FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. Nomander
    3. Posts
    N
    Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 0
    • Posts 54
    • Groups 0

    Posts

    Recent Best Controversial
    • RE: Question on shield assist mechanics

      Maudlin is correct that assistance costs vary by shield, since it is based off of regen rate, repair cost, and RegenAssistMult.
      Documentation on github repo:

      --- How much buildpower is required to provide 1x of the shield's regen rate.
      --- The cost of assisting a shield is repairCostRate / RegenAssistMult,
      --- where repairCostRate is determined by Unit:UpdateConsumptionValues
      ---@field RegenAssistMult? number

      These are the buildpower and mass efficiencies considering that repair cost is 0.75x the unit cost and RegenAssistMult is 60 for all shields.

      Shield AssistRegen/BP AssistRegen/Mass
      Sera T3 2.80 6.06
      UEF T3 2.18 4.40
      Aeon T3 2.50 5.69
      Cybran ED5 2.33 5.19
      Cybran T3 ED4 2.17 4.13
      Cybran ED3 1.87 4.35
      Cybran ED2 1.47 3.29
      Cybran T2 ED1 0.75 4.38
      Sera T2 2.55 6.07
      UEF T2 2.00 5.11
      Aeon T2 2.30 6.07

      Considering that defending a T3 Aeon artillery costs at least 165 mass/s, and a Mavor at least 550 mass/s, it is well worth economically to spam out multiple shields (they cost around 3.4k mass each) instead of assisting one, although it is riskier because the enemy can retarget the artillery, let all your shields get up, and then come down all together in the next few artillery shots as the overspill and splash damage take effect. Good for game enders that you need to protect at all costs but also need income to build.

      2 Aeon T3 artillery one shot a shield and it is impossible to assist to prevent that currently.

      Assisting works at full speed if you're stalling but that's a hard to fix engine bug/performance heavy Lua fix.

      [Does assisting] speed up getting a collapsed shield back up?

      No it does not. That is determined by the shield recharge time which will be added to the UI soon.

      Aeon used to have t2 shields that couldn't be upgraded (unless my memory fails me) but that was patched as a balance decision.

      The balance team does approve of letting them be upgradeable but there is simply no animation for doing so.

      posted in Game Issues and Gameplay questions
      N
      Nomander
    • RE: Should T3 Mass Fabricators Be More Efficient Than T2?

      Eco Compendium by Cheeseberry

      I don't think T2 fabs are far more efficient:

      • For eco efficiency: T2 mass fabs have the same efficiency as T3 fab grids unless they're placed without shields adjacent to T3 pgens, a template which is very vulnerable to random bombers/arty/novax/tele and not dense at all.
      • For space efficiency, T3 fabs win by a long shot (1.77x denser, and cleaner templates with pgen adjacency). This also means they are way easier to shield, with high HP on top of that.
      • For adjacency efficiency, T3 fabs are great next to 2xT3 factories and T2 fabs are great on mex, with roughly equal payback time efficiency. T2 fabs on mex are more common because it's a lower investment cost and factories fit for t3 fab adjacency are rarer than mex with storage.

      The differences in payback time are in a matter of seconds so I don't think there is a clear winner for which is better to eco with since the remaining differences are about T3 fab durability vs T2 fab low cost/unit (easier to build a small amount of and start paying back a little quicker).

      For the other non-eco points:

      • I don't think there is a big "consistency" issue with T2 fabs being T2. Lower tech units/structures are often cheaper and more efficient but less dense, and that doesn't mean they become completely obsolete when higher tech appears. Some examples: T1/T2 PD, T2 shields, T1 arty, T1 air scouts, T1 engineers, navy, T1 bombers, T2 gunships, mex upgrades, T3 units (compared to T4s), flak. T2 fabs fit into this pattern just fine.
      • Making T2 fabs obsolete would be lame and taking out a dimension in how people can eco. Plain downgrade in gameplay.
      posted in Suggestions
      N
      Nomander
    • RE: Forged Alliance - hang-up 16min

      You posted the ICE adapter and client logs, which aren't the game logs. The game logs are titled something like game_23325000.log, where the number is the replay ID. So you need to post the log from the game where the freeze occurred.
      If the freeze can be replicated you can start a sandbox game by yourself and cheat in some engineers/hives to get a log.

      It can also be useful to enable the FAF debugger in the client settings to get more details about what is crashing.

      posted in Game Issues and Gameplay questions
      N
      Nomander
    • RE: Systematically crashes FAAF after 1-1.5 hours of play, help me please!!!

      Maybe it's caused by your CryptoPro program, I see the dll is being used and something similar to these debug messages only appear in Google search results from the website cryptopro.ru.

      Debug messages:
      <capi20>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      <capi20>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      <capi20>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      <cspi>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      <cspi>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      <cspi>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      <support>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      <support>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      <support>Thread:function text xcode(dcode) (file:line)level: 0x1
      
      posted in Game Issues and Gameplay questions
      N
      Nomander
    • RE: Chichigaga is missing map

      Can you post the client log? It might show a reason why you can't generate/save the map.

      posted in I need help
      N
      Nomander
    • RE: New update desyncr without error message

      Do you have a replay?

      posted in General Discussion
      N
      Nomander
    • RE: Beach Water Depth Units not Detected

      Yeah 3.75 works easily but the tricky part is that if the offset is too much then units will target the underwater unit thinking it is on land, while its hitbox is covered by water (dbg c in console to see collision boxes). I think they start ignoring that unit after they hit the water too.

      posted in Mapping
      N
      Nomander
    • RE: UI mod request, stop base ctrl+k

      The "ACU Self Destruct Confirm" mod by @HollowSubmarine could be a starting point/inspiration.

      posted in Modding & Tools
      N
      Nomander
    • RE: Reclaim in hard-to-reach places

      You can also interrupt pathfinding with engis on attack move (or SACU/ACU on patrol iirc) and they will lock on to and reclaim a single target using fac attack move range, which can be useful for this scenario.

      posted in General Discussion
      N
      Nomander
    • RE: Beach Water Depth Units not Detected

      The LayerChangeOffsetHeight in the unit blueprints offsets the depth at which the unit is considered underwater relative to the root bone, maybe its value is not ideal for all units.

      posted in Mapping
      N
      Nomander
    • RE: Sudden Crash, Happened a Few Time

      The OnDamage error spam is from the "No Friendly Fire" mod. There is a fixed version by CatmanFS "No Friendly Fire + fix for log spam".

      posted in Game Issues and Gameplay questions
      N
      Nomander
    • RE: Bug report: T2 stationary Arty bugged (2 factions, AEON and UEF) doesn't aim nor fire.

      I wrote a reply last week and a fix PR but forgot to post lol:

      I didn't see arty in that replay, but I found it in #23022644. Unfortunately it is desynced so idk if the replay shows the truth of what happened.

      For those who didn't watch the replay it's dualgap and a player built arty up on the cliff next to the bases and the arty can't shoot because the muzzle velocity characteristics don't give a possible firing solution, as you can see in the screenshot there are very few possible firing locations:
      462ac479-80fb-4bbb-a3df-0c038e5ad8be-image.png

      posted in I need help
      N
      Nomander
    • RE: Why do so many things have friendly fire disabled?

      Ravager friendly fire got removed so that they can be used as teledef like every other PD.

      Chicken storm got fixed again to be able to hit friendlies, it's just that the storm's weapon is unable to track allies so it does way less damage since it misses a lot.

      posted in General Discussion
      N
      Nomander
    • RE: Can't kick observer as host, game hangs (crashes) on start

      @Jip Since the manual obs kicking can break for random players as @CaipirinhaPilot pointed out (I also had it happen myself once) and that button goes straight to CLobby:EjectPeer it must be something wrong with the ICE adapter, LUA (lobbyComm.PeerDisconnected), or the engine, but I don't know how to debug that.

      @CaipirinhaPilot I haven't noticed the debugger having a performance impact in real games. As for logs, I always play with the debugger and normal game logs are 200-300 KB while long games full of errors in the log are 500-1000 KB. The debugger only traces errors and provides info about what functions errored and what was passed into the functions. Along with that extra info, it can be useful since it can write errors that instantly crash the game that the normal logging doesn't write.

      Can you provide the replay of the game where T2 arty doesn't work? Nevermind you posted it here: https://forum.faforever.com/topic/8003/bug-report-t2-stationary-arty-bugged-2-factions-aeon-and-uef-doesn-t-aim-nor-fire

      posted in I need help
      N
      Nomander
    • RE: ASF Micro

      This is about 0-75 ASF where micro is still possible without overkilling everything (stop command after that).
      Btw landed ASF are a brutal opponent since they will always get behind you flying into them, so you could sandbox vs that. Sera/Aeon > UEF >> Cyb in terms of ASF DPS quality (Cyb can easily overkill due to low muzzle velocity, UEF can overkill due to firing 2 shots). If you can win with cyb vs landed sera 100v100 head-on its probably extremely good micro.
      TL;DR: shift-g your asf to a move order nearby and behind them a bit before your cloud touches the enemy's.

      Turnrate and speed try not to overshoot the target by slowing down when approaching the target. So to maximize turn rate you need to keep the move order behind the ASF and reduce your speed by placing the move order close to the ASF (but not too close, they do not start a turn within 5 distance of the waypoint). Keeping your speed low allows you to turn in a smaller radius because turn rate is constant.

      Normally when you right click the game issues a formation to units, which means your move waypoints are actually spread out over the entire formation instead of onto one point (do the 3 console commands dbg navw dbg navp dbg navs to see navigation info). To get more control over your ASF you can shift-g every move order so that the waypoints go onto one point like you want them to.
      The "every single move command" part is easy because you only need 2-3 move commands to do a 360 degree turn, since there isn't a very high max turn rate or high damping on the turn rate.
      ASF formations were changed to be more spread out 2 years ago so you can't get the ultra tight formations like in ZLO's video. Shift-g makes tighter groups than what's in the video (because it has no formation).
      Watch out for cruisers/flak/sams when you do that of course.
      Imo shift-g makes ASF clouds survive better vs enemy ASF micro'd or even stopped, but nobody tested this idea.

      Getting good turns is about timing (0.5 s command delay + turn time) and clumping ASF so they actually obey you. Basically want to get the turn finished right when the enemy ASF pass by you, so you start the turn a bit before the clouds touch in my experience.

      Clicking in front of the enemy ASF is wrong, it doesn't maximize your turn rate or minimize speed. Your move orders are just a tool to get your ASF to move in the correct position and orientation, they don't guarantee a good result if clicked on top of the enemy (it just doesn't make sense).

      I mentioned ASF don't turn within 5 range of their waypoint, which can explain why large formations suck to move but also allows for a cool trick where you just hover ASF and get 500 DPS shooting at enemy gunships/T4s/strats.

      posted in General Discussion
      N
      Nomander
    • RE: AI Wave Survival Mod Information

      Game won't start despite HQ spawn being set in replay #22959277, seems to be a map issue.
      Error running lua script: ...er\mods\ai wave survival\hook\lua\ai\aibehaviors.lua(19115): attempt to call method `GetArmyIndex' (a nil value) stack traceback: ...er\mods\ai wave survival\hook\lua\ai\aibehaviors.lua(19115): in function `GetAIOrHumanEnemyBrain' ...er\mods\ai wave survival\hook\lua\ai\aibehaviors.lua(19354): in function <...er\mods\ai wave survival\hook\lua\ai\aibehaviors.lua:19324>

      Also it's frustrating to lose to SMD having issues with nukes:

      • would be nice to have front-targeted nukes fire first so front SMD can kill front nukes instead of rear-targeted nukes.
      • change the SMD projectile to bypass terrain and have better turning so that it is more consistent.
      • Maybe create some new weapon code to improve SMD targeting so they don't lock up the target for so long. There is already some code to do that in the FAF repo applied to TMD so I'd start there (DisableWhileReloading bp field).
      posted in Modding & Tools
      N
      Nomander
    • RE: Quick Nuke Launch button missing

      This is the abilities panel from the Nomads gamemode. You have to select Nomads instead of FAF when you start your lobby.

      posted in Game Issues and Gameplay questions
      N
      Nomander
    • RE: SACU Rebalance

      @arma473 said in SACU Rebalance:

      My main point is that 1-2 assisted gateways is far better than having 4-10 unassisted gateways.

      That's your idea for how to nerf RAS SACU. Your main point is that RAS SACU are too powerful due to their survivability (HP, mobility, size, buildpower, farms mentioned DPS).

      Mass fab farms are only a better investment if you ignore their vulnerability. They're easy to kill with strat bombers, T3 arty, Novax, Telemazor, etc. Every time you expand the grid, you increase the vulnerability and you'd need to make more shields to protect it.

      You make it sound like fabs are way too easy to kill so they're a bad investment compared to RAS SACU, but I don't see any good examples to back this up. In theory maps where fabs are made are huge:

      • strats take too much time being spotted before they can drop on your fabs (with a competent air player). A cheap emergency t2 shield will also stop them if you have your bp is arranged well.
      • T3 Arty and game enders are way too expensive to not be spotted and give you time to build shields then start your own game enders. You can also spread out fabs without a huge loss in efficiency relative to RAS SACU which makes them survive more against arty and be a worse target in general.
      • Novax is cheap but it's still slow going across the map and can't do something like one shotting your t3 fabs. That gives you time to have mobile shields if you're a land player or just to build shields with engis. For t2 fabs the HP is a downside but they are more efficient eco.
      • Tele is still unstoppable for large targets I have to agree. At least you can kill it with tmls + gunships but you're guaranteed to lose everything volatile near the teleport location. It's like 35k mass in tele+mazor+pgens/storages and you can't do anything to stop it from dealing damage without ridiculous investments in PD to instakill it. Except UEF/Sera TML tele which get blocked by TMD/T2 shields cheaply.

      Even if you want to make a few mass fab farms, it doesn't take long before RAS boys become a better choice.

      Maybe the meta just hasn't shifted to punish mass fabs enough, but at the moment their ~5:30 payback time compared to SACU's ~8:00 payback time makes fabs more lucrative than SACUs for quite a while into a game, despite the super late game vulnerabilities.
      To understand the effects of that payback time, you can consider that the earliest you can get a structure built is when you put your entire (expendable) income into it and finish it before your next eco option pays itself back.
      Let's say we want to build a Paragon with 130 engis needed for salvation spam (this is the fastest way to get multiple salvations out) with shields and teledef (310k mass):

      • This means that with fabs you build at 820 income and finish in 6 min. Total time of fabs + para is 12 min.
      • With RAS SACU you build at 511 income (very little, might as well go off only t3 mex + reclaim) and finish in 10 minutes (8 minute payback for SACU is only achieved if you somehow use all their energy instead of T3 pgens the entire time). Total time is 14:15.

      The total time is not very important, the important part is at what income it is better to just start a full game ender build instead of making new eco, and you can see that if you are ever unable to keep building fabs it is better to simply start your Paragon than to make RAS SACU.
      I used a complex calculator that includes the buildpower and energy costs for the entire eco build order then game ender build order, and includes generated mass every time the eco is built, so the payback times and build times are a bit longer than you would expect.
      If you want to consider reclaim, then the SACU have an even lower income until you want to start your game ender (mass/paybackTime, and mass cost just got reduced), so it isn't helpful there. You can easily spare some random t3 pgens scattered around.
      I think that this analysis conclusively determines that RAS SACU are terrible, and some mass fabs into T3 arty or game ender (you'd choose game ender because there are places where T3 Arty doesn't reach, which is a safe place for your extra fabs) is way better.

      Addendum: The only efficient way to use RAS SACU is to send them out to reclaim as if they're normal SACU, where you can consider the RAS upgrade as independent of the SACU cost and paying back in 5:20, which is pretty much equal to T3 fabs, but that scenario is situational (underwater reclaim is the best use for SACU, and then frontline engineering is a decent one if T3 engis just die for some reason).

      Coming back to your main point that RAS SACU are too versatile and durable, don't you think it's enough that they're getting large nerfs to HP (around -20%), BP (-28%, maybe further), and DPS (-66%) in the rework?

      I also agree with Thomas that violating the rule that everything that builds can be assisted is going terribly against the game's fundamentals, and is certainly not worth the "small minus factor" from lore.

      posted in Balance Discussion
      N
      Nomander
    • RE: SACU Rebalance

      @arma473 said in SACU Rebalance:

      There's a reason Yudi likes to make 2 gates + 20 hives.

      I've heard that Yudi doesn't make RAS SACU in serious tournament games, and only does it on Setons because he's way ahead (way better than others) and playing a chill game. RAS SACU + Hives is an extremely chill way to secure your already won game through more eco. So I don't think he actually likes to make RAS SACU because they're a competitive decision.

      He can quickly spend excess resources on RAS boys to get max return on his investment

      The max return on his investment would be T3 engis + mass fabs or T3 engis + whatever unit actually kills his opponent. The T3 Engis can shift production just as easily as gateway assistance.

      The conclusion of the balance argument is null because the premise is incorrect.

      to be lore-accurate. They are opening a portal to another planet. How is some t1 engineer with a dinky little engineering beam going to help with that?

      Supcom lore waves away logic with the word "quantum" among others, so you can make up pretty much anything. For example if you wanted to be lore accurate you wouldn't have presets (you'd have to upgrade the SACU outside) and gateways would only consume energy. Or you say you need mass to create exotic matter (is that even gpg lore?). Or you say that engis can provide additional mass/energy for stabilizing/streamlining/optimizing the connection so it goes faster. Also why does teleportation take less energy than manufacturing aircraft? Why is the cost of presets exactly the same as manually upgrading? The lore simply makes little sense for technical details, especially for a balance perspective.

      posted in Balance Discussion
      N
      Nomander
    • RE: did we loose player ratings?

      See the discussion at https://forum.faforever.com/topic/7696/please-show-rating-changes-in-replay-vault?_=1720459629743

      posted in General Discussion
      N
      Nomander