• Make it obvious that a game is rated or not

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    KazbekK

    Few months ago I used modified kyros lobby client to show is map ranked or not just be adding prefix by [R] or [U]. R with default settings always rating game. May be show is map ranked can be good in general.

  • More loading screen tips?

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  • Auto delete text?

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    KaletheQuickK

    @intel_wins_games I had figured it out though. It's the same command to remove orders from a queue. Like if you do move-attack-move, but want to just delete the attack.

  • Ребят помогите ♥ Guys HELP ♥

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    S

    Yes unfortunately that server status has to be manually updated so in situations like this it likely is not accurate

  • maps veto for ladder

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    angelofd347hA

    @jip said in maps veto for ladder:

    I think this topic served its purpose and should be closed by a moderator ( Deribus ).

    Done.
    I suggest for those with an actual plan on implementation to work with the development team

  • We need to talk about TMM rating brackets

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    AskaholicA

    I think the probability fall off could be more or less implemented by the map pool curator without any code changes because we already define a weight for each map in the database. We added this so we could balance the frequency of getting map gen maps, but it can be applied to any map.

  • Create A New Matchmaker Councillor Position

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    J

    Pls no more FAF elections.

  • Option to Disable UEF Drone Autobuild

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    ResistanceR

    can try pausing the acu but then you won't be able to construct anything

  • Individual rewards from teamgames

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    biassB

    made the "noob team i played epic" joke one too many times and now I don't have enough FAF social credit score to ride the bus, what should I do?

  • Divide Ladder by map size

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    CaliberC

    100% agree with this need seperate ladder for map sizes

    sometimes i dont want to sweat for 30-40 minutes on a 20x20 and just fancy a quick game for 10-15 mins

    but you dont need a seperate rating system for each map size just an average rating over all, so if your really good at 5x5 but hate 20x20 it should even itself out and incentivize mixing it up a bit

  • Ship FAF with PD + walls template by default

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    B

    @deribus Second this

    BRilliant idea.

    To many times pref reset and I had to manually reset up that template mid game. urgh

  • Make tree groups visible from further than broken trees

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    maudlin27M

    Yeah some way of easily telling tree groups would help - I just don't bother and use attack move as I don't have the time to try and figure out what's a tree group and what isn't, but would be nice to have better information on this so if I wanted to I could try and make better use of tree groups without needing to memorise the map in question. I'd probably prefer including the mass and energy values for tree groups (but not individual trees, to avoid too much information on the overlay), or some special icon/other visual indication (that happens when activating the reclaim overlay), over 'zoom out to a particular level and you can see tree groups but not individual trees', although the zoom out option would still be better than nothing.

  • Player Councilor elections - shorten future timeframe

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    FtXCommandoF

    Most positions are closed or appointed. Moderation Councillor is voted upon by the current moderators. Balance Councillor is voted upon by the current balance team. Game Councillor is effectively appointed because like 2 dudes even touch the lua repo. DevOps precedent has basically been appointment but that's because there hasn't been a situation of multiple qualified candidates wanting to have the position. And so on and so forth.

    For Player Councillor to operate in a similar fashion you'd need it to basically be like the trainers, TDs, and matchmaker team vote for their manager but the whole issue here is that these teams are quite fluid and low in barrier to entry. If I had a closed election like this, I'd have 4 dozen complaints about rigging the vote because I didn't let some dude that hadn't logged onto FAF for 3 years that had a trainer avatar in 2017 for a few months participate etc. Same thing with TDs. I already dealt with a ton of moaning because I would remove people as TDs if they failed to host a tournament within the last year, imagine that also carried the loss of some voter privilege.

  • Noob matchmaker queue

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    E

    I agree that practicing apm in FAF is of questionable usefulness. I'm mostly certain my apm is generally higher when I'm playing well compared to at least a few different 2k players, all of whom would wipe the floor with me regardless of how well I was playing. The main time apm really becomes an issue is in large full share team games when teammates start dying. Even then it's not so much apm as it is how quickly you can think to make good decisions and movements. My apm has actually gone down when I'm in the situation of taking over multiple bases because my game sense or whatever just wasn't up to the task of managing three different bases made by other people with three different factions fighting on every front.

    The exception to this is if you're doing highly optimized manual reclaim dependent builds, then yeah you can need good apm and clicking accuracy. Look at Yudi for instance. But for the vast majority of players in the vast majority of situations you'd be better off not doing that anyway.

  • Link external Tutorials in Client's "Tutorials" Section

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    CheeseBerryC

    Just as a proof of concept, here are a couple tutorials that we could link:

    ------- For the new player -------

    WiseOldDog's guide
    is not about gameplay itself, but about the time and mindset between games. A very valuable and short read.

    arma473's 1v1 guide.
    While it focusses on 1v1, a large majority generalizes to team games as well. A great first guide to read!

    FtXCommando's guide to the economy,
    and what that means for your gameplay. Very competently breaks down some of FAF's more obtuse systems to be much more transparent. (Not sure if all the numbers are still correct, but the general sentiment certainly is. Should check that, probably)

    Heaven's Guide about generic build orders.
    He made a lot of tutorials (see below) but this one specifically is great for new players as the first couple minutes of every game just matter so much.

    ------- For the intermediate player -------

    Blackheart’s guide to improving forever.
    It's mostly about mindset and meta-analysis but also has some great points about how your game, e.g. hotkeys, should be set up.

    Heaven's full list of Tutorials.
    60 tutorials in total covering a wide range of topics: Macro and micro advice. generic and specific build orders, faction overviews, etc. A great place to look after you have gathered some experience.

    BRNKoINSANITY's "Weirdly Specific Tutorials for Supcom".
    As the name implies, tutorials about niche topics. Sadly there are only four of them.

    ------- UI Mods and Game Setup -------

    Blackheart’s guide to UI mods.
    Some of this is debatable, but it's nonetheless valuable advice by one of the best players in the game.

    nine2's guide to writing your own custom hotkeys,
    if the build in ones are just not enough for you. Very technical and nothing a new player should concern themselves with. I just put it here for completeness sake.

    ------- Other stuff I'm not sure how to classify -------
    Jagged Appliance's impromptu com drop tutorial on stream.
    It's great stuff, but linking to individual tutorials like this in the client seems tedious. We could maybe make our own Youtube playlist with all the scattered pieces of information out there?

  • Add units to patrol?

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    DeribusD

    @jip said in Add units to patrol?:

    Regardless - this topic has been answered and I think @Deribus should consider locking it.

    As you wish

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    archsimkatA

    Petition to add tractor beam anti weapons to literally pull enemy planes out of the sky.

  • Adding to news section

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    RoweyR

    post your idear here https://discord.gg/EMuNCZmPBS

  • What if ground experimentals could be upgraded like SACUs?

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    arma473A

    I've read somewhere that in SC2, some experimental functionality comes online before the thing is completely finished building

    So it would be interesting to have, let's say, a spiderbot that can start walking before the cannon is ready. So you could keep it in the base while you assist the laser upgrade. Or you could send it to the front and the spider would finish building the cannon on the way. That would get it out the door sooner but it wouldn't help you to defend a base sooner. So it would essentially reduce build time in some situations but not others.

    Or a different approach, when the GC finishes building it has a movement speed of 0 but a fully-functional cannon. Then you assist it with the "movement speed upgrade." When that finishes, it can start walking. So you could use it essentially as point defense until you finish making it. I see all the time people scrambling to finish a GC while enemy units approach. It would be interesting if the GC could shoot at them while it was finishing.

    Since these upgrades would be only a net positive, they would start building automatically when the unit finished construction.
    hey could be paused if you don't want to spend on them but they couldn't be canceled.

  • Hint in loading screen about how ping works

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    arma473A

    Desyncs are a different problem but I have noticed that desyncs seem to be more likely to arise when a player has connectivity problems, especially if one person leaves the game while everyone else is waiting for a different player to reconnect to the internet. I haven't noticed a correlation between desyncs and the game running slowly based on slow CPU.

    Maybe in general people should try not to leave games while one person is reconnecting.