above 2300 should play with handicap like using playstation controller or without keyboard just mouse, for laughs.

Posts
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RE: MapGen 3v3 SHOWDOWN
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RE: The Billy Nuke needs to be nerfed
I agree that billy is too strong, one shoting 30-40 or more bricks/percy ect is insane.
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RE: Multiple Languages
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.
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Multiple Languages
Heres and idea, not shure if its possibel or even may have been suggested before but,
seeing as FAF is a game used by so many far and wide,
Allow the ability to copy text from the chat box in game and lobby so that we can use google translate?
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RE: T2 Bombers
let me get this right a 2000 a 1700 and a 1500 die to corsair and you all say skill issue?
or
occam's razor
T2 bombers are too easy to spam
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RE: T2 Bombers
@indexlibrorum said in T2 Bombers:
As the bombers didn't get you on their first pass, but on their second or third, by your own argument you believe flak would have saved your life.
You weren't under 'constant T2 bomber attack', you were an overextended 3k HP com without AA in a game where your teammate was just airsniped and where you—10 minutes in—haven't scouted the enemy team even once.several errors in your last comment.
No flak would not have saved me, flak only reduces the likely hood of multiple passes flak does not insta kill corsair sadly, second yoji was full health and had air support, still died because it takes a significant more investment to stop corsair attack.
I say constant attack because if you look at the game the corsair spammer doesnt just make 5 corsair and moves on with their life they are spamming them nonstop if i didnt die to first five then another 20 would have killed me.
and why focus on just me at least 3 coms died to corsair abuse in that game.
and you say overextended I was bearly over the halfway line.
I have another 50+ replays of make corsair = win game
If the hp is just lowered abit to make T1 air more useful or make the costs more you can still have your op com killing cheese unit, it just wont be as easy to abuse.
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RE: T2 Bombers
@IndexLibrorum in previous posts it was agreed that flak is not great against T2 bombers as the bombers do their damage before flak even engages them, flak only reduces the chances of a second or third run from the same unit. t1 inties are also bad against T2 bombers as they are slow and do low damage.
In order to survive a constant T2 bomber attack you need at least have nano multiple flak and shields or asf nearby that already have intel on the snipe way before it happens specialy on big maps.
previous arguements have stated that the balance means you need an equal investment in mass for AA and shields to survive a snipe attempt, I beleive this to be a bad idea as all players are focused on the fight in front of them, this means that to survive a snipe all players at all times in all games must always be over prepered for a snipe which is false thinking and ruins enjoyment.
secondly ignore balance and skill arguements, does anybody believe that having this mechanic in the game actually improve faf.
being able to spam a single unit and cheese win games within 10 mins adds quality to FAF?
another way to look would be to consider that the average cheese snipe game time is 10-12 minutes the average lobby time is about 30 minutes, making faf and actual lobby simulator.
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T2 Bombers
Are you not bored of playing games where if you use your com in any way shape or form other than hidding in water you just get sniped by t2 corsair, seriously lame gamplay.
was this not the very reason mercy was changed? to make using your com actually viable
and before they come on here saying skill issue bla bla I have seen 2k+ players deleted by corsair many times.
#23189663 heres a replay for fun
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Opti
Can you consider changing the opti balance so that it doesnt put the two stongest players on the same team please.
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RE: Replay Desync
yes, what im trying to say is that faf could create a unique replay for each player local to their computer as the game itself isnt desynced, only when the replay system tries to align all the different data from mutliple players it doeasnt work.
so you would end up with several unique replays that could vary slighty but be 99% accurate compared to a full desync with each player reseiving there own version.
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Replay Desync
I was looking through a replay that desynced as 1 player left the game and then noticed that there are normal replays and local replays and wondered what the differance was and then thought what if faf could save a version of the game that it knows to be true on your own computer as the game played out as you saw it because the game itself didnt desync.
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RE: Full share duplicates upgrading structures
#23048236 I just encountered very similar issue, aswell as the base and units not transfering over correctly and an upgrading factory that doesnt continue to upgrade, very odd.
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Co-op Feedback
Soo I just played the first new uef mission Prothyon 16
Thought I try playing a chilled game on my own while theres not many people on but Damn you guys like sh***ing on the players.
Im 1500 rating just reference so not the best but not trash either, damn this mission was fustrating, you play from the very beginning with no tech and very little eco like 3 mexes whilst being bombed and attacked constantly, the first time i tried i was dead in like 10 mins to the constant t1 bombers on hard mode, then i tried again on easy.
removing all the tech from the game is like saying lets take all the fun out of the game.
anyway i spend about 30 mins clearing out the first island then after the cutscene you get dumped on by the scenario with some serious drops that kill almost everything you just spend the last 30 mins building, like damn thats a kick in the balls, and i just gave up after that absolute kill joy.
with only 29 people who bothered to complete that mission with one guy spending 13 hours punishing himself.
dont get me wrong it could have been really good the voice overs by gyle made it interesting and it was well set up but damn, when you think you've made progress then you get slapped in the face by an ai that is in god mode. aswell as before you even have a reason to make navy you already getting hit by t2 navy. there should be a warning on this mission like only for real try hards or 2k plus.
are they all like that or are there any chilled ones?
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RE: Remove black soot
I too would like to desable decals, some of them are very ugly.
@CDRMV where is this createdecal function folder located?
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RE: Will TML ever be balanced?
I have just created a mod that rebalances the tml.
problems with the tml as I see them;
6k damage for very little cost
no risk vs reward factor, if tml doesnt work you risk/lose nothing and can reclaim the tml
tml can be fired way too quickly and kill an opponents whole base in about 10 seconds
spreading tmd around takes timeKey changes;
-Missile energy cost's have been increased significantly to create a risk factor of energy stalling when making tmls."
-Missile mass costs have been slightly increased.
-Missile damage has been reduced to 2k so that it doesnt kill the reclaim but still enough to snipe t2 mexes
-Capacity has been reduced to 1 other than cybran as their launcher has 4 launch tubes so makes sense
-TML build rate has been increased so that assisting is less powerful.
-TML explosion damage has been increased to match missile damage at 2k, so dont stand near it if it gets destroyed, again creating a risk factor for tml use." -
I keep Disconnecting
does this mean anything?
debug: Session time: 00:20:15 Game time: 00:04:33 Heap: 352.0M / 327.4M
warning: Connection dialogue opening due to disconnection by players:
info: NikyNikyRochek
debug: Session time: 00:20:35 Game time: 00:04:43 Heap: 352.0M / 330.4M
debug: Session time: 00:20:55 Game time: 00:04:43 Heap: 352.0M / 330.3M
debug: Session time: 00:21:06 Game time: 00:04:43 Heap: 352.0M / 330.4M
info: CNetTCPBuf::Read(): recv() failed: WSAECONNRESET
warning: GPGNET: Ignoring unknown gpg.net command "ConnectionShutdown".
info: Minimized true
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
info: Minimized false
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
debug: Session time: 00:21:20 Game time: 00:04:43 Heap: 352.0M / 329.8M
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
debug: Session time: 00:21:34 Game time: 00:04:43 Heap: 352.0M / 330.6M
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
debug: Session time: 00:21:53 Game time: 00:04:43 Heap: 352.0M / 330.8M
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
info: send Ptr: A5DD0002
info: send Ptr: 58F60002
info: send Ptr: E6EE0002
info: send Ptr: A6DD0002
info: send Ptr: 3ADF0002
info: send Ptr: A1DD0002
info: send Ptr: A3DD0002
info: send Ptr: D5D20002
info: send Ptr: 4DEC0002
info: send Ptr: A5DD0002
info: send Ptr: 58F60002
info: send Ptr: E6EE0002
info: send Ptr: A6DD0002
info: send Ptr: 3ADF0002
info: send Ptr: A1DD0002
info: send Ptr: A3DD0002
info: send Ptr: D5D20002
info: send Ptr: 4DEC0002
info: send Ptr: A5DD0002
info: send Ptr: 58F60002
info: send Ptr: E6EE0002
info: send Ptr: A6DD0002
info: send Ptr: 3ADF0002
info: send Ptr: A1DD0002
info: send Ptr: A3DD0002
info: send Ptr: D5D20002
info: CNetTCPBuf::Flush(): send() failed: WSAECONNRESET
info: send Ptr: 4DEC0002
info: send Ptr: A5DD0002
info: send Ptr: 58F60002
info: send Ptr: E6EE0002
info: send Ptr: A6DD0002
info: send Ptr: 3ADF0002
info: send Ptr: A1DD0002
info: send Ptr: A3DD0002
info: send Ptr: D5D20002
info: send Ptr: 4DEC0002
info: send Ptr: A5DD0002
info: send Ptr: 58F60002
info: send Ptr: E6EE0002
info: send Ptr: A6DD0002
info: send Ptr: 3ADF0002
info: send Ptr: A1DD0002
info: send Ptr: A3DD0002
info: send Ptr: D5D20002 -
RE: Will TML ever be balanced?
1 Idea would be to increase the loading time for missiles and possibly reduce storage capacity so that it would give the player more time to make TMD over a large area and not lose all t2 mex in 20 seconds.
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RE: Will TML ever be balanced?
@TheWheelieNoob the mavor reference was just a joke, I was interested to see how it would compare to the most powerful unit in the game mass for mass, no need to rage over it lol.
let me ask you this question
if a tml is mainly used to kill t2 mexes at 2000hp why does it do 5000 damage
is there an calculable reason that it does 5000 damage or is it just a randomly generated number?