@biass said in Very long post about spread attack, UI mods and why improving player's controls and UI is apparently and wrongly considered a bad thing in FAF, also balance:
@Mach
something?
Can you please write in proper sentences? I can hardly understand what you're saying and I don't even know if what you said actually related to what I said at any point.
its very simple, apm would no longer be needed 90% for "translating orders player wants to give thru UI" but for giving those orders in first place (like it is supposed to be). "Translating orders" is not what apm is for, your apm should distinguish you from a player with lower apm by you doing more attacks, more raids, more queues in the same time they do less, not by you both spending 90% of that time spam clicking for something that could take 1 button press otherwise, yes the result is the same (more apm means you do more stuff), but by not having trash controls both players could do proportional-to-their-apm more stuff exactly the same as before, separating them. Instead of 2 commands for low apm player and 4 for high apm player, with trash controls, low apm player could do 10, and high apm player 20, with better controls.
However:
@Mach said in Very long post about spread attack, UI mods and why improving player's controls and UI is apparently and wrongly considered a bad thing in FAF, also balance:
instead of there being 1 fight going on at a time there could be several
This is baseless, fighting in mutiple places at once is not a symptom of some arbitrary control issue, and making random UI mods will not fix it. It's simply a matter of people doing what is more efficient to do.
Fighting in multiple places at once doesnt even happen, because players have to give their orders in stupid ways in that one place, while they could have been attacking in another location at same time if they could give those same exact orders, no automation, easier. Fighting in fewer places is a symptom of current bad controls.
@Mach said in Very long post about spread attack, UI mods and why improving player's controls and UI is apparently and wrongly considered a bad thing in FAF, also balance:
having to tell your units what to do at specific time because controls dont allow you to queue it, isnt a gamplay aspect of strategy
You have not yet justified why this should not be the case, no matter how you try and make it look in your wording.
Once again queuing units in unfinished factory example, literally the same thing as queuing spread attack after move orders, but considered fine because "it was already in game" and "this is a UI mod that plays the game for you". Why dont we remove ability to queue units in unfinished factories for same reason then? This would be better gameplay aspect of strategy according to you then.
And like I said in original post: The difference between UI mods that play the game for you and UI mods that allow for better unit control is whether those mods give out orders on their own without player action, or simply allow player to give out explicit orders thru their own actions, but easier. This means things that automatically control your units without you doing anything banned, and things that allow you to give out explicit orders, but easier, allowed. It is not gameplay automation, it is automation of stuff that shouldnt even be necessary for player to have to do manually.