FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. TestPlay
    T
    Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 8
    • Posts 24
    • Groups 0

    TestPlay

    @TestPlay

    3
    Reputation
    9
    Profile views
    24
    Posts
    0
    Followers
    0
    Following
    Joined
    Last Online

    TestPlay Unfollow Follow

    Best posts made by TestPlay

    • The "attack move" for engineers from factories

      I would think that there is something wrong with the "attack move" for engineers from factories for both ranked and for single player/co-op.

      For ranked: This works perfectly fine where the default attack move from the factory does not change if you click on your engineer and "move that attack move order elsewhere" for that one single engineer. This is how it should work.

      For single player/co-op: This seems to work differently where the default attack move changes if you click on that engineer and "move that default attack move from the factory"? This results in the default attack move from the factory being changed permanently.

      I have tried this at my end and I seem to think that this is correct.
      Has anybody encountered the same issue?

      posted in General Discussion
      T
      TestPlay
    • Attack Submarine Damage

      I would like to suggest if attack submarines could get a buff to their attack for the upcoming balance patch after chatting with SpikeyNoob about this after our 1v1 game and he has suggested that I post it (also we recommend that more players should actually play more 1v1s as it is really draining to wait for games):

      Based on the statistics of the submarine, it would do a damage of 75 now, and it has a mass cost of 360 per submarine. This is quite a costly investment which could have been used better elsewhere in the early game. The submarine also dies relatively easy once tech 2 enemy sea/air is reached.

      I also know that there is a hp buff coming for the attack submarine in the upcoming balance patch. I am not sure if buffing the damage from 75 (to maybe about 100) would be good for the attack submarine also? Maybe this idea would be worth considering to make the attack submarine a better investment to:

      1. countering mass early cheaper frigates which may target enemy engineer build power at naval factories
      2. tide against some early enemy tech 2 navy
      3. deny enemy commanders moving into water much earlier and changing the outcome of certain games (after all you are paying a lot of mass for the attack submarine)
      4. (anything much better which you can think of)

      I am not sure if this is worth considering but it is just my suggestion for the attack submarine.

      posted in Balance Discussion
      T
      TestPlay
    • 1v1 Ranked Matchmaker Queue

      I find that the waiting time for a 1v1 ranked game has increased over the course of time.
      In the past, I would only wait for a few minutes, and I would have gotten a game running already.

      However, as of current times, this timing has extended to the point where I have waited until I have gotten tired. By the time I would get a game, I would have been too tired to play already, and also play lesser games per day as a result.
      It is definitely harder to get more 1v1s right now. This is especially when there are new 2v2, 3v3 and 4v4 queues right now which takes players away too. I do not know how long some of you who do search 1v1s are waiting, but it takes about 15 minutes to 1 hour to get a game sometimes.

      I would like to check if it is possible to get back what Python Client used to offer (only just for the 1v1 Ranked Matchmaker Queue right now)? "A player of your level is searching for a game, click on a faction to join them" (I think)? This would make it much easier for 1v1 players to know that they could be matched and it can save a lot of people's time.

      I would think that this would be a way to "revive" back 1v1 ranked too?

      posted in General Discussion
      T
      TestPlay

    Latest posts made by TestPlay

    • RE: Adjustment to the reclaim rates

      Would there be a range indicator for this so that I can know the reclaim area? For instance where I would like to set the attack move point to reclaim only "rock a" and "rock b" but not "rock c" and where I know I can set the attack move point so that I can reclaim all "rock a" and "rock b" and "rock c"?

      posted in Balance Discussion
      T
      TestPlay
    • RE: Degrading game responsiveness over time (factory queue in particular)

      Yup I think that there was a unit near the Tech 2 Land Factory HQ but we cannot be overseeing those kinds of things in the actual game itself because you will not know when it will jam up. I did not stop it and to try a new queue because I found that I could tech up instead and bypass anymore stalling.

      posted in Game Issues and Gameplay questions
      T
      TestPlay
    • RE: Game is not responsive with 4 errors I can find in 12 minutes

      game_21460052.log

      posted in General Discussion
      T
      TestPlay
    • RE: Overcharge is not working in certain games

      That is great. Thanks Jip!

      posted in General Discussion
      T
      TestPlay
    • Game is not responsive with 4 errors I can find in 12 minutes

      I have just played a 12 minute ranked game with PickupMaster3000 (#21460052) on Badlands and I have found 4 errors which happened during this short game:

      1. Minute 2.46: My ACU "bumped" into 2 engineers and lost all the mex build orders.
      2. Minute 3.21: My ACU "bumped" into 2 engineers and lost all the mex build orders yet again (2nd bite at the cherry and the same thing happened too?).
      3. Minute 3.42: My ACU had the build order for a mex "automatically cancelled" for some reason and I had to use an engineer to replace that order.
      4. Minute 7.24: One of my Tech 1 Land Factories stalled for no reason (beside the Tech 2 Land Factory HQ) and only build 1 more Mantis 20 seconds later before stalling yet again and therefore I decided to go Tech 2 Factory.

      I would think that I would have lost this game if these were not spotted/rectified. Has this occurred in other games too?

      posted in General Discussion
      T
      TestPlay
    • RE: Degrading game responsiveness over time (factory queue in particular)

      I have found that my Tech 2 Land Factory HQ has stalled in my last game with you silentNoob (game #21454134). It happened around the 10th minute mark I think. I decided to just jump straight to Tech 3 when I seen that but then it should not have even stalled in the first place and it took some time for me to spot that it has happened. It could have been costly if I had not seen it and would there be a reason for it happening?

      posted in Game Issues and Gameplay questions
      T
      TestPlay
    • RE: Overcharge is not working in certain games

      There are 2 instances where this has happened and these are in game #21381468 vs Unknow (happened to me around the 15th minute mark where I try to Overcharge 5 Pillars) and game #21435222 vs Warning_PotatoPC (happened to my opponent around the 17th minute mark where he was trying to Overcharge my Rhinos I think).

      posted in General Discussion
      T
      TestPlay
    • Overcharge is not working in certain games

      I have found that Overcharge cannot be used in certain games although the player has already met the energy storage requirement for it. The player is able to get the Overcharge cursor upon pressing "O" but then Overcharge still fails to deliver and only normal shots can be registered. This would have caused players to lose games in certain scenarios because of this.

      Has anyone experienced this and would there be any fix for this?

      posted in General Discussion
      T
      TestPlay
    • 1v1 Ranked Matchmaker Queue

      I find that the waiting time for a 1v1 ranked game has increased over the course of time.
      In the past, I would only wait for a few minutes, and I would have gotten a game running already.

      However, as of current times, this timing has extended to the point where I have waited until I have gotten tired. By the time I would get a game, I would have been too tired to play already, and also play lesser games per day as a result.
      It is definitely harder to get more 1v1s right now. This is especially when there are new 2v2, 3v3 and 4v4 queues right now which takes players away too. I do not know how long some of you who do search 1v1s are waiting, but it takes about 15 minutes to 1 hour to get a game sometimes.

      I would like to check if it is possible to get back what Python Client used to offer (only just for the 1v1 Ranked Matchmaker Queue right now)? "A player of your level is searching for a game, click on a faction to join them" (I think)? This would make it much easier for 1v1 players to know that they could be matched and it can save a lot of people's time.

      I would think that this would be a way to "revive" back 1v1 ranked too?

      posted in General Discussion
      T
      TestPlay
    • Attack Submarine Damage

      I would like to suggest if attack submarines could get a buff to their attack for the upcoming balance patch after chatting with SpikeyNoob about this after our 1v1 game and he has suggested that I post it (also we recommend that more players should actually play more 1v1s as it is really draining to wait for games):

      Based on the statistics of the submarine, it would do a damage of 75 now, and it has a mass cost of 360 per submarine. This is quite a costly investment which could have been used better elsewhere in the early game. The submarine also dies relatively easy once tech 2 enemy sea/air is reached.

      I also know that there is a hp buff coming for the attack submarine in the upcoming balance patch. I am not sure if buffing the damage from 75 (to maybe about 100) would be good for the attack submarine also? Maybe this idea would be worth considering to make the attack submarine a better investment to:

      1. countering mass early cheaper frigates which may target enemy engineer build power at naval factories
      2. tide against some early enemy tech 2 navy
      3. deny enemy commanders moving into water much earlier and changing the outcome of certain games (after all you are paying a lot of mass for the attack submarine)
      4. (anything much better which you can think of)

      I am not sure if this is worth considering but it is just my suggestion for the attack submarine.

      posted in Balance Discussion
      T
      TestPlay