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    Recent Best Controversial
    • RE: Why I think T3 air is badly designed

      @percithundercock said in Why I think T3 air is badly designed:

      Im quiet a low skilled player, so may opinion may not be counted.
      But if we fantasy some.

      How about SLOT-BASED ASF?
      T2 air factory can be upgraded to ASF-base. It supports, lets say 16 ASFs, build it automatically, like drones and support\repair it.
      What we can get from it?
      Lost air can be comebacked fast.
      But as winner's ASFs survived and can be docked to base very fast - they save veteranacy.
      Winner in most cases have more bases and so it ASF cap still higher.
      Also - air carriers\CZAR\Atlantis may also work as ASF base, increase comeback potential for land\naval players.

      PS it opens way to some interesting ways to play with fuel and fuel-games.

      No seriusly, no body takes this into account? This is also nice counter to T3 strat rush, yes, you still can rush T3 bomber, you must choose bomber or ASF dock first? And if you choose bomber, it is become cheese strategy, because you cant fast send cover for him.

      posted in General Discussion
      P
      PerciThundercock
    • RE: Matchmaker Team Sentons 4v4 TMM Inclusion

      Im only 1200 TMM noob.

      Dont support. TMM is filled with eco-air domination maps. If teams are not properly balanced - this is "first strat games", this is really annoying. Give more close combat maps pls!

      In my opinion - every mapgen map in pool is really brilliant, cause human-made maps is about tiny-passages, mountains and other stuff what nerf land operations.
      And now you ask, should we add one more? No. = )

      posted in General Discussion
      P
      PerciThundercock
    • RE: Shift-loading units into transports

      Vote up. Im have used "Split groups mod" and it kind of usable but have a very very messy keybindings. Really - there are too much of them.

      Ferry is very APM and time wasting option, especially, when you try to load many units, you literally need to watch and catch transports on dispatching.

      Some command, what checks selection list for land units and transports, divide land in equal groups by transports count, after gives every group to load, would be perfect.
      But im very unfamiliar with game lua-API for that.
      In some cases all transports will be overfloed OR underflowed. But it is ok. Much better than now.

      posted in Suggestions
      P
      PerciThundercock
    • RE: Vote draw and vote recall is probably useless.

      @javi im just ask to recheck it, cause in my case it doesnt work for some reason. Maybe i miss what that votes result was 2\4 or 1\4, but i clearly seen three green squares on top.

      It is not about frustration, just have time to rant on forums.

      posted in Suggestions
      P
      PerciThundercock
    • RE: Vote draw and vote recall is probably useless.

      @jip it seems failed in https://replay.faforever.com/18656321

      As i see - everyone clicks YES, except AFK player, twice.

      posted in Suggestions
      P
      PerciThundercock
    • RE: Novax needs to be nerfed, here's why.

      The problem of Novax what it gives frustrating experience of opposite player. No much damage, but you cant do something with that and FORCED to panically build all your mexes.

      This is really a trolling-sattelite, not defensive.

      But maybe you should try to make it true-defensive?
      How about:

      • dramatically increase vision radius
      • huge reduce damage against shields
      • increase damage against unshielded

      So it can really helps in fights and sieges, but will not trolling mexes or SMDs making a frustrating experience.
      Fighting is fun, building\scamming mexes is not. It is flagrantly, what the whole T4 unit is created for this 😃

      posted in Balance Discussion
      P
      PerciThundercock
    • Vote draw and vote recall is probably useless.

      If someone AFK or idk trolling or etc. there is no way to vote draw\recall, because 100% accepted answers is needed. So this is really not a way to end the game.

      Atleast the AFK timer is needed.

      posted in Suggestions
      P
      PerciThundercock
    • RE: Holding ALT should disable the reclaim cursor

      @jip

      Is it a joke? As i know this is an old issue and everyone cure this by de-zooming till reclaim disappears.

      Sure, if this been fixed thats would be amazing.

      posted in Suggestions
      P
      PerciThundercock
    • RE: Proposal: Change engineers selection hotkey behaviour

      @fft just schizophrenia, forget, im has imagine the user customisable action\selection queues like your customisable hotbuilding 😃

      But seems there is no big deal to make it in txt mode. So this was a stupid dream.

      posted in Suggestions
      P
      PerciThundercock
    • RE: Proposal: Change engineers selection hotkey behaviour

      @FFT
      Ty again, im microfix your mod for my self. Now works as needed.

      Also want to ask , im tried to change ACU Select\OC\Goto behaviour to Select\GotoOrZoom \ OC, but stuck on "Is already zoomed" check.

      Maybe you can tell how perform it, to make same behaviour like "Select ACU (control group)" command.

      posted in Suggestions
      P
      PerciThundercock
    • RE: Proposal: Change engineers selection hotkey behaviour

      @fft

      Checked this. Nice mod. But unfortunately there is no my issue solution.
      (Also im have see custom build queues and now want him 😃

      Maybe some day you make custom selection queues ? 😃

      posted in Suggestions
      P
      PerciThundercock
    • RE: Proposal: Change engineers selection hotkey behaviour

      @fft ah sorry im did not take into account slashed part.

      posted in Suggestions
      P
      PerciThundercock
    • RE: Proposal: Change engineers selection hotkey behaviour

      @fft

      This mod is already in default FAF and seems the topic is about one of it commands.

      posted in Suggestions
      P
      PerciThundercock
    • Proposal: Change engineers selection hotkey behaviour

      For now, we have a batch hotkeys to select engineers, the one of them is "Select engineers on screen". It is very handy for low-apm noobs like me, to not try double click engineer to call this action, but press a cool hotkey.

      I have a same settings for land, interceptors and sea. This is really cool stuff.

      The issue with engineers hotkey is what it selects ACU too. I think this is no-sense behaviour, yes ACU have engineer suit and technically it is an engineer class entity. But in real use cases ACU is an ACU and when player wants engineers, he wants THE engineer, not ACU as engineer.

      Also, player what use "select engineers hotkeys" most likely to use "select ACU" hotkey.

      So i purpose, to change "Select all engineers on screen" to "Select all engineers on screen (Except ACU")

      posted in Suggestions
      P
      PerciThundercock
    • 4x4 balance issue with non-mirror raitings

      There is a kind of problem in matchs with 1700 + 3x 700 vs 4x 1000 players.
      I think there is no reason to explain this.
      Im not complain what this is 100% lost games or maybe they even not so unbalanced, but this is really frustrating experience.
      Especially on large maps, whre you even cant help ally, whostands vs TOP rated monster.

      I purpose to count raiting in this cases non-linearly.
      For sake, 2600 + 200 player vs 2x 1400 on big map is just a rape.

      posted in Suggestions
      P
      PerciThundercock
    • UEF Coop campaign "Vaccine" bug

      During "Defend radars" phase, if one of them would be destroyed - countdown still ticks and when it goes out - nothing happens. Enemy waves still goes on and no script would triggered.

      After countdown is finished ​we not been able to rebuild bottom radar, as its model stucked. We cant destory it with TMLs or strats

      posted in Game Issues and Gameplay questions
      P
      PerciThundercock
    • RE: Why would you have left FAF?

      He is right. But really, you can't do anything with that. Many russians now has very nationalists opinions and has near-zero tolerance to another languages, mix this with lack of education and you got what you have.
      You can complain about it, but you cant fix it without completly ban russia.

      posted in General Discussion
      P
      PerciThundercock
    • RE: Why I think T3 air is badly designed

      Im quiet a low skilled player, so may opinion may not be counted.
      But if we fantasy some.

      How about SLOT-BASED ASF?
      T2 air factory can be upgraded to ASF-base. It supports, lets say 16 ASFs, build it automatically, like drones and support\repair it.
      What we can get from it?
      Lost air can be comebacked fast.
      But as winner's ASFs survived and can be docked to base very fast - they save veteranacy.
      Winner in most cases have more bases and so it ASF cap still higher.
      Also - air carriers\CZAR\Atlantis may also work as ASF base, increase comeback potential for land\naval players.

      PS it opens way to some interesting ways to play with fuel and fuel-games.

      posted in General Discussion
      P
      PerciThundercock