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    Recent Best Controversial
    • RE: WD #3 - Ridiculous Balance Ideas

      @deribus I actually tried setting the Fervor to direct fire. It's Insanely OP.

      Otherwise, ignoring the rules I have ideas for navy 🙂

      • Torpedoes are universally ammunition style weapons, having a use or autouse toggle like overcharge. Torpedoes now do tons of damage, no homing, and have a cool splash effect when they hit something.
      • Subs now have a silent/deep running modes and auto stealth when not moving (like selen auto cloak, but no power draw). Silent running mode cuts movement speed, but preserves sealth. Cyb moves fastest. UEF have low hp and huge deck gun damage (surface and attack ambush style). T1 subs retain late game usefulness by being able to reclaim seafloor mass.
      • Ships can 'repair mode' or disable drive and weapons to regen faster. Or 'mothball' state that generates a tiny amount of mass and power.
      • "Fleet Tender" class ships with regen or repair bonuses. Can also assist torpedo production. Perhaps cybran is submersible?
      • Larger ships are broken down and modularized like ACU/sACU. Example-battleships, with gun enhancement, shields, speed upgrades, HP upgrades.
      • Aircraft carriers made to actually carry aircraft. Their three module slots each have an aircraft type that can be selected. ASF, Bomb, Torp. Building it generates a squad of drones that dock at the ship, and go out and attack targets in it's radar range.
      • Aeon Frigate increased in effectiveness. Easily beats any other frigate. Barely loses 2v1. Cost/build adjusted to compensate.
      • Cybran corvette exists and given kamikaze 'ram' ability.
      • Naval veterancy increases range slightly, as to assure higher vet ships get the first shot advantage (seems like something a better trained crew would be able to do)
      • Homeworld games imported in their entirety. Vagyr and Higarian campaigns set in space. Entire engine overhauled.
      • Execs at Sqweenix assassinated with orbital laser. SC IP purchased by nonprofit FAF association. Supcom 3 confirmed.
      • Supcom now an olympic sport.
      posted in Weekly Discussions
      KaletheQuickK
      KaletheQuick
    • RE: Unit Creation Tourney #1 (October of 2020)

      Attention Aeon Commanders!
      This memorandum summarizes the newest addition to our quantum compatible unit database:
      The Shaman mk 1
      2.jpg
      The shaman is a bot that amplifies the power of shields in it's radius. Utilizing mass vapor recombination, regeneration of shields in proximity is increased 1.5x, and advanced pulse ignition removes the delay in regeneration. Though they are expensive, they are a true force multiplier.
      3.jpg
      Shaman are right at home in any advanced unit composition, enhancing sortie durability.
      1.jpg
      With widespread deployment of our superior shield technology, the Shaman can also extend the operational life of more primitive forces already fielded, immediately boosting combat effectiveness with a single deployment.

      GLORY TO THE PRINCESS
      LONG MAY SHE REIGN
      ~END OF MEMO~

      Unit is available on the vault in the mod "KtQ Unit Shaman"
      I had wanted to do more, but it was just not in the cards... or allotted time. Apparently there wasn't a shield regen buff built in, so that took a lot of my umph. I had also wanted to give it a chrono-damper suicide option (that costs power), since we so rarely see that ability.

      posted in Tournaments
      KaletheQuickK
      KaletheQuick
    • Decrease air unit HP

      Suggestion:
      Reduce all air unit HP and anti air damage by a significant, uniform factor. A third or a tenth or something.

      Why:
      To make them more vulnerable to ground units while landed, without effecting other components of air.

      In a recent game a swarm of ASF were landed and overrun with mantis. They didn't take off for some time and despite this not a single ASF was destroyed. T3 v T1 units should be quite a disparity, but I feel that getting caught with your air down should be punished significantly, and is a reasonable vulnerability. At a quick glance I don't see how this would effect much else.

      What are your thoughts?

      A mantis can kill an ASF in a bit over a minute.

      posted in Suggestions
      KaletheQuickK
      KaletheQuick
    • RE: Naval Transports

      @in_omnia_paratus said in Naval Transports:

      why

      Because it's fun.

      posted in Suggestions
      KaletheQuickK
      KaletheQuick
    • RE: Global ranking not accurate -- is there a way to reset?

      @Deribus @FtXCommando
      I am aware of the rule, and It was a joke in regards to that rule. I am indeed a chronic 800. However I would still 1v1 him. I would also not throw the game. From what I understand that would not be a problem, if we genuinely battled.

      posted in General Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Make t3 navy more exciting!?!

      I love navy, and have always thought it was a bit underdeveloped in this game. I have been studying naval history for game development reasons for another project, but as for games I don't see a lot out there similar enough to FAF to really get a good metric for what people find fun. I really like the macro aspect of SC, that's what brought me to it, and others above have mentioned not just random micro but micro that's actually fun and has a use. One quote I like for game dev is "A game is a series of meaningful decisions" from Sid Meier. So how do we add options to the t3 navy that let the player make meaningful decisions, and if they have the APM, boost their fleet effectiveness?

      We could add toggle-able abilities. I'm unsure what would be viable, but toggling your big ships from direct fire to plunging fire, or a tight vs wide spread, seems like it would be useful. Something like an overcharge could be done too. A hard hitting shot that costs energy or mass, with a cooldown, etc. And the right click 'auto use' feature. Perhaps it can do HP damage to the ship per use or something?

      I think every ship should start with HP regen. Ships have damage control and I think for big ships this could be expanded upon. A fast repair mode, (or an ACU style upgrade that only repairs HP damage), that disables the ships guns and movement, and makes it extra vulnerable to torpedoes (IE, adding late game raiding targets for subs). Could be interesting. I think this would pair well with expanding on battleship veterancy. Adding other benefits through the ranks to incentivize keeping your capital ships alive, and tending to them.

      If I can find time I will try to mod this in to test it.

      posted in Balance Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Make the Sacrifice ability more efficient

      I have always loved sacrifice. It fits into the lore ya know? Its interesting. And up until I read this thread I thought it was 100% efficient and that was it's only saving grace.

      The pathfinding thing is the death of it, and I think range would help it. But there is still the component that its your build power and getting rid of it is pretty much always a setback not worth it. I think there are a few ways it could be improved or changed.

      ~ Boosting efficiency. Easy
      ~ Adding effects. AOE Heal, AOE auto reclaim
      ~ Changing effects. Remove build, have it do something else entirely that kills the unit. A last stand thingy? AOE Convert of enemy units of same tier. Regen field in build radius and health drain to death for unit. Satic shield of certain value (uncontrollable unit like ion storm, but a shield).
      ~ Putting on more units. Would labs be combat viable if they had a 100% sacrifice? Multiplied by veterancy 🤣
      ~ Unit simply detonates, every one the power of an ACU explosion. Can chain react. This is the Way.

      Also, since we are talking useless economic bonuses, lets make a "recycling center" for the cybran. Like a land staging center you just hit a button and the unit goes to the nearest suicide booth and is turned back into mass at a high rate. GENIUS.

      posted in Suggestions
      KaletheQuickK
      KaletheQuick
    • RE: tied of smurfs

      @bigbadgaz How do you know they are smurfing? Like, what's the due process here?

      posted in General Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Can we fix harbingers?

      You guys just don't understand Aeon. It's not about killing the enemy commander. The Princess can only be appeased by stealing trees.

      TREES FOR THE TREE GOD!

      posted in Balance Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Why does Fullshare exist?

      I prefer full share. It just makes sense to me, everything self destructing when you leave seems kinda weird. Yeah in team games it makes sniping a bit less important but sniping all the coms is still the goal. It's more like they have a number of lives, and can be given APM disadvantages as they lose them. Though I usually try to stick around if I die in a team game and mark important structures on the map (nuke, anti, com).

      I do feel like it is how FtX said, sniping one guy with a bit of coordination seems to too easily turn into just a roll of the enemy team.

      posted in General Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Nomads?

      @jip said in Nomads?:

      It is hard enough to balance four factions, let alone five.

      Well one of these is going to have to go then...
      Eyeballs Sera

      posted in General Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Random unit ideas T1 (RP)

      @blackjaguar the invisible without movement thing is a neat idea. Perhaps the code for the Selen could be reused. Maybe t1 could have sonar stealth while still, and T2 a cloak too? Could be cool.

      posted in General Discussion
      KaletheQuickK
      KaletheQuick
    • RE: A Topic of Dumb Ideas!

      There was a big discussion above about APM and manual reclaim and why people play FAF vs other RTS or some shit. I'm not gonna quote the whole thing but I'm going to add my thoughts to the fire.

      I'm not exactly sure why manual reclaim is held in such high esteem. I understand the role of reclaim in the game, but I do remember being told that making a UI mod that would auto que up reclaim orders is a banable offense. That might have been joking but it still shows some defensive nature on the topic. I for one would love an order that was just "reclaim everything in range" but apparently that for some reason is bad?

      From what I have been able to gather from this thread and some other places, this is a concept that hits skill level groups differently. The early game start "mass small rock" reclaim isn't actually /that/ important, to 1500s, but to 2000s the skill is so high that the 1% economic boost it gives you might be the edge on the other guy. Where in a game of 500s it's going to be a few minutes before a factory gets built so it's meaningless.
      The other point seems to be one of activity. In that if you have queued up all your important orders, and thus have spare APM, there is a place to spend it that gives you a marginal boost. This is an interesting concept and something that could be expanded.
      Am I correct in trying to understand this problem? I am just an 800 rank player, but I am also an aspiring game dev, so help me understand this bit deeper.

      And on the target priority thing: I do love it. The whole draw to supcom for me was that it was the first actual real time STRATEGY game I played (earlier titles just feeling more tactical in scale). And telling platoons what types of things to attack just feels like a strategic decision. TBH I wish it was expanded, so I could reorder the priority entirely. PD/mex/pgens/facs/AA in that order, or something. Then saving and applying presets.

      And for a dumb idea make Aircraft carriers useful.
      Give them com/support style upgrade slots, and each slot is a wing of planes that gets auto rebuilt and stays within some range of the carrier (perhaps a toggle for range categories).

      posted in Balance Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Is AMD ryzen 5 5600G good enough for this game

      My dude, it's a game from 2007 with some updates. I run it on this antique flawlessly.
      https://www.newegg.com/amd-fx-8000-series-fx-8350-black-edition/p/N82E16819113284

      posted in I need help
      KaletheQuickK
      KaletheQuick
    • RE: Player leave freezes unit control

      @Spy_Emanciator my dude I have been a member of this forum for maybe 3 hours now and seen quite a few of your posts. You seem to have some lofty ideas about what is going on here and what is possible. You do know FAF is a free fanmade thing right? We aren't "customers" there is no "monitization" of the platform. Catering to 'wood league' players is perfectly fine because they are loving fans trying to have fun just like the rest of us.

      This is like the third thread where you have suggested "oh just recode everything." Do you have any idea what you are talking about? Have you ever made a game? It's engine? Jumped into the arcana of legacy spaghetti code? "Crack the core code open" LMAO.

      Pretty much everything you come in here talking about would MAYBE be within the capabilities of a cushy AAA size budget, not the free time of fans manually pumping the heart of a game that is from a double dead studio 15 years on. The fact it runs is impressive enough. A few second delay so the god damn game does not desync, letting us have replays so Gyle can bring in new players is a remarkably trivial concern.

      Curb your expectations my dude.

      [edit] Yes now I know this was a month on necropost but god damn, Spy.

      posted in Suggestions
      KaletheQuickK
      KaletheQuick
    • RE: Some good news about Team Matchmaking (TMM)

      Ok, but whatever happens on april fools day set it to the 'traitors' option and tell no one.

      posted in General Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Where my python coders at?

      @askaholic Yeah I could probably do that. TBH it actually sounds good. Sometimes I don't have the energy to code but I could still read and review it at those times, and it would still count as XP for python. Lol

      posted in Contribution
      KaletheQuickK
      KaletheQuick
    • RE: Weak Overcharge

      Just mod it back to how you like it and host games.

      posted in Balance Discussion
      KaletheQuickK
      KaletheQuick
    • RE: Auto delete text?

      @femtozetta I have been playing this game for 14 years and never seen that. So I'm going to assume it's not obvious enough.

      posted in Suggestions
      KaletheQuickK
      KaletheQuick
    • RE: Why does Fullshare exist?

      @majortrouble Because it's really different from supremacy. I see how they are vaguely similar, but needing to kill 2-6 irreplaceable units is just not the same as needing to kill every engineer, factory, or SACU. Those are replaceable, so I would say it's quite different.

      There are other options as well. I have wanted to try some traitors games, and Civilian Desertion could be cool if mass capturing units was easier.

      But full share seems fine. It seems like it makes the team as a whole more robust, but there is still this critical irreplaceable resource that needs to be protected and can go down at any moment.

      posted in General Discussion
      KaletheQuickK
      KaletheQuick