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    Recent Best Controversial
    • RE: TML height needs to be lowered

      The answer to that question is a little out of scope for me*, but I think it could break either way:

      • On one hand, it's a sim based game. Things fly out of range and don't get hit.
      • On the other hand, it's potentially a drag (but also potentially interesting) for players to actually figure out when that will happen in the vertical direction. 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. This feels like as appropriate a case as any.

      *The original changes were made for performance reasons, not gameplay ones, and I went to great lengths to match the old trajectories as closely as possible.

      EDIT: Fix will be in the next patch.

      posted in Suggestions
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      CocaineDiesel
    • RE: SACU Rebalance

      @chenbro101

      Or, or, or a Cybran sacrifice module, but it captures instead of constructing.

      Let me float another idea for an enhancement that interacts with wreck veterancy* as well, like it pulls whatever veterancy the dead unit had and applies it to the SACU, or stores and/or distributes it to nearby friendlies. (This also feels Cybran coded to me, but not too strongly.)

      *Unit veterancy would need to be stored on the wreck on death.

      posted in Balance Discussion
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      CocaineDiesel
    • RE: TML height needs to be lowered

      Right here: https://github.com/FAForever/fa/blob/88e11de1f94278164615f0e4dec20d32e9e11a3b/lua/sim/projectiles/components/SemiBallisticComponent.lua#L218

      Put into action here: https://github.com/FAForever/fa/blob/88e11de1f94278164615f0e4dec20d32e9e11a3b/lua/sim/projectiles/components/TacticalMissileComponent.lua#L38

      I put added height in there to catch all possible edge cases, but the reality is the target will never be so high that it's actually necessary and it introduces the drawback you've identified here.

      posted in Suggestions
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      CocaineDiesel
    • RE: TML height needs to be lowered

      I assume this has to do with firing the TML from a lower height onto a higher height, resulting the missile flying at it's usual height + the difference between the low & high ground.

      This is exactly it.

      (Source: I wrote the code that introduced this issue 🙃 )

      posted in Suggestions
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      CocaineDiesel
    • RE: SACU Rebalance

      Add a targeting laser enhancement that allows SACUs to guide TML missiles.

      (How this would work exactly I'm not sure but put a slinger behind the trigger you know what I'm sayin'.)

      posted in Balance Discussion
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      CocaineDiesel
    • RE: SACU Rebalance

      There needs to be some level of justification for it to make finding out if it's possible worthwhile

      On the contrary, sometimes I've found out if as many as six totally useless things are possible before breakfast.

      posted in Balance Discussion
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      CocaineDiesel
    • RE: SACU Rebalance

      Then also rebalance sacrifice. I'm raising the subject at this time because the early stages of a major SACU rebalance is the best time to do it.

      Let me figure out how feasible this is before we have another fight to the death over it though.

      posted in Balance Discussion
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      CocaineDiesel
    • RE: SACU Rebalance

      Philosophically I think the whole point of a modular upgrade system is to leave identifying the best combination up to the player.

      For tele just increase the cost. It'd make it more costly to install after construction, but with custom presets what's the issue? Retrofitting in the field costs more, price for flexibility etc. etc.

      posted in Balance Discussion
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      CocaineDiesel
    • RE: SACU Rebalance

      I'll look into it. It's my understanding that the selection system treating the different presets as different unit types (for double click etc.) is desirable? Or is that just a byproduct of the implementation?

      posted in Balance Discussion
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      CocaineDiesel
    • RE: SACU Rebalance

      Just to stir some shit up how interested are people in custom presets?

      (Is it possible? Probably, but I don't know for sure.)

      posted in Balance Discussion
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      CocaineDiesel
    • RE: Username rules updates

      Bask has made a valid point that the rename cooldown should be shorter than the "owned by another player" cooldown, otherwise it's a dicey proposition to ever get a name back that you had before.

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      @ftxcommando I was ruminating on this, and I think the impersonation renaming fun times are worthwhile. Perhaps the rule can be amended to require a complaint against the impersonator when the impersonated player is active, but if the player is inactive then no complaint is required.

      It's an instance where I think the community can be relied upon to pass that information around--"hey this one is impersonating you are you buddies or..?". If the original player can't be contacted, then it's obviously a problem.

      @snoog Valve is a multi-billion-dollar company, has the moderation muscle to match, and most pointedly wouldn't give a single stainless-steel fuck about ~20 people complaining if they identified that a change like this needed to be made.

      Re: permanent handle + display name--if it solves all kinds of problems then it feels like the best solution. Only thing is the lobby aesthetics with showing both are a little off ("you don't get it man I want to be TheWheeler"), maybe we could show the permanent handle in a tooltip instead of having it always displayed?

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      @FtXCommando Look at the situation that puts the mod team in:

      1. Keep the current vague and unequally applied rule in place under which you and others have been banned.
      2. Specify the rule so that there's no grey area.

      Banning people for vague and unequally applied reasons is a shitty situation, so you want to specify the rule.

      But, specifying it means it actually has to be specified: if you specify the rule and it doesn't include "you can't impersonate other people" then yeah, the wheelie buddies can have their good times, but any shitbrick can also come in and impersonate people, and there's no rule to stop them.

      Let take a crack at some valid points (perhaps there are more!) to address in the OP:

      • "Difficult to distinguish" is pretty straightforward, but what is "otherwise too similar". Could we get a couple of examples?
      • Can the length of time between username changes be shortened?

      Instead we got "remember when a member of the mod team said the n-word?!?". The fuck outta here. No wonder they want to remove ambiguity from the situation.

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      I'll buy what you're selling, but I knew I wasn't hallucinating about this in regards to the present day:
      d69b9438-af15-4e2e-a33d-0c4a831fd5ed-image.png

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      Where do we get the record for complaints in a given time frame?

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      @Endranii I mean there's a thriving market for handguns in Chicago, just because people want something doesn't mean there aren't negative externalities.

      Which is the main issue.

      When will any silent majority enjoyer come out and explain why the supporters of this policy are:
      devs
      mods
      grimplex shitposting

      Like, no shit, the mod team is in favor of policies that reduces the amount of dogshit[0] they have to pick up, and everyone saying this is the sack of Rome/asking why their fun is being ruined doesn't have to worry about any of that.

      I get it man! See the Lake Havasu story! My friend "changed his username" to MustacheMan and got laid like a brick! If we can introduce a $1-2 donation-for-name-change-token and put a little extra coin in the servers I'd be all for it. But of course all these changes are more work to implement, and of course it's mostly more work for the people who are being trashed for implementing this one.

      [0]"What dogshit?"--I am shocked, I am flabbergasted that the mod team would rather not offer up for discussion in detail the motivating complaints/incidents that led them here.

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      There are multiple varieties of wheelies. Hazard the ones that other online games are rolling around on are probably more germane to this situation.

      EDIT/Circling back/"my man"/listen ye @TheWheeler : Man I'm not trying to sandpaper your balls here, it's just that it's obvious that most other online games with competitive scenes came to the conclusion that some kind of limitation on name changes is probably a good thing. Does FAF have the same problems that those larger communities have? No. Is taking basic precautions wise? Most likely yes.

      I mean I get it! The dave story is fun and cool! Buddy of mine went up to Lake Havasu for the fourth of July with some friends, they all grew handlebar mustaches beforehand, people fucking loved it--DJs would announce them when they showed up at the club, women showing their cans out on the water, etc. etc, and my friend and his pals got fucking laid.

      But lookie here--an (I would assume) upstanding member of the aoe2 community being impersonated by some moralless ratfucker. Is aoe2 a larger community? Yes. Is it that much larger? No. Do we want to have our pants down and have to deal with clarifying this shit after such a problem arises? Also no.

      Does a year seem a little long when taking the rest of the field into account? Yes. Has anybody in this thread made a suggestion to just reduce the goddam cooldown instead of going apeshit about how the mod team is trying to fuck their sister? No.

      Will somebody imitate this question-and-answer format in their reply? Almost certainly.

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      @thewheeler Should we link FAF username to google/steam display name?

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      @thewheeler

      Using the steam username could be a good solution that makes everyone equally unhappy.

      Which google username? That seems unusual for... them.

      posted in General Discussion
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      CocaineDiesel
    • RE: Username rules updates

      Chess.com: every 90 days

      @goodgamepleasety Only if you disregard the value of your time!

      posted in General Discussion
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      CocaineDiesel