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    Topics

    • F

      I cannot connect to FAF

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
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      It was the issue! Indeed I used the uninstall software, I never manually delete the folder. Thanks a lot!!
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      Games not showing in lobby

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues) lobby faf client bug
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      Game crash frequently

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
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      Here is the full log file: game_18496355.log Thanks!
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      How to download ethereal Client

      Watching Ignoring Scheduled Pinned Locked Moved General Discussion
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      @Eternal thanks! It works. I hope it will be more stable on my computer than FAF. Thanks again.
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      Faf Client crash (it becomes unclickable or fully black)

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
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      Eternal-E
      @magge fastest solution - use my client. At least he would be able to play games or use legacy client, i guess it is still in work
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      Refafing makes FAF lobby quit

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
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      Hello. Thanks for the answer. The issue is that if I kill the process, I will lose connection to the game for sure. My point was that refafing can make FAF quit and if it happens, for sure, I will not be able to get the connection back. Thanks a lot.
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      Should I refaf if I loose connection ingame

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
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      Before this update it would mean you couldn't reconnect after losing connection to someone. Going forward I don't think it would help much unless you think the client lost connection to the server and failed to auto reconnect. But this also improved the reconnect logic so that should not be the case as often anymore.
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      What is the "attack move" exactly

      Watching Ignoring Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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      QuietJoyQ
      @zokora said in It is not a bug that the engineers have a bigger reclaim radius when the fab has an attack move. At least not in FaF. Chris Taylor confirmed it was a bug, not an intentional design. This was covered in a great video interview, it's one of these (not sure which) https://www.youtube.com/c/ForgedAllianceForever/videos
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      Assisting t3 air fac with t1 engies only cost energy: what does that mean for BP

      Watching Ignoring Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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      Great, thanks for the replies!
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      If I leave a game and my team wins, is my rating increased?

      Watching Ignoring Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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      QuietJoyQ
      We've all benefitted from this from time to time #blush
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      Make the tactical missile from the t3 submarines more usefull

      Watching Ignoring Scheduled Pinned Locked Moved Balance Discussion
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      @cyborg16 said in Make the tactical missile from the t3 submarines more usefull: Not exactly. Cruiser missiles do damage over time, allowing plenty of time to build TMD near important targets. TML-subs could potentially be used for sneak-attacks on HQs, pgens, even ACUs, given a burst-fire mode (say up to 4 missiles in 2 seconds). This only works if there isn't already TMD however. It will almost never work like that in practice without making them insanely op. I already easily kill all of those things, other than ACUs, with sub tac missiles, and that’s without having to be incredibly tedious with manually launching missiles, and punished hard for forgetting to manually launch them. Honestly though, sonar should be nerfed to make subs better since the only real point of underwater ships it so hide them. No? The real point is both to hide and to protect from surface fire. Sonar is fine how it is.
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      Forbid to kill underwater without weapons used that purpose

      Watching Ignoring Scheduled Pinned Locked Moved Suggestions
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      arma473A
      @cyborg16 said in Forbid to kill underwater without weapons used that purpose: But static T2 tactical missile launcher can't do any damage at any depth. Odd. Why not allow TML to snipe T2 mexes or a parked ACU underwater? Is there a reason the missile detonates on contact with the water's surface? Yes, the missile detonates on the surface. This isn't a problem for other missiles (nuke subs can fire non-nuclear tac missiles with 3 splash radius, UEF cruisers have tac missiles with 3 splash radius). Those missiles can kill fully-built HARMS if you just ground fire. Whether or not to boost the splash radius of the TML is a balance decision. There are probably good reasons not to (it's already pretty strong, with extra splash it would be harder for ACU to dodge and maybe you could kill more buildings in 1 shot). On some maps, there are mexes close together, separated by only 1 spot for a mass storage. If the TML had a bigger splash radius, it would probably be easier to kill 2 with one shot. I don't even know whether that's hard to do now, but it would be easier if the splash was bigger. It would also make TMLs a lot better at firing into armies. If you kill a percy 1/3 of the time, it's viable to use TMLs to shoot at armies, but if you kill a percy 2/3 of the time because of bigger splash, it would become very viable to use TMLs against armies. I don't know if we want to open that whole can of worms just to try to balance an unlikely situation (trying to use static TML to kill HARMS just doesn't seem like it would happen that often)
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      Auto-remake with same players

      Watching Ignoring Scheduled Pinned Locked Moved Suggestions
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      DeribusD
      Even if 7/8 players want the rehost I don't think forcing people to join lobbies is a good idea
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      Showing where PD can attack depending on terrain

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      ZLOZ
      would simple semi-transparent flat circle, rendered at the height of PD turret help? it should clip under terrain in places where PD cannot shoot... this can help, however it does not guarantee anything at all... maybe make pd spray fake projectiles (with same ballistic characteristics) and then you will for sure see areas where it can or can't hit (ray tracing lol, can reduce number of projectiles if performance is bad)... however no idea how that supposed to work if you move your mouse around a lot