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    Posts

    Recent Best Controversial
    • Disconnect tele effect

      HI all,

      I have just had what i think could be a cool idea.

      When the system detects a player disconnect for whatever reason, instead of the com exploding in full share games and killing units and engies around it, it would play the teleport effect instead, explosion would be only upon player killed.

      What y'all think?

      posted in Suggestions
      L
      Lowki
    • RE: How to test a mod offline / locally

      @jip Hi, I have this set up and running however it seems that the offline part doesnt share the same file path for maps as there are only about 10 maps showing for me and non that i have downloaded from faf, any idea whats going on? Thanks.

      posted in Tutorials
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      Lowki
    • RE: SACU Rebalance

      @Rowey scrap the new cybran unit - create cybran shield breaker sacu

      also use the shoulder mounted gun ("sam" bone) on the uef sacu as an anti air weapon.

      posted in Balance Discussion
      L
      Lowki
    • Get gun or die.

      Does any one else feel like the gun upgrade is op, as in the cost isnt high enough for the extra damage and range and overcharge range it gives the com.

      and to be honest im a bit bored with the whole rush gun or die meta, is anybody else the same or is it just me.

      I think that just a range upgrade coupled with E storage would suffice as a good enough gun upgrade In my opinion it doesnt need double damage too. or should be more expensive as i see many players getting gun within 6-7 minute now.

      posted in General Discussion
      L
      Lowki
    • RE: Disconnect tele effect

      @deletethis

      Perhaps it could be a game settings option?

      posted in Suggestions
      L
      Lowki
    • RE: A miserable experience and frankly broken mechanic

      this is like comparing percies to labs, high damage and slow rate of fire vs spam = lots of wasted dps,

      making frigates would have made all that spam useless.

      posted in General Discussion
      L
      Lowki
    • RE: What can be done to make 1v1 more popular?

      A few reasons for me

      1. the maps - this is obviously a personal preferance and will be different for everyone but i dont like small maps or large maps or navy maps so that puts me of playing because the chances of me getting a map that i would want to play on would be like 1/10

      1.1 small maps are very micro intensive and usually result in very short meaningless games, large maps leed to long boring games

      1. rating, i dont play many 1v1s so my 1v1 at the min is not reflective of my true skill and i can say the same for many others, i came across this guy the other day with 3 games rated at 400 but played like a 1400 at least, so you just dont know what caliber of player your going to be up against as its all over the place.

      2. its just not as fun as playing with others, more so if in discord with friends.

      3. you cant blame your teammates for doing random stuff 🙂

      posted in General Discussion
      L
      Lowki
    • RE: What can be done to make 1v1 more popular?

      As with all things in life, it requires balance, saying large maps are for these people and small maps are for these people I believe not for the best.

      another way of looking at this is that small maps require more micro and therefor suite a higher skill, and larger maps require more macro wich is something most players are familiar with.

      lower skilled players can manage eco and these sorts of things but do not understand how to best use those units when they have been made, for instance i often see 1k players make rocket bots but then just suicide them in with t1 ect aswell as undertsanding that flares can beat mech marines but if microed the opposite can be true this is not a low level thing.

      small maps mean that the loss of every single unit counts and could mean the differance between winning or losing whereas on larger maps there is more room for error.

      I believe a map size that would provide the best experiances would be 10-12km

      the only differance i can see in skill required for a map would be how much water there is, having a third factor to manage ontop of air and land would increase the challange, even more so with faction diversity, low players would struggle when their opponent spams zues or aeon t1 tanks on a navy based map when they are uef or cybran.

      posted in General Discussion
      L
      Lowki