationalization

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      @comradestryker said in Sparky Rationalization: It's literally in their name! "Field Engineer"! Their role is to be within the mix of your units, (especially with the Jamming ability). A Sparky is not a backline engineer. Building front-line factories should be an ability it has, rather than leaving that job to standard T1 engies in the back. I totally understand your point. We simply load the term field engineer differently. For me, engineers at the front secure reclaim and build intel, possibly a firebase. Therefore it is logical for me that he should build T1 factories because we don't build T2 reclaiming factories that build Sparkies for that. Since the most dangerous part is gaining reclaim (when not factory reclaiming), not building the factory. I simply see it as a quality-of-life change, which is good, because currently, the unit sucks. For me, he is aggressive, because he can not be used for base/eco building. That was my main point towards people who say Sparky is not allowed to be buffed because he may replace T2 engis. My point of view is based on the belief that every unit should have a practical purpose and if you guys fear balance issues I would like to add, that if this would we the case, we may buff other factions in their identity or nerf his other stats. I favour a buffing balancing approach, especially if we are able to give more features not stats. This way FaF feels cool and fresh and is able to deal with (upcoming) competitors. @tankenabard that's true, I'm really happy to see this change