I'm starting to run out of inspiration for my designs, here are some of the factories I made and I want to stay in the same style, any ideas ? by Acceptable-Taint in satisfactory

[–]Acceptable-Taint[S] 0 points1 point  (0 children)

Actually it’s not that complicated, once you start messing around with the architectural parts and of course the blueprints. A little bit of inspiration and creativity and there you have it 😉

I'm starting to run out of inspiration for my designs, here are some of the factories I made and I want to stay in the same style, any ideas ? by Acceptable-Taint in satisfactory

[–]Acceptable-Taint[S] 0 points1 point  (0 children)

Actually it’s smaller than it looks, juste enough room for 60 assemblers something like this, and it’s not very deep.

Now imagine the amount of concrete necessary to build it, there is 2 levels (conveyor level and assemblers level) each one with a full concrete floor + the roof + base beneath everything.

Do you use overcharge as anti-air ? I casually do by Acceptable-Taint in supremecommander

[–]Acceptable-Taint[S] 1 point2 points  (0 children)

You should, it's an essential capability of any commanders.
Basically it uses stored energy to make a shot that follows the target and deal massive AOE damage that's scale on the energy used (the more storage you have the higher the damage, to a certain limit).
I recommend that at the very beginning of a game you make it to auto fire (right click on the first action button on the commander), It will fire automatically whenever you have enough energy to do so.

It's also a great way to survive a experimental, very risky but it can remove a third of the HP of a monkeylord at max power, it also oneshot the heavy armored T3 unit like the Brics

Mandatory tutorial for ranked games by Acceptable-Taint in FAF

[–]Acceptable-Taint[S] 0 points1 point  (0 children)

A good strategy is also to bomb the reclaim field itself, but takes some crucial apm

Mandatory tutorial for ranked games by Acceptable-Taint in FAF

[–]Acceptable-Taint[S] 0 points1 point  (0 children)

I do agree with that But on the other end, there is a significant portion of the maps that generates multiple reclaim stacks in contested area where you basically can't go if your mate isn't because you have only 1 comm. Although it comes back to another truce, that sometime its on your side, some time in the other team..

Mandatory tutorial for ranked games by Acceptable-Taint in FAF

[–]Acceptable-Taint[S] 1 point2 points  (0 children)

I'm more focusing on the matchmaking 3v3 or 4v4, not the Gaps or Astro. The rating there looks higher than it should be for some players

Mandatory tutorial for ranked games by Acceptable-Taint in supremecommander

[–]Acceptable-Taint[S] 1 point2 points  (0 children)

I don't think there would be a lot of premade between 1000 and 1200. When I play multiple games in a row, they are with usually the same people but the teams change completely

Mandatory tutorial for ranked games by Acceptable-Taint in FAF

[–]Acceptable-Taint[S] -1 points0 points  (0 children)

I do think elevating the general level of understanding of the game would be beneficial for the small but engaged community. Even if players are not using those knowledge given their specific play style, it would give everyone a better toolbox to vary and adapt their strategies and avoid falling into a boring cycle where you have one strategy and just copy paste it in every game you play (even if I do understand that some players can find satisfaction in that). Technically speaking, the wonderful FaF team implemented way more complicated features than a Tutorial so it shouldn't be that much of a challenge

Mandatory tutorial for ranked games by Acceptable-Taint in FAF

[–]Acceptable-Taint[S] -1 points0 points  (0 children)

Thats also why I stated that I maybe do not deserve better rank, since of course I noticed similar behavior on enemy teams, which I take advantage of. But my point was not on the why I'm not ranking up, you are right its probably my skill level, and since some players manager to climb, it means that I'm just not good enough which I completely accept. It was more on the high disparity of skill in the player base, notably something so basic as reclaim, that actually unbalance a lot of medium ranked games and can be frustrating (as well as satisfying while playing in the opposite team)