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    Scouts and labs should not break tree groups

    Scheduled Pinned Locked Moved Balance Discussion
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    • FtXCommandoF
      FtXCommando
      last edited by

      If it were added I’d rather it kept to a simple rule of “t1 units don’t break trees” than anything else.

      Also it is pretty much functionally impossible to catch spirits on sentons before they get to trees regardless of player skill.

      JipJ 1 Reply Last reply Reply Quote 1
      • RobustnessR
        Robustness
        last edited by

        it's funny, but they are often caught if they know that the opponent with the best chance will make them

        1 Reply Last reply Reply Quote 0
        • FtXCommandoF
          FtXCommando
          last edited by

          Literally Yudi’s team did it every single game in the last sentons tournament and they were never caught.

          1 Reply Last reply Reply Quote 4
          • JipJ
            Jip @FtXCommando
            last edited by

            @ftxcommando said in Scouts and labs should not break tree groups:

            If it were added I’d rather it kept to a simple rule of “t1 units don’t break trees” than anything else.

            Also it is pretty much functionally impossible to catch spirits on sentons before they get to trees regardless of player skill.

            What if we add an additional unit property here:

            4ef1b0a8-8622-4af3-bb78-cd0374debfc0-image.png

            That indicates that the unit doesn't break tree (groups)?

            A work of art is never finished, merely abandoned

            1 Reply Last reply Reply Quote 1
            • FtXCommandoF
              FtXCommando
              last edited by

              I was thinking about some FACTION DIVERSITY to make some faction tanks break trees and some don’t and whether that would be good for the game or not. If that was decided to be good I think you would want that solution but I’m not sure if there is much of a reason for trees to be run over by t1 tanks and not labs as a universal thing.

              1 Reply Last reply Reply Quote 0
              • TheVVheelboyT
                TheVVheelboy
                last edited by

                Inb4 aurora and mantis don't break trees as they aren't real tanks.

                1 Reply Last reply Reply Quote 1
                • J
                  JazzFunkNoob
                  last edited by

                  I'm all in for the labs and scouts. But I think any other unit should keep doing so for asthetic reasons alone.

                  1 Reply Last reply Reply Quote 4
                  • TheWeakieT
                    TheWeakie
                    last edited by

                    I dont really see the need to make labs not break trees. Never seen that been an issue

                    1 Reply Last reply Reply Quote 2
                    • arma473A
                      arma473
                      last edited by

                      We should make LABs not kill engineers

                      1 Reply Last reply Reply Quote 2
                      • veteranasheV
                        veteranashe
                        last edited by

                        I remember awhile back that broken trees were buffed or something so the reclaim value wasn't as big as a hit when broken to specifically combat this. Did this fix not work?

                        1 Reply Last reply Reply Quote 0
                        • T
                          Tagada Balance Team
                          last edited by

                          I wouldn't be opposed but I need to think about this a little more.

                          1 Reply Last reply Reply Quote 2
                          • M
                            Maomaoo
                            last edited by

                            That's something that only impacts sentons/selkie as those two are only a few of the maps where tree breaking can really be harmful because of how abundant the tree density is and it's really hard to prevent an aeon scout from getting through because of how large the water area is and how open the map is which opens a lot of paths and sometimes it can be very unpredictable from where they will be coming from, the mechanic isn't particularly op for 99% of the maps but the environment of the map makes it so, i don't really think that's an issue otherwise the same logic can be applied for dual gappers who constantly complain about stuff like t3arty/nuke op but most people here tend to ignore those because they use the argument that they're irrelevant for 99% of the other maps.

                            1 Reply Last reply Reply Quote 1
                            • T
                              Tagada Balance Team
                              last edited by

                              Yeah, but this wouldn't really change anything for all the other maps (the LABs giving free intel to the enemy by breaking tree groups is a bug, not a feature. I wouldn't mind seeing it gone) while making it arguably better for Setons. That's not the case with nerfing Arties because of DG.

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                              • M
                                Maomaoo
                                last edited by Maomaoo

                                True, i gave random example though and there may be another more specific examples but yea ure right.

                                1 Reply Last reply Reply Quote 0
                                • FtXCommandoF
                                  FtXCommando
                                  last edited by

                                  By that logic wouldn't reclaim changing because of enemy bombs without you scouting the result of the bomb hitting the reclaim also be a bug?

                                  JipJ 1 Reply Last reply Reply Quote 0
                                  • ZeldafanboyZ
                                    Zeldafanboy
                                    last edited by

                                    Honestly I would also like this change so that I don’t break my own tree groups and therefore don’t have to path scouts and labs around unbroken forests

                                    put the xbox units in the game pls u_u

                                    1 Reply Last reply Reply Quote 3
                                    • JipJ
                                      Jip @FtXCommando
                                      last edited by

                                      @ftxcommando said in Scouts and labs should not break tree groups:

                                      By that logic wouldn't reclaim changing because of enemy bombs without you scouting the result of the bomb hitting the reclaim also be a bug?

                                      Technically - yes 🙂 .

                                      But that is a bug that is very difficult, if not impossible, to fix with the engine limitations.

                                      A work of art is never finished, merely abandoned

                                      1 Reply Last reply Reply Quote 0
                                      • BlackYpsB
                                        BlackYps
                                        last edited by

                                        Is seeing a lab through the fog of war that big of a deal? From the gifs I would have to actively look at that area to be able to notice the visual differences. That means I don't do anything else in that time, which is a pretty high cost. It looks like the main visual difference comes from different LOD values, can't we align them, so the tree group looks basically the same when it got broken?

                                        Regarding the breaking of tree groups on purpose: People complain about build orders being too OP all the time. We have a tool here to disrupt the enemy's build order, but this is now unwanted too? I would like to hear some more explanation why you want to get rid of this mechanic. Do you take issue with the fact that the unit doesn't need to shoot to do damage? I think it's a creative use of the game's mechanics to counter a greedy build order and it's one of the very few options when your own build order is inferior.

                                        If we still want to lessen the impact of broken tree groups we could play with the mass adjustment for broken groups. That has already been done once and that way we don't have to introduce additional complexity, where some units arbitrarily break trees while others don't. Plus we can keep the nice visuals of a lab crushing trees while running through a forest.

                                        1 Reply Last reply Reply Quote 1
                                        • S
                                          SiwaonaDaphnewen
                                          last edited by

                                          The way FAF uses tree groups is just a walkaround from how ugly the patrol or manual reclaim mechanics work:
                                          -For patrol reclaim: engineer logic is fcked and for some reason they waste of lot of time to pack/unpack their claw between reclaiming multiple things.
                                          -For manual reclaim: 1) You wouldn't click every tree manually which allows engineers to reclaim without claw unpack animation 2) FAF rejected all sorts of area reclaim and consideres it game-breaking mechanic despite such things exist in other RTS. (nobody misses stone clicking there, but i guess in FAF clicking stones is so much funnier than remaining SCFA gameplay)

                                          Instead FAF abuses attack move from factory - and that is actually a bug abuse which AFAIK didn't exist in GPG.

                                          May be fix factory attack move and introduce proper area reclaim so people wouldn't waste half of their life clicking every stone on the map?

                                          Some time ago it was more efficient to just break tree groups because it gave more mass, these days it better not to break trees because it is soooooooo much faster and gives more E. You have one number of trees, why do they give different amount of resources if they groupped of separated? All tree groups should automaticly break once game starts.

                                          1 Reply Last reply Reply Quote 0
                                          • JipJ
                                            Jip
                                            last edited by Jip

                                            May be fix factory attack move and introduce proper area reclaim so people wouldn't waste half of their life clicking every stone on the map?

                                            As numerous people have stated in this other topic that is about area reclaim - the better players among us rarely use manual reclaim with the exception during the first few minutes of the game because there's literally nothing else to do.

                                            At all other moments of the game it is better to use patrol or the regular attack move, as you need your apm to do your decision making on the battlefield.

                                            Anyhow - I'm asking moderators to delete future posts that reference the area reclaim discussion in this topic. This topic is not about that, it is about scouts being visible through the fog and scouts being able to be used to seriously impact your opponents economy without firing a single shot.

                                            You have one number of trees, why do they give different amount of resources if they groupped of separated? All tree groups should automaticly break once game starts.

                                            See the original post, in particular:

                                            The tree groups are a product to safe on performance. They are simply put more efficient to render

                                            We'd destroy your fps if we'd break them all at the start 😉 .

                                            A work of art is never finished, merely abandoned

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