Reclaim balance suggestion
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This is a terrible idea and I've already answered why in another thread so don't even try to ruin this discussion by adding it here. If you do then I think it will be really healthy for this thread that your posts be removed as you do nothing but post your insane ideas around the forum and argue with people which demotivates everyone around to read through the threads and post anything meaningful.
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Your solution, disabling manual reclaim for small props (trees and small rocks), but allowing them to be reclaimed by attack move, is possibly the most inelegant and unintuitive solution I can even think of. It reads as if I just described the issues with reclaim to my 8 year old cousin, who has absolutely no understanding of the game, and had him try to create a solution to the problem.
It belies a complete lack of understanding of the fundamental tenets of game design. Are we going to have to create a must-read forum post now describing what is manually reclaimable and what is not? That seems necessary to make it clear what is manually reclaimable and what isn't. Your solution makes it difficult for a new player to even learn what is reclaimable, and even for the experienced player your solution adds unneeded complication. It will be extremely frustrating to manually click reclaim only for some of the commands to not go through. This adds a whole new set of complications – with your solution, players likely now have to learn what reclaim is manually reclaimable on a map-by-map basis.
I took the time to respond to your post and point out the issues with it, not because I think your opinion deserves it, but because the community needs to realize just how useless the drivel you spew is. I agree with Tagada that there should be some kind moderation for misleading or harmful posts.
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I double the moderation request, and not just for moses or the balance discussions, but some other you know who individuals too, this shitposting is the reason noone on the balance team takes any forum talk seriously and barely anyone even reads it. Quite mindboggling how this forum managed to top the old one in the sheer idiocy just after being released.
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I mean i do agree that his post doesn't contribute much to the discussion. However, i do agree that the manual reclaim fiestas required to be top on various maps is abit stale and that strategy and unit micro should be more important to get an advantage than reclaim clicking and order of building. I lost many games because i didnt know the random insane mass values of almost invisible reclaim patches in my early days (loki ??????) And that not a cool gameplay feature. Make reclaim wrecks only, clearly visible and in contested areas of maps: same mechanic and more straightforward even to new players.
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I would like to see reclaim happen at speeds based on the amount of resources. So if you're reclaiming 100 mass worth of broken trees, that should be about as fast as 100 mass of dead tanks or 100 mass of rocks. You would have to have engineers take less time, basically zero downtime, between reclaiming different targets. That would reduce the need for manual reclaim orders, because attack-move would be nearly as efficient. If you could shovel 100 mass into your face just as fast with attack move as with manual reclaim orders there would be a lot less clicking.
Another way to fix it might be to have attack move always work like factory attack move (where the engineer walks to the waypoint and then reclaims at guard range, instead of traveling down the path acting like it is on patrol). You could quickly queue up a series of attack-move orders so you don't have to babysit engineers and constantly adjust their orders to get the benefit of factory attack move. FAM can be at least as good as manual reclaim orders, so in most situations, manual reclaim would be unhelpful.
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@arma i asked for default attack move to be fac attack move before. Apparently its not possible due to engine restrictions but maybe thats just as excuse my either nostalgic or lazy devs
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@Tagada said in Reclaim balance suggestion:
This is a terrible idea and I've already answered why in another thread so don't even try to ruin this discussion by adding it here. If you do then I think it will be really healthy for this thread that your posts be removed as you do nothing but post your insane ideas around the forum and argue with people which demotivates everyone around to read through the threads and post anything meaningful.
For all your inane shit talking, you've failed.
Other people agree with my views. You don't like that its a reasonable discussion point that you don't agree with, so you bitch and moan and attack because you're too immature to put forward a decent argument.
Fundamentally, you're trying to argue that clicking a bunch of things repeatedly is a good mechanic. Its not something that you want to have to defend, because its so obviously stupid, but its something you're good at and its something that helps you and at some point that convinced you that its a good mechanic when its clearly not.
I watched a few of your replays, you may stop queuing up manual reclaim at 3:30, but your engineers continue to process that manual reclaim up to about 5:30. It is an advantage for you, and it is a stupid advantage gained through a ridiculous mechanic.
By all means, complain, attack me, whatever... it does nothing to obfuscate the clear absurdity of your position.
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So what are we supposed to do during this time? Watch anime on second screen? Ponder on the balance?
Enjoy aeolus? What you are doing is literally crying 'cuz you can't be arsed to click few rocks.Like yeah few maps are fucking stupid with the reclaim they have, but it's not the problem with mechanic but with the map design itself. We already nerfed it by half, by fucking half, and you want even more nerfs on top of that?
I mean this game is already slow AF, so slow that even boomer like me can sleep throughout the most of the game and not have lack of APM. The effin reclaim at least gives me something to do during the boring downtimes that supcom have in the early phases. Cuz I sure AF don't enjoy staring at single factory doing it's thing for 4 minutes without having anything to click.
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On a side note, to say reflect a sim of prior damage dealt for reclaim gain, to say, might be reasonable to suggest the amount of reclaim is with a variable amount versus a present one.
Thanks
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@moses_the_red said in Reclaim balance suggestion:
Tagada said in Reclaim balance suggestion:
This is a terrible idea and I've already answered why in another thread so don't even try to ruin this discussion by adding it here. If you do then I think it will be really healthy for this thread that your posts be removed as you do nothing but post your insane ideas around the forum and argue with people which demotivates everyone around to read through the threads and post anything meaningful.
For all your inane shit talking, you've failed.
Sorry but what was the point of posting this? The purpose of the balance forum is to propose the ideas to the balance team so it could be put into the next patch. Trying to act like you’re some second rate Ben Shapiro for no real reason literally damages everyone involved in the thread.
- the balance team stops looking at player suggestions
- higher rated players are not interested in giving feedback to suggestions because they don’t want to crawl through garbage
- lower rated or newer players don’t get a seat at the table due to repeated negative experiences
- you get a bad rep for being an idiot
This has literally devolved into useless arguing, and you know that means something if I’m the one saying it of all people.
Please allow the balance team to moderate the balance forums.
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I'm in support of a reclaim nerf. Having wrecks take longer to reclaim gives opponents more time to make a counter play. It also means if you have laid claim to a large mass field post-battle, your rate of absorbtion will slow down, meaning it will be easier to manage balancing the incoming mass.
The only part I would want to keep the same is the rate engies reclaim hostile units. I feel it's important for an awake player to reclaim a raiding LAB or tank with a quick reclaim order. If a LAB can go toe to toe with a reclaiming engie and kill it, I think that takes away a "large" bit of early game micro that rewards players that put the attention and effort in.
It would be very interesting to see how a significant slowdown in reclaim would affect how The Ditch is played.
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@Keene Hostile versus Non-Hostile would be nice, but, in terms of faction vs same faction seems questionable.
I understand the concept but not sure in a general sense how reasonable that is for alot of gameplay in FAF.
The rest seems 50/50 back and forth, which for the current situation is without for say same outcome.
Thanks
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@Mvk_ said in Reclaim balance suggestion:
@Keene Hostile versus Non-Hostile would be nice, but, in terms of faction vs same faction seems questionable.
I understand the concept but not sure in a general sense how reasonable that is for alot of gameplay in FAF.
The rest seems 50/50 back and forth, which for the current situation is without for say same outcome.
Thanks
????
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Most of his posts are gibberish like that.
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maybe it is possible to make a mod that simply removes all reclaimables (rocks, trees, initial wrecks) from the map at game start? then people could play maps without initial reclaim and see how it actually affects the way games are played out. it would probably make games slower overall, but how much is hard to say.
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what about reclaim that appears after killing units
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Such a mod would be unranked meaning it would not get played more than likely.
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Manual reclaim in higher amounts (eg. clicking more then the biggest rocks) is only needed at 2k+ level so I don't understand this whole stance of "you need to click so many rocks, what a dumb mechanic". If you don't want to then don't do it and you and 99% of the player base will do just fine. Instead of clicking the rocks to get 50 more mass you can micro your tank and win easily a 1vs1 with your tank and get guess what 50 mass value out of it as well as possibility of raiding enemy expanding engie or get a more favorable trade later on with 3vs2. If we are talking about team games you can do exactly the same with tanks or early t1 bomber.
People that argue that manual reclaim in high amounts gives insane return of APM investments clearly don't understand this game and it's mechanics.
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@Archsimkat I support your proposed reduction of reclaim rate. I however do not know to what degree of reduction would be appropriate.
@Keene your suggestion too keep the rate at which an engineer can reclaim hostile units is good and I support this notion. -