Forged Alliance Forever Forged Alliance Forever Forums 2015-06-25T04:32:15+02:00 /feed.php?f=2&t=10020 2015-06-25T04:32:15+02:00 2015-06-25T04:32:15+02:00 /viewtopic.php?t=10020&p=102029#p102029 <![CDATA[Re: Couple things that should change about FAF.]]> Statistics: Posted by =M.V.K.= — 25 Jun 2015, 04:32


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2015-06-24T18:40:05+02:00 2015-06-24T18:40:05+02:00 /viewtopic.php?t=10020&p=101999#p101999 <![CDATA[Re: Couple things that should change about FAF.]]> >Map Preview regardless of whether you have the map or not like it was before.
Definitely. I think this is seriously reducing people's willingness to try out new maps they haven't downloaded, further spreading the dominance of the big 5.

>Sim mods being deactivated by default
Would be nice, there was a time when ui lagfix and the dreaded autoadjust netlag was being spread around by wildfire by people who had no idea it was even on because they joined that one game ages ago that had it.

Ally overflow also is spread alot like this, although that one i do think should be integrated, many times in team games it's hard to tell HOW MUCH you are living off overflow until it's too late (i guess you could count your pgens, but generally you just look at the bar and go "no im fine for power" and leave it at that. or the reverse situation, how much overflow is being wasted by your team, not knowing you could get that gun/ras or w/e.

>Area commands
this is really needed wrt. making one groups of oneshot or essentially oneshot units (t1 bomber suicides) viable without an enormous UI/micro headache, especially with that synergy with order spread. would not render attack move/patrol useless as they stop reclaiming when ur bar is full and therefore efficient. area reclaim would overreclaim everything and waste.

although i do think the area should spread in a circle radius around the centre point clicked rather than as a rectangular box being drawn.

That shield mesh is pretty. I wouldnt say its something necesarry to build in but it does look like an improvement to look and visibility (current shield is kinda hard to see without zooming in closely, or when its doing its flash animation)

Statistics: Posted by d-_-b — 24 Jun 2015, 18:40


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2015-06-14T17:47:45+02:00 2015-06-14T17:47:45+02:00 /viewtopic.php?t=10020&p=101466#p101466 <![CDATA[Re: Couple things that should change about FAF.]]>
E8400-CV wrote:
Use shift+assist, problem solved.

what about the missclick case?

you wanna set the rally of your upgrading HQ, the right click lands on a factory or unit (even of the opponent)

Statistics: Posted by tatsu — 14 Jun 2015, 17:47


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2015-06-12T14:12:19+02:00 2015-06-12T14:12:19+02:00 /viewtopic.php?t=10020&p=101358#p101358 <![CDATA[Re: Couple things that should change about FAF.]]> balanced anihilation (which is basically similar to supcom in bad graphics, free and way more balanced) area reclaim was already in the game a couple of years ago, aswell as other features like u can select units that are beeing produced in a factory and give them orders. u can even set order or orderchains to units that come out of the factories. there are even Lua scripts that allow you to auto-set different orders depending on if the unit coming out is an engineer or a combat unit (like: if produced unit is an engineer, go assist factory where it was built in, if it's a combat unit, go to front).

this automatization grade really makes the game different. along with other improvements (like pathing!!!) this changes the metagame quite alot. Also, it makes the game less intuitive (new players have to learn effective factory command queuing) but opens alot of potential APM for more exciting micro for example.

Statistics: Posted by pza — 12 Jun 2015, 14:12


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2015-06-12T07:21:28+02:00 2015-06-12T07:21:28+02:00 /viewtopic.php?t=10020&p=101343#p101343 <![CDATA[Re: Couple things that should change about FAF.]]> Statistics: Posted by E8400-CV — 12 Jun 2015, 07:21


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2015-06-11T15:33:18+02:00 2015-06-11T15:33:18+02:00 /viewtopic.php?t=10020&p=101306#p101306 <![CDATA[Re: Couple things that should change about FAF.]]> Statistics: Posted by Morax — 11 Jun 2015, 15:33


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2015-06-11T07:09:29+02:00 2015-06-11T07:09:29+02:00 /viewtopic.php?t=10020&p=101291#p101291 <![CDATA[Re: Couple things that should change about FAF.]]>
I agree with area commands btw. It is very intuitive for new players like me, much more so then differently behaving factory attack move and engy attack move.

Mass value on map would also be nice to learn the game.

Statistics: Posted by SpoCk0nd0pe — 11 Jun 2015, 07:09


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2015-06-05T21:39:50+02:00 2015-06-05T21:39:50+02:00 /viewtopic.php?t=10020&p=101008#p101008 <![CDATA[Re: Couple things that should change about FAF.]]>
tatsu wrote:
v


Lol, yes!

Statistics: Posted by Resin_Smoker — 05 Jun 2015, 21:39


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2015-06-05T20:33:41+02:00 2015-06-05T20:33:41+02:00 /viewtopic.php?t=10020&p=101006#p101006 <![CDATA[Re: Couple things that should change about FAF.]]> Statistics: Posted by BRNKoINSANITY — 05 Jun 2015, 20:33


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2015-06-05T10:10:32+02:00 2015-06-05T10:10:32+02:00 /viewtopic.php?t=10020&p=100989#p100989 <![CDATA[Re: Couple things that should change about FAF.]]> Statistics: Posted by nine2 — 05 Jun 2015, 10:10


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2015-06-05T09:10:47+02:00 2015-06-05T09:10:47+02:00 /viewtopic.php?t=10020&p=100987#p100987 <![CDATA[Re: Couple things that should change about FAF.]]> Statistics: Posted by speed2 — 05 Jun 2015, 09:10


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2015-06-05T09:02:18+02:00 2015-06-05T09:02:18+02:00 /viewtopic.php?t=10020&p=100986#p100986 <![CDATA[Re: Couple things that should change about FAF.]]>
quark036 wrote:
Tatsu, if you look at the github discussion, Crotalus has been looking at solutions, but hasn't been able to find a method to both make it not cancel when you don't use shift, and still let you assist with shift (because a bunch of people use that). We don't want to break something people use in order to fix another bug.

Quark

problem is more people have the missclick issue than people using the feature.

besides the current fix is a proposition for a temporary fix not a real fix which is what we're looking for.

Statistics: Posted by tatsu — 05 Jun 2015, 09:02


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2015-06-03T15:57:21+02:00 2015-06-03T15:57:21+02:00 /viewtopic.php?t=10020&p=100911#p100911 <![CDATA[Re: Couple things that should change about FAF.]]>
Quark

Statistics: Posted by quark036 — 03 Jun 2015, 15:57


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2015-06-03T11:45:29+02:00 2015-06-03T11:45:29+02:00 /viewtopic.php?t=10020&p=100896#p100896 <![CDATA[Re: Couple things that should change about FAF.]]>
speed2 wrote:
Im with Vee in this one, if you dont know how to you assist properly, then qeue units in each factory. But dont you even try to remove function that many people including me use every game.
The solution you're looking for is assist that doesnt require shift, so your misslick would have same function as out working way SHIFT + right click. That is solution to this problem, not removing assist command.

guys you're not listening a MISCLICK is what I'm on about. it happens too often that if the factory is selected and a click land on another factory

Statistics: Posted by tatsu — 03 Jun 2015, 11:45


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2015-06-03T08:49:31+02:00 2015-06-03T08:49:31+02:00 /viewtopic.php?t=10020&p=100890#p100890 <![CDATA[Re: Couple things that should change about FAF.]]> The solution you're looking for is assist that doesnt require shift, so your misslick would have same function as out working way SHIFT + right click. That is solution to this problem, not removing assist command.

Statistics: Posted by speed2 — 03 Jun 2015, 08:49


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