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    Posts

    Recent Best Controversial
    • RE: Are autotargetting SMLs legal?

      SML = Strategic missile launcher = nuke
      TML = Tactical missile launcher = t2 stationary missile launcher with 6k dmg per missile
      he build TMLs and queued bunch of random orders, there was no autotargetting from what i can see.Screenshot_2018.png

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: New update desyncr without error message

      i guess we need to see local replays from both players then?
      or at least have a local replay that is different from replay on the server

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: UI mod request, stop base ctrl+k

      @exselsior said in UI mod request, stop base ctrl+k:

      Make it whenever more than a single mex is selected and I’d probably use it just to keep my once every thousand games mistake of ctrl-k all t2 mexes when I meant to only do one from happening.

      interesting idea.... maybe whenever single mex + some other buildings are selected...
      like storage or factories... ( i ctrl+k-ed my HQ couple of times by accident when trying to ctrl+k t1 pgens next to it)

      my idea is only to stop people from ctrl+k their base to ruin the game.
      And try to not create problems anywhere else
      so people can still ctrl+k part of their army or part of their base to not give veteranicy for example
      imho a typical base will have at least 8 types of things...

      1. t1 or t2 mex
      2. pgens
      3. ACU
      4. land fac
      5. air fac
        6-7) pds or units or planes
      6. t1 engies

      so people could voluntarily install this mod so they don't ctrl+k their whole base and don't ruin games for other

      posted in Modding & Tools
      ZLOZ
      ZLO
    • UI mod request, stop base ctrl+k

      Deny ctrl+K orders when more than certain amount of unit types are selected simultaneously (from 8 to 10 can be default)

      this is so players can make sure to stop themself from ctrl+k-ing their base when they rage or something like that.

      posted in Modding & Tools
      ZLOZ
      ZLO
    • RE: How is FAF doing?

      Afaik Summer invitational was canceled cause high level players were not willing to participate.
      However qualifier for that tournament got 24 signups
      https://forum.faforever.com/topic/5936/2023-spring-invitational-qualifier?_=1724225911728

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Why do so many things have friendly fire disabled?

      making enemy units do friendly fire to their own units is very fun
      i remember doing that with bombers and with cruisers and with t3 mobile arty
      it is probably no big deal if that gets removed but maybe kinda sad.
      afaik rawagers and strats still do friendly fire (at least to your own stuff), as well as t1 and t2 bombers
      (Edit: oh yea, in BAR it is probably extra fun as there are few direct fire units with gigantic splash damage and slow projectiles and yes people sometimes have to micro them by putting them on hold fire (but you can still shoot stuff even with "hold fire enabled if you give attack order or target priority order)

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Will TML ever be balanced?

      @caliber said in Will TML ever be balanced?:

      its like GPG added it to the game as a joke and people havnt noticed yet

      this reminded me that in supreme commander before forged alliance TML was a homing missile launcher šŸ˜„
      Tho it did have much less range there

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: ASF Micro

      https://www.youtube.com/watch?v=3JYe6DrXi3s - Yudi's video on how to do air fights with 100+ ASF without micro

      https://www.youtube.com/watch?v=sMd1oa9Z8MI very old, don't listen to the things about fire states - no need to put ASF in ground fire mode, it is just as an example of people doing ASF micro

      Afaik if it is low numbers and therefore it is not chaotic you just try to get to the enemy back by doing tightest possible turns.
      So you kinda turn even ahead of time, you click in place where enemy ASF might end up in next 1-2 seconds.

      The another "secret" is that afaik to turn tighter you wanna slow down your asfs, so you need to clikc your move commands closer to them...

      also you should just get someone in a sandbox game and spawn 25 50 75 ect ASFs and make multiple practice fights

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Nerf Novax radar

      There was a problem when novax used to be either to weak or too strong, so people would either make 0 or spam as much of them as they can

      giving it omni and radar seems like a nice decision to me cause it makes single novax more usefull, but making more novaxes (or at least putting them in same place) will not give additional intel benefits. Would be nice to invent some similar idea that would make single novax usefull but prevent people from spamming as many novaxes as they can

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: Fatboy Veterancy

      i don't think that small gains from veteranicy is the main problem with fatboy
      if it feels to weak then would be nice to just buff it
      maybe add more shield HP
      i mean... i just like the idea that you can go under shield to damage fatboy
      or use shield to protect other things
      or kill power to stop shield from working
      or use shield disruptor
      or use TML cause hitting the shield is easier
      i like that it kinda makes it weaker vs t2 arty cause it is easier to hit shield
      i'd like to keep all those things but if unit is to weak cause of them then can just buff it

      posted in Suggestions
      ZLOZ
      ZLO
    • RE: What can be done to make 1v1 more popular?

      Find a 1 000 000+ subscriber caster or streamer and make him make videos about it

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Game Slow on FAF but perfectly fine on Vanilla

      Check what type of lag you are having...
      I guess you should press F11 and check the table at the top right. (in FAF)

      in vanilla you can do the same, but need to use console command "ren_shownetworkstats" to display the table, and can type command again to remove the table.

      i'd mainly suspect the net lag to be the issue.
      If it is not net lag then check ingame FPS with / key on numpad
      can check if you have those problems in singleplayer

      Edit: ah yea, about the table...
      if you see numbers in "behind" column, it usually indicates internet issues
      Here is some picture i have found but i used AI to translate from RU to English so it looks weird
      d97cc5f0-30b7-47ae-a867-efd988f76fad-image.png

      "behind" column is usually the most important one

      posted in Game Issues and Gameplay questions
      ZLOZ
      ZLO
    • RE: Question feedback before I dig in.

      @innomen said in Question feedback before I dig in.:

      I'm endlessly frustrated by the amount of manual best practice this game requires, so for a start I'd like to modify the default/idle behavior of the t1 fab.

      Honestly i am surprised a little bit, supreme commander does provide okay level of automation compared to other games (like starcraft 2 for example)

      But before I even begin I'd like to know if it's possible for a t1 fab when idle to attempt to reclaim the nearest mass.

      short answer = likely not possible
      can be technically challenging
      and will need to make whole community to accept this change
      will need to provide good reasons why this change is required

      There once was a guy who made a mod to make idle engineers to walk around and search for reclaim. (mod by iBogunov)
      i used this mod couple of times and i didn't like it

      1. my idle engineers no longer reported as idle
      2. they wander off in random direction to get something like 1 tree.
        when i wanted to group up engineers in one place to start something important like 1rst t2 power or assist my t2 t3 factory - engineers would just move far away to try to find some reclaim
        i once dropped engineers from the transport and before i could pay attention they all walked away

      ofc you can fix 1 by simply still reporting those engineers as idle, but need to somehow distinguish automated behavior from player induced one and that required lots of additional coding and maybe engine changes
      We don't have source code to easily do engine changes

      2 can be fixed by only attempting to reclaim stuff that is in range
      it can lead to additional CPU load af every idle engineer on the map checking if they have a reclaimable thing in their build range

      or having a special mode that you can put that engineer into, so it gonna go around and reclaim stuff... but that is pretty much the same as clicking couple of attack moves.
      and attackmoves have an advantage, that once engineer finished reclaiming an area they will stop and report as idle so you can easy pay attention to them and give them more tasks
      while in the automatic mode they'd just go and suicide or 20 of them would go to pick up 1 air scout wreck that is worth 8 mass from the lake that is 5 km away or something like that

      tho ofc i am not against adding a functionality that i can simply not use if i don't want to. But someone will have to do the work

      Possible followups would be it auto building t1 mex, and reclaiming enemies the same way a t1 tank would fire its main gun.

      sounds like an ok idea tbh, can also make them repair things in their range,
      make sure that only engineer goes to build some mex, not all 20 of them
      Edit: already imagining TMLing mexes on enemy side of the map and my poor idle engineers trying to reach enemy base
      Edit: another genius idea, make engineer idle in FFA game to check witch mexes are not taken without need for scouting

      tho again it may introduce performance issues as people in this game like to build 300 engineers per player in a 4v4 game

      i am still skeptical tho, because in early game you usually have a factory that is building engineers and don't you usually select them as soon as they become idle and make some tasks for them...? if they gonna do some random stuff and move away from the rally point it can kinda feel weird... you'd also have to cancel their automated orders 1rst, what if they wander off and build ally mex or break trees
      or reclaim something that ally wants to rebuild

      anyway, sounds like something that is not gonna happen cause nobody gonna code it.
      also need to 1rst decide how it is all gonna be implemented
      what engineers will prioritize while idle, what exactly will be happening, then review it and agree that it is a good thing, then there is a chance that someone can try to code it

      posted in Modding & Tools
      ZLOZ
      ZLO
    • RE: Why?

      @goodgamepleasety
      User Katsu claims putting log level of ice adapter to "error" instead of "debug" helps
      settings - general tab, in the very bottom
      54e1cec1-b81e-4af6-9542-14b692148477-image.png

      can you please try and report if that helps?

      or maybe anytime this issue happens someone can check the logs afterwards and check how many lines of log it produced during the last few minutes

      posted in I need help
      ZLOZ
      ZLO
    • RE: banani vs Bullydozer BO21

      bullydozer still playing? i have not seen that name for feels like 5 years
      so he is probably rusty and will at most win 2 games

      posted in Tournaments
      ZLOZ
      ZLO
    • RE: FPS loss

      i'd suspect it is related to high CPU load
      i am sure that it can result in FPS loss

      posted in I need help
      ZLOZ
      ZLO
    • RE: Camera movements with WASD keys rather than arrow keys

      just need to find an ASM programmer that REALLY WANTS to use WASD instead of arrow keys and maybe he can patch the exe file šŸ˜„

      posted in I need help
      ZLOZ
      ZLO
    • RE: $350 BigBrain 1x1 Tournament

      ZLO 1972

      posted in Tournaments
      ZLOZ
      ZLO
    • RE: T2 gunships hit inties

      people make their soul ripper or CZAR to fire ground on purpose to have them "accidentally" hit inties

      in fact i remember soul ripper easy win vs 600 t1 inties (unless you make inties move around on move command so they don't clump up)
      this problem was fixed for CZAR and ASFs by applying special armor on ASF against CZAR laser

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: Fast start mod idea: Free instant factory of your choice

      i am ok with this idea if it is gonna be optional
      30 seconds while factory is building is often not enough to think about your BO, check your allies and their factions, assign roles, check reclaim, decide who take what mex and who drops where, whos gonna make t1 air and who does not... tho ofc if you are playing air fac 1rst you will need to decide that before game or for like 1 second.
      decide where your engies gonna be going...

      how to fix resource problem? just discount the amount of resources that ACU produces for the time that you need to make a factory.
      also there are maps where you start in water.
      there are maps where you have "desired" factory position kinda blocked by commander so you need to choose between moving and placing factory in non-cool position
      That also removes plays where two people could make factory together
      also that messes with the BO with 1rst pgen
      and on crazyrush you often start with pgen.
      on super mass-poor maps you can start with mex

      posted in Modding & Tools
      ZLOZ
      ZLO