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    Recent Best Controversial
    • RE: Make t3 navy more exciting!?!

      @ftxcommando said in Make t3 navy more exciting!?!:

      And stopping them from being ground-fired would be a net good because.....?

      Because they are fucking subs, gunning down a submerged submarine is fucking stupid.
      The synergy of air and naval goes through the window when all you need are cruisers and BBs.

      Subs should be subs instead the current underwater LAB we currently have.

      posted in Balance Discussion
      NapSpanN
      NapSpan
    • RE: Make the "Draw Bug" a Bannable Offense

      This just sound like a lot of noise for a stupid bug wich issues fix itself by playing more. Fixing the bug should be the unique solution as reviewing replays, sending warnings and applying bans takes time that could be used elsewhere.

      posted in General Discussion
      NapSpanN
      NapSpan
    • RE: Make t3 navy more exciting!?!

      @sprouto Well that sounds dope! Having T2 torps droping probes to detect subs as IRL. 10/10 Makes subs great again.

      posted in Balance Discussion
      NapSpanN
      NapSpan
    • RE: Why would you have left FAF?

      @khabume
      <<am a technically newbie with less than 100 games. I am most likely one of the people you're going to lose in 2 years. If I try to look forward, here's what I see and feel. I mostly play custom games, because that's the first thing that presents itself when you start Downlord's FAF Client, so I've stuck with it. I'm not a huge fan of 1v1. I like Team Games.>>

      Also:
      <<tech race and units rant>>

      Well, the first thing is the cause of the second thing, in big team games everyone goes for the fastest eco -> higher units, at least one player in each team. For better FAF experience go to 2vs2 ladder games, it just gave us so much fresh air where more tactics are avaliable.

      posted in General Discussion
      NapSpanN
      NapSpan
    • RE: Sparky Rationalization

      @sprouto said in Sparky Rationalization

      In the end, we kept the build restrictions - removed the pointless weapon - and replaced it with an extra 4 build power. It's a reasonable bit more expensive than a T2 engineer, but the more robust frame, and extra build power translate well. A good tool for mopping up wreckage fields that's not too flimsy - and a useful tool in other roles without overshadowing the existing engineer.

      Horrible horrible idea, that small gun is why sparky drops or scouting works with them.

      Without it you only can drop in empty places or forced to spam t1 pd instead of t2 shield.

      Sure one is little but 5-6 are enough for T1 tanks.

      In the build restrictions I have mixed opinions, having to carry a T2 engineer on the drop gives something to the enemy to prioritize, a reward for paying attention.

      posted in Balance Discussion
      NapSpanN
      NapSpan