Suggestions & Recommendations

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If I recall correctly, the Disperse Build and the Disperse Reclaim suggestions were denied, because it would be too overpowered and would increase the skill gap between players who are using and not using these features by several astronomical units.

The other player can not easily equalize this with just a few more actions per minute when he is not using, for example, spread attack key, when he wants to target multiple units

The game is already hard enough to learn for new players, adding more features that are necessary to learn and to master will possibly result in a decrease in new players and more frustrating moments in game experience.

At least, I would like to test those features, because I would like to see how it changes the dynamic gameplay.

Maybe the balancing team can finalize things up.

Edit: It was denied because of the possibility of abusing those features via UI mods as well.

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@magge

How would making the UI more powerful make the game harder to play for new players? It would make it easier for people to match higher players with the same APM. Unless you're talking about not explaining how to use the features well or them not being easily accessible, which is easily rectified with tooltips or a video guide

put the xbox units in the game pls u_u

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@zeldafanboy The same way as having more unit types makes the game harder. There are just more options that you have to learn, remember and ideally understand.
If The UI Mod was not very useful for higher level players, then it would be the case of closing the skill gap, but it would also introduce more skill barriers, where you might need to stop using a feature, because it makes you better if you are 500 rated, but makes you worse if you are 1500.
So you don't want features that harm your skill in higher levels. And making a feature, that is useful for a 500 rated, but has 0 impact on the gameplay of a 1500 rated player isn't that easy.
So basically if a feature is useful for a 1500+ rated player, then it will make the game harder.

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A dude made a ui mod that optimally split your units to make it as hard as possible for an ML laser to shoot them, that was sorta the lynchpin for blocking these abilities from being allowed.

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@magge not entirely sure about your points. I joined faf only because you had quality of life + mods. I would never have bothered if the game was vanilla supcom. Also, I dont think that 2ks turning into 2K5s will prevent 500s having fun together (they already ignore all the mods, do they flee because of me? and the fact that i do use them?). How can we check if your claim holds up and is not just opinion?

I also like mods since it helps low apm players like me compete with osu fanatics. It feels like you'd rather discriminate players on click speed.
I want an RTS, strategy focused, not who can micro building the mexes faster.

For a noob, isnt easier to learn to do spread build over doing 'select nearest idle engi, mex hotkey, click mex, repeat x times'? how is this not noob friendly?

Another point: if we follow your logic, why is disperse move even allowed then? because the modder released it before you could veto it ?

I wont argue the part about UI mods abusing this feature since i dont understand what that would be.

In the end, I guess it depends where the dev team wants to take the game.
All in all i dont really care, I just like to argue, do what you want 🙂 the game is already good, i dont care enough to make it "better"

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@magge said in Suggestions & Recommendations:

If I recall correctly, the Disperse Build and the Disperse Reclaim suggestions were denied, because it would be too overpowered and would increase the skill gap between players who are using and not using these features by several astronomical units.

Ive never heard of this before. Are you sure youre not confusing it with something else?

Anyway, the argument that it would increase the skill gap is a bad one and kinda irrelevant if you ask me. There are tons and tons of players not using way stronger tools than what is being suggested here. Its actually the opposite. Adding these tools would lower the skill gap because its now less effort to do something that required more effort previously.

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It was related to those discussions and threads - If I mixed it up, my bad. However, because of the abusing power in UI mods, it will not be allowed in the first place, but I like to be proven otherwise from someone who knows more about the matter, because I like those ideas.

sheikah said in Reclaim Brush:

This is effectively the same as area commands which has already been heavily discussed on this forum here https://forum.faforever.com/topic/2054/beating-a-dead-horse-area-commands/12?page=1

and on the old forum which I will link when I find it

Edit: found em, have fun reading
https://forums.faforever.com/viewtopic.php?f=2&t=13632
https://forums.faforever.com/viewtopic.php?f=41&t=8471&start=20

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Disperse reclaim is not the same as area commands. One is completely automating a process while the other just makes it more efficient

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Remember that auto mass fab was added not that long ago.

Sadge for radar ring at least (T1/T2/T3 radar and sonar would be nice)

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@thewheelie said in Suggestions & Recommendations:

Adding these tools would lower the skill gap because its now less effort to do something that required more effort previously.

But that's only true if what the mod allows you to do is already done normally by high level players and I don't think i have ever seen someone reclaim like the disperse reclaim does. Not even sure if people actually bothered to setup their build commands like the spread build would for mexes. So if you add it, it would raise the skill gap, because it potentially makes everyone play more efficiently, but is another thing you have to learn to use.

Wouldn't spread build be kind of a noob trap anyway, since you want to build things sequentially most of the time? And the gain of using it optimally is often very low. (48 mass at the t3 stage in the screenshot)