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    Posts

    Recent Best Controversial
    • Double Allied Tournament 2v2

      Double Allied Tournament is a 2v2 tournament

      Tournament Format:

      • Games are played between teams of 2
      • Combined global rating cap for each team is 3600
      • Tournament played in 2 stages
      • Stage 1 - best of one
      • Stage 2 (after 7 or less teams remained) - round robin

      Date:

      • 1st June 14:00 UTC

      Prizes:

      • Avatars for 4 best performers (3 custom avatars & 1 standard (any faction standard icon avatar))
        1st place
        2nd place
        3rd place
      • Update: 50$ USD for the best team

      Registration:

      • Sign up here in pairs or single. Write your FAF nickname and global rating. Registration ends on 31th May 00:00 UTC.

      In-game rules:

      • Common control - multiple armies, union control
      • Share conditions - partial share

      In-games rules set

      Short description:
      If one of commanders dies, the player can switch via Alt+F2 to his ally and continue to help his ally. Alt+F2 won't allow do anything besides it (won't allow giving yourself Paragon or Mavor). So if one of teamates dies, both player will control all the units they have. For example, one can play land and other play air to divide responsibilities.

      It essentially eliminates APM penalty for a commander's death. In order to compensate it, full share is changed to partial share. Partial share works as full share except it doesn't share military units, only buildings and engineers.

      List of registered participants:

      • I. Karateka + vena202020
      • II. Neytron + Explosive
      • III. FFF + LoliChan
      • IV. FTX + TheWheelie
      • V. Tryth + Derp
      • VI. archsimkat + Babel
      • VII. Pivnishko + YURICH
      • VIII. Wifi_ + attakator
      • IX. Pavor- + Nyx-
      • X. TheVVheelie + ActiveBackIash Strydxr
      • XI. White_Owl + LimeZ3_
      • XII. Deli + Toka

      Registration has finished. Tournament table posted here.

      Remember to enable "partial share" & "multiple armies, union control" settings. Map list:
      1. Single elimination: Miracle, slots 3,4,6,7
      2. RR round 1: Desert Arena - FAF version, slots 1,2,5,6
      3. RR round 2: Adaptive Project Dust, slots 3,4,5,6
      4. RR round 3: Wonder open 5v5 v3b, slots 5,6,7,8
      4. RR round 4: Sands of Ablicka 5v5, slots 1,2,4,9
      4. RR round 5: Corinas hourglass, slots 1,2,5,6

      Note regarding adaptive maps: don't disable mexes, set "closed - spawn mexes" for unused slots in the lobby.
      Project Dust settings
      About draws:

      • Draw is death of all commanders or signed through diplomacy.
      • If draw occured in stage 1, game should be replayed until achieving the decisive result.
      • If draw occured in stage 2, both teams receive half a point.

      About tie breaks:

      • They are likely to occur after finishing stage 2, info on them be added during tournament based on participants' results.

      If you have any additional questions before or during the tournament, PM me in Discord @sainse.row

      posted in Tournaments
      S
      SainseRow
    • Double Allied Tournament 3

      Double Allied Tournament 3 is a 2v2 tournament scheduled for 26th October. This is the third time we're making this tourney. Again new map pool, >100$ prize pool and even more special!

      Prizes (105$ by Neytron):

      • 60$ for the 1st place & custom avatar
        5f5cfc9e-4b78-4029-8a46-79b7b0ba87a6-image.png
      • 30$ for the 2nd place & custom avatar
        abd4070a-ab5c-4417-b1fb-1519a38a3fdc-image.png
      • 15$ for the 3rd place & custom avatar
        023e067e-fdd1-4037-a668-3eeeb67882b8-image.png

      Tournament date:
      13.00 UTC, Saturday, 26th October
      in-client channel #dat3

      Tournament Format:

      • Games are played between teams of 2
      • Combined rating cap for each team is 4200. Rating calculated based on best section as of 13th October. If player has less than 20 rated games last year, the section that has >20 rated games is taken instead.
      • Combined rating floor for each team is 3500. Your team should have no less than this amount of combined rating
      • Rating cap per player is 2400. Player's rating above 2400 counted just as 2400 even if it's 2600
      • First stage. Swiss system. 6 tours. No elimination. You can start from 2 losses in a row, then get 3 wins and have a good chances of getting into a second stage.
      • Final stage. Single elimination Bo1 or Bo3
      • 1/4 teams progresses into the second stage
      • If number of finalists greater than 4, final stage is played with Bo1, if 4 or less - Bo3
      • In-client channel is #dat3

      Registration:

      • Sign up here in pairs or single. Write your FAF nickname here. Make sure your team fits the rating cap. Registration will end on 25th October 23:59 UTC.
      • Don't bother with single registation, organizers will try their best to help you with finding a suitable mate (no pun intended)

      Description of union control:

      If one of commanders dies, the player can switch via Alt+F2 to his ally and continue to help his ally. Alt+F2 won't allow do anything besides it (won't allow giving yourself Paragon or Mavor). So if one of teamates dies, both player will control all the units they have. For example, one can play land and other play air to divide responsibilities.

      It essentially eliminates APM penalty for a commander's death. In order to compensate it, full share is changed to partial share. Partial share works as full share except it doesn't share military units, only buildings and engineers.

      "HQ SACU" mod description:

      T3 land/air HQ can produce stock SACUs (without upgrades). The factories cannot, only HQs.

      bbe9862d-2b7a-4033-9cc3-ceda85b1ece8-image.png

      Tournament rules:

      • If the team is 30 minutes late after start of event, team gets disqualified.
      • If one of team members cannot participate, it can be replaced during the tournament by other pre-registered participant. You can register your reserve player immediately, if you want to.
      • Rating of player who replaces cannot be more than 100 points higher than rating of the player he is replacing. Sam with 1400 rating can replace Bill with 1600 rating, but no vice versa.
      • Win = 1 score point, draw = 0.5, defeat = 0
      • In case of uneven amount of teams at any stage, team gets a bye (free score) in the following precedence: least rating per team, then least amount of wins.
      • No one gets a bye more than once per stage (if possible)
      • Early withdrawal in stage 1 makes all played and not played games of this team lost
      • Stage 1 initial seed is based on combined rating. Match ups during the tournament decided by current score (Swiss system).
      • Stage 1. Same teams match ups won't repeat more than twice. Second exact match up won't occur before round 4.
      • Any conflict or critical bug should be immediately appealed to the organizer. This implies pausing current game, if necessary

      In-game rules:

      • Common control - multiple armies, union control
      • Share conditions - partial share
      • SIM-mod "HQ SACU"
      • Unlimited timeouts
      • Do not transfer your entire base or entire army before your commander dies. Transfering some units is allowed; exchanging bases is also allowed
      • Do not Alt+F2 to change view after your death and before your base is given to an ally
      • No in-game spectators other than players, organizers and streamers are allowed
      • Name your lobby in format like "DAT3 ABC vs XYZ"
      • It is recommended to not choose similar colors as your opponent (pink/red, light blue/dark blue); similar colors for allies are OK. Here is the tutorial
        c9521e80-63c7-4d71-b5b1-16ec06990be2-image.png

      Map pool
      Every slot that isn't explicitly mentioned below is closed. Again: if slot is neither 'playable' nor 'spawn mex', then it is closed.

      First stage:

      • Swiss Tour 1. Miracle. Playable slots: 3,4,7,8
      • Swiss Tour 2. Lake zero adaptive. Playable slots: 7,8,9,10. All other slots: spawn mex
      • Swiss Tour 3. Adaptive sandy valley. Playable slots: 9,10,11,12. Slots 3,4,7,8: spawn mex
      • Swiss Tour 4. Primus Alpha Mini. Playable slots: 3,4,5,6
      • Swiss Tour 5. Point of Reach v4. Playable slots: 1,2,3,4
      • Swiss Tour 6. Abrogation. Playable slots:1,2,5,6

      Final stage:
      Final stage:

      • Wonder open 6v6 v2. Playable slots: 5,6,7,8
      • Adaptive Project Dust. Playable slots: 3,4,5,6. All other slots: spawn mex
      • Adaptive Project Albus. Playable slots: 1,2,3,4. All other slots: spawn mex
      • Stella Maris. Playable slots: 5,6,7,8
      • Hrungdaks Canyon 4v4. Playable slots: 1,2,3,4
      • Asteria. Playable slots: 1,2,5,6

      In extreme case final stage can be postponed by one day (to Sunday 27th October) or one week (to the next 2nd November) depending on the availability of finalists. However initial schedule is planned to be a single day. I've changed the format to hopefully make tournament more swift and less waiting in-between rounds.

      Registered teams list:

      • Lunyshko aka Banani & Aranei (2256+1938=4194)
      • WilloWisppsi & IMakeWarOnU (2143+2023=4166) 18.X
      • Nuggets & Rhaelya (2069+2089=4158) 18.X
      • Swatoslav & ikigami (2108+2043=4152)
      • Chisato aka Yudi & Tenshi- (2400+1741=4141)
      • Pavor- & Overrated-Player (2400+1724=4124) 18.X
      • Resistance & Neytron (2180+1911=4091) 18.X
      • Paradox_of_War & Starchasm_nyx (2049+1936=3985) 18.X
      • Vindex & archsimkat (1867+2078=3945) 18.X
      • ZLO & eXxited Created_in_abyss (2221+1758=3979) 18.X
      • LimeZ3_ & White_Owl (1993+1666=3659) 18.X

      Vacant players:

      • Deli (2130)
      • Created_in_abyss 1758
      • KriegMarine(1700)
      • Cunningfox (1678)
      • LoliChan (1452)
      • Bloo_Dream (1426)

      Contact

      • PM me for any questions or suggestions in Discord @sainse.row. This includes organizational, stream coverage questions & prize contribution suggestions.

      Results
      In order to pass into final stage team should have scored 4/6.

      First (swiss) stage manual table. Round 6 was finished early cause the remaining two teams who didn't play round 6 already got 4/6, making them play against each other would make no difference. Also 2.5/6 won't pass into second stage anyway. So I've decided to end it a little bit earlier.
      32219c4d-c6c1-4216-99b8-0fd5e270b9ed-image.png

      The final stage single elimination BO1 is available at
      https://challonge.com/dat3s2
      Every game was played except 3rd place match
      81024934-e505-4ae6-b191-52e23692c0da-image.png

      posted in Tournaments
      S
      SainseRow
    • Double Allied Tournament 2

      Double Allied Tournament 2 is a 2v2 tournament scheduled for 7th July. This is the second time we're making this tourney.

      Group staage
      https://challonge.com/dats2faf
      Round robin stage
      https://challonge.com/dats2fafrr

      Prizes (105 130 150$ by Neytron):

      • 80$ for first place & custom avatar
        a2222cf5-8dab-438e-a1f1-9d5738506a54-image.png
      • 30$ for second place & custom avatar
        0adce36a-e524-431b-a2a5-f58a7ff7ec23-image.png
      • 20$ for third place & custom avatar
        40934b8d-228b-4c40-8fb9-ee83f2ea9d14-image.png
      • 10$* for 4th place & custom avatar
        e861efa6-dd59-4bcb-a142-8109903fa3e6-image.png
      • 10$* for 5th place
      • 30th June 13:00 UTC - first half
      • 7th July 13:00 - second half
        • *10$ are given depending on number of teams who will play second half. Last 2 places won't get prizes. I.e. if 7 players will finish playing second half there will be additional two 10$ prizes for 4&5th place, if 6 players - one 10$ for 4th place. There additional prizes are added as a compensation for inconvenience of prolonging tournament for another day.

      Tournament Format:

      • Games are played between teams of 2
      • Stage 1. Double elimination
      • Stage 2. Round robin if 5-7 teams remained, double round robin if 4 or less remained.
      • Combined rating cap for each team is 4000 (400 more than previously). Rating calculated based on best section as of 9th June. I.e. if you're 1766 global and 1912 1v1, your rating for this tournament is seen as 1912.
      • In-client channels are #dats2faf for players & #dats2stream for streamers

      Registration:

      • Sign up here in pairs or single. Write your FAF nickname here. Registration will end on 29th June 23:59 UTC.

      Tournament rules:

      • In case of uneven number of teams, previous winner team or top ranked team gets free win.
      • In case of early withdrawal all following games of team automatically lost
      • If early withdrawal in stage 1 creates uneven number of teams, top ranked team with no free wins gets a free win
      • Early withdrawal in stage 2 makes all played and not played games of this team lost
      • Equal score for 1-4 places leads to Bo2 tie breaks. If there is chain of tie breaks, Bo1 played instead.
      • Any conflict or critical bug should be immediately appealed to the organizer

      About draws:

      • Draw is death of all commanders or signed through diplomacy.
      • If draw occurred in stage 1, game should be replayed until achieving the decisive result.
      • If draw occurred in stage 2, both teams receive half a point.

      In-game rules:

      • Common control - multiple armies, union control
      • Share conditions - partial share
      • Unlimited timeouts
      • Do not transfer your entire base or entire army before your commander dies. Transfering some units is allowed; exchanging bases is also allowed
      • Do not Alt+F2 to change view after your death and before your base is given to an ally
      • No in-game spectators other than players, organizers and streamers are allowed
      • It is recommended to include "dats2" in lobby name to help keep track of games. For example, "dats2 ABC vs XYZ"
      • It is recommended to not choose similar colors as your opponent (pink/red, light blue/dark blue); similar colors for allies are OK. Here is the tutorial

      4a9b00fe-57f4-4ecd-827a-8d7ceee11dda-image.png

      Short description of union control:

      If one of commanders dies, the player can switch via Alt+F2 to his ally and continue to help his ally. Alt+F2 won't allow do anything besides it (won't allow giving yourself Paragon or Mavor). So if one of teamates dies, both player will control all the units they have. For example, one can play land and other play air to divide responsibilities.

      It essentially eliminates APM penalty for a commander's death. In order to compensate it, full share is changed to partial share. Partial share works as full share except it doesn't share military units, only buildings and engineers.

      Stream coverage:
      Russian based:
      @Robogear - https://www.youtube.com/@Robogear
      English based:
      @TheWeakie aka Farmsletje - https://www.twitch.tv/stellartactician

      Contact

      • PM me for any questions or suggestions in Discord @sainse.row. This includes organizational, stream coverage questions & prize contribution suggestions.
      • @Neytron is my deputy (co-organizer). His answers & decisions have the same authority
      posted in Tournaments
      S
      SainseRow
    • RE: Double Allied Tournament 2v2

      Tournament results:
      I. Karateka + vena202020 (5 points)
      II. Pivnishko + YURICH (3 points+ won tie break)
      III. LimeZ3_ + White_Owl (3 points+ lost tie break)
      IV. Pavor- + Nyx- (3 points, didn't play tie break)

      Thanks to all players for participation.

      UPD 04.06: prize money & standard avatars have been given to winners.
      UPD 19.07. custom avataars have been given to winners

      posted in Tournaments
      S
      SainseRow
    • Nerf Novax radar

      Identify a Problem

      Novax is a powerful and versatile exp, especially when en masse. Arguably somewhat overpowered, as reported by many players. It's both mobile laser beam and T4 scout that cannot be destroyed. It's mostly built as a laser beam station and gets insane Intel stats for free.

      Novax has 60 radius omni and 200 radius radar. For comparison T3 scout has 28 omni and 96 radius. The actual difference is even more than this, since Novax have no inertia (no turnabouts like with T3 scouts) and cannot be killed. It allows him to choose any path regardless of AA & ASFs placement, which are a huge concern for T3 scouts. Consequently it not only has more than 2x radius than T3 scout, but also can utilize it more efficiently.

      Having Novax usually removes the necessity to make T3 scouts at all, since Novax can see almost an entire base to choose targets on it's own.

      Mass considerations

      The above mentioned fact is not to be underestimated. It indirectly saves a lot of mass. T3 scout costs 200 mass, and usually you will send at least 5-10 of them through different direction to get a chance to see something. 200 x 10=2k every time you need scouting. It's also 2k x 0.7=1.4k mass less donated to the enemy since T3 scouts are doomed to land on enemy territory.

      This is 3.4k mass per one scouting party, and there are multiple of them as long as game goes. Cumulative effect of these savings can easily go beyond half or even entire Novax cost.

      Showcase the Problem

      #22881789 3v3 ladder. The player in the bottom left corner has no t3 scouts (and never did), no t3 radar. However having Novax coming out of his base is enough to catch the enemy cloak commander, giving an easy kill.

      eb131ad3-49f5-4769-a48e-5ade2d83bc05-image.png

      If Novax didn't have omni, it would be a good lesson for noobies to build T3 scouts & radars, not only game enders.

      Find a Solution

      Novax satellite:

      Omni removed
      Radar radius: 200 -> 96 (same as T3 scout)
      VIsion: 60 -> 45

      Justify the solution

      45 vision is still more than enough, 1.5x more than 32 fire range. Removed Omni wouldn't allow to spot cloak coms by luck (or intentionally). Reduced radar and vision would force Novax to rely on scouts built by players. Players will be more inclined to continue build T3 scouts to spot potential targets for Novax, not just using it as a two-in-one T3 arty and T3 radar.

      posted in Balance Discussion
      S
      SainseRow
    • RE: Double Allied Tournament 2

      Final stage results.

      I'm glad to announce that all teams managed to finished the tournament.

      Winners are:
      I. hybrid & Deli with unmached 10 points (5 wins) getting 80$
      II. BlInChIk & Neytron got 8 points and won Bo3 tie break to secure 2nd place along with 30$
      III. Wifi & Toka got 8 points as well, getting 3rd place and 20$
      IV. Lunyshko aka Banani & Finisterre with 6 points getting 4th place and 10$
      V. Zlo & OCA got 5th place with 10$

      All 1-4th places will get custom avatars as well.

      Thanks for all participants, especially those who played both stages. Congratulations to winners.

      posted in Tournaments
      S
      SainseRow
    • RE: Double Allied Tournament 3

      The tournament is over. Congratulations to:

      1. Nuggets and Rhaelya taking 1st place
      2. Swato and Ikigami going at 2nd place
      3. Vindex and Archsimkat with 3rd place secured

      Thanks for everyone who participated or watched the event. Thanks for registrants who warned beforehand about being a little bit later or not being able to participate. It has made simultaneous management of table match ups much easier.

      I was pretty happy about the format and the mod. The mod wasn't intended to be super strong in every map provided. Yet we've saw some pretty good combat SACUs even on some less expected maps. And that's without breaking game balance. The Swiss with rolling rounds allowed for swifter match ups, which was already noticeable at 11 teams and would be even more noticeable if we had 16-20 teams like in DAT2. I'll look forward to perfect it in the future. Maybe I'll make a separate math/stats/discussion post about tourney formats later on.

      posted in Tournaments
      S
      SainseRow
    • RE: How do I get my old account back?

      9f7736ab-af59-4018-b2dd-3ffd08252de6-image.png

      posted in FAF support (client and account issues)
      S
      SainseRow
    • RE: SACU Rebalance

      @dorset Stop playing astro & gap & huge mapgens and you'll forget last time you've seen t3 arty or game enders. No matter how much rating you have. Play more 3v3. Game enders aren't a problem, astrocrater is.

      posted in Balance Discussion
      S
      SainseRow
    • RE: TMD could be cheaper

      @thomashiatt It's already planned in the forecoming patch alongside with TML being volatile

      https://patchnotes.faforever.com/pages/balanceChanges.html

      posted in Balance Discussion
      S
      SainseRow
    • RE: Request for UI mod for TML auto pause

      There was an entire balance patch dedicated to resolve your issue
      https://patchnotes.faforever.com/pages/balance/2016/3655.html#tml
      Enjoy

      Though not with customization feature, that one is really for UI mod

      posted in Modding & Tools
      S
      SainseRow
    • RE: Auto Mass Fab Feedback/Discussion

      Introducing and keeping eco manager built-in into FAF client is a bad thing. I had plenty of situations there his behaviour lead me to losing mass income for no reasons. F.e:

      1. assisting air factory with hives (no energy stalling with or without eco manager, but because of energy spikes it disables massfabs)
      2. building anything with hives with negative energy income, but exact number of energy stored to finish building before stalling.

      I often trying to use 100% of energy (including teamates energy overflow) without stalling, this system forces me to play with overflow or without massfabs. I do not think it's necessarily must be built-in in client, especially at the cost of freedom of choice.

      Before introducing this mod to client I played a lot with friends who have eco manager as some form of UI mod, both of us had no problem. No perfomance effects were noticed while playing.

      Situation can be bearable if disabling fabs will be done only at 10-25% energy storages, not more. Best solution is to remove this entirely.

      posted in General Discussion
      S
      SainseRow
    • Make obsidian shield regen useful

      In 2018 and 2020 there were two buffs to make T3 units shields useful, especially 2018 one. It reduced time to recharge shields & overall regen rate.

      2018 year, patch 3696:

      Harbringer:
      Shield Regen Rate: 9 -> 30
      Shield Recharge Time: 63-> 40
      Titan:
      Recharge Time: 60 -> 15
      Regen Rate: 9 -> 20

      2020 year, patch 3714:

      Titan:
      Recharge Time: 15 -> 12
      Harbringer. :
      ShieldRechargeTime: 40 -> 30

      Both of this patches made Titans & Harbs have less health, but faster shield regen, thus upgrading more micro and versatile usage of units.

      But there was no similar rebalance of Obsidian, which would perfectly fit him. Let's compare shield stats:
      Unit: shield health/regen/recharge time
      Obsid: 1500/+2 ./75
      Titan: ...700/+20/12
      Harb: 1000/+30/30

      The obsidian has the strongest shield, yet the weakest regen. And so much so, that if obsidian's shield is damaged down to 10, it will take him 1490/2 = 745 seconds, more than 12 minutes to regenerate!

      Recharge time is broken as well, since it buffs regen speed disproportionally. If unit's shield completely destroyed, it gets recharging instead of regenerating. And recharing is effectively faster per second than regenerating. Let's how much.

      For Titan & Harb the difference between regen and recharge is not very big. 700/12 = +58.3 effective shield regen per second for TItan instead of +20, 2.9x times difference. 1000/30=33 effective shield regen per second for Harbringer, 1.1x times difference (small 10% bonus).

      If obsidian's shield is destroyed completely, it gets fully replaced after 75 seconds. It means that shield recharge effectively gives obsidian 1500/75 = +20 regen per second instead of 2, 10x the difference!

      So obsidian either need to get his shield destroyed completely to get a new one in a 75 seconds or wait more than 12 minutes for natural regen. It makes little sense for this unit to have a shield with current values, it could be just raw 2750 health unit.

      I suggest to considerably buff shield regen for this unit. In order to not make it OP, up energy drain & reduce shield health:

      Obsidian
      Power Drain: 10 -> 25
      Shield: 1500 -> 1200
      Shield Regen Rate: 2 -> 12
      Shield Recharge Time: 75-> 60

      This rebalance would also make Obsidian reflect overall game philosophy "save damaged units that have shields, they will regenerate quickly" we have in balance for a few years already.

      Alternative proposition for Nomander (copied from Discord). Losing 300 HP is also too much so we can try to go for something that keeps its HP but makes the regen more comparable to recharge:

      Shield Regen Rate: 2 -> 9

      posted in Balance Discussion
      S
      SainseRow
    • UI mod request: show ally overflow

      Why would we need such a mod?

      I often get stuck with two things:

      1. To rush or not to rush gun/pgen? Can I get enough overflow from my allies to do it quickly?
      2. To build or not to build another pgen? Maybe I too much relying on overflow?

      With the total income I cannot distinguish whether my income is good because I have enough pgens or because of my allies. This mod would help me and like myself with this struggle a lot.

      The goal

      Replace value in the bar that shows how much energy is being reclaimed right now with how much energy is overflowing from allies right now.

      2f2e59c1-a73f-48e0-b8d4-f8987c3651bf-image.png

      If this way of implementing it isn't possible, please consider doing it as a fork of Supreme Score Board mod v1.

      264a8b3f-d211-4dd4-be04-c087b606b463-image.png
      4773463e-fe45-4e78-ac8f-71c9ef31f4a5-image.png

      The arithmetic behind UI mod shouldn't be hard. As far as I understand , currently your:
      total E income = reclaim + your generation + overflow
      Therefore it can be easily calculated that your:
      overflow = total E income - reclaim - your generation

      posted in Modding & Tools
      S
      SainseRow
    • RE: The End of FAF

      People don’t leave the game because they got banned for stupid nickname. You’ve started with a real reason (connection issues, competition) and proceeded with proposing easy (relatively to rewriting p2p connection) moderation policy adjustment which has little to do with the problem.

      posted in General Discussion
      S
      SainseRow
    • RE: Make obsidian shield regen useful

      @deletethis It partially helps, but comes with multiple disadvantages (very much hidden from player, doesn’t have a dedicated icon). Though those are problems of different kind.

      And doesn’t really solves the problem. Between +2 and +20 there is still huge 10x difference. 75s recharge time is also very long and discourages manual shield recharge. Because risking having no shield at all will be scary even for those 1-out-20 players who knows about this hotkey.

      Adjusting shield regen rate would give more gradual fix of the problem. 10 remaining hp on the shield is extreme, where discharge is more beneficial. But having 700-1100 hp on the shield remains isn’t pleasant nor for regen rate, neither for recharge at their current values.

      posted in Balance Discussion
      S
      SainseRow
    • RE: Please show rating changes in replay vault

      It annoys me both in ladder and team matchmaking. I cannot see how much rating particular game or series of games gives me (unless manually calculating it, which is very boring). Hiding something awkwardly just because someone complains & doesn’t understand how rating works is nonsense.

      posted in Suggestions
      S
      SainseRow
    • RE: Хочу провести турик игры с модами

      https://forum.faforever.com/topic/1478/how-do-i-host-a-tournament/1

      posted in General Discussion
      S
      SainseRow
    • RE: SACU Rebalance

      @exselsior Sorry for miscommunication. 3 habs do kill 1 SACU even now (i've picked aeon for the test). Currently sacu have 15k hp and 300 dps. If we drop it to 11.5k and 100 dps, 1 harb will kill 1 sacu! 11500 hp / 320 dps = 35 secs for harb to kill sacu while SACU would need 46 secs to kill 1 harb. And that's not even mentioning range reduction, which will allow harbs to outrange sacu completely.

      1 harb will kill 1 sacu, not even brick or persie.

      As for mass efficiency in general, don't forget the cost of quantum gates. In order to build SACU you need both T3 HQ and Quantum gates, it adds to the cost too. And SACU have high build power cost (compared to T3 support)

      posted in Balance Discussion
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      SainseRow
    • RE: Double Allied Tournament 2v2

      @indexlibrorum Typo. Fixed, thanks for bringing attention.

      posted in Tournaments
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      SainseRow