@RelaxBro 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:
Nerfing thigs - makes players feel like if they keep use it, it will get nerfed more. Psycology proofs that. And so they do not want to use it anymore. Because 1) It was better 2) It may and will get worst if they keep use it.
People don't care about history. They use a unit because it's fun, because it works, because it makes them feel powerful and gives them control over a situation. In-game, they don't care if it's 5% weaker than it used to be. Maybe on the forums they say they care, but during the game, they use the units that work for them.
We could nerf RAS SACUs by 10% and people would keep making them because they like having RAS SACUs.
So now how FAF works - try to do something that need more control - be punished and overcome or be punished again, and also after you do that, be punished again, because you move to next level, do all over again. Try to do somethit that need less control - be rewarded and you also can improve to be rewarded more.
People do not want be punished, they want to be rewarded.
Microing units successfully provides an immediate dopamine hit, it's a fast and simple way to provide this reward during games.
But well, that wont affects 1% of 1700+ ladder (or its just seems so), or anyway. Who caries what balance do to players
below top level.
It's important to balance the game for top players, not all players, because the rest of us will eventually end up copying the top players as best we can. There is no trick that only top players can do. Everything is available to us, even if our execution is comparatively poor. You will see 300-rated players using triads to ground fire subs while they are mismanaging their economy. You will see 500-rated players following the exact pathway to a big economy (t1 into t2 into storages into t3) and then suiciding monkeylords as mass donations. By definition, you can't balance the game for medium-rated players because we're making a lot of mistakes, and while we can't play perfectly, we can change which mistakes we're making.
That post will not be readet or answered, tho. Because Im average joe, and must be grateful that can play at all, and even Tagada won't getting someting that coutns like reall answer.
Sadly, I think you're right. Shift-g move is a good thing and I think the establishment doesn't want to talk about removing it because they know we won't agree. They want to sneak the change past us and present it as a fait accompli. They say "we already had this discussion" and we're just supposed to accept that?
@Tagada 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:
I really fail to see how units getting on top of the ACU and blocking it is such a bad thing, yes it may be frustrating but I think it's healthy. ACU's are absolutely busted compared to units and you want to keep your ACU in range of enemy units while keeping your units outside of enemy's ACU range. If you move in your units on top of enemy ACU you should be able to block him at the cost of clumping up your units and making them more prone to OC. After all it's only effective if you have a lot more of units bcs of how attacking vs defending unit formation works. If blocking wouldn't be possible it would make ACU even stronger (bad idea in my opinion) and even if you have 50% more t1 tanks you still wouldn't be able to kill enemy with an all in because of defenders advantage in engagements and Vet on ACU etc.
How is this possibly a controversial opinion????? The top players who fetishize having unstoppable ACUs are just WRONG about what they want to do to the game. We shouldn't let them take away shift-g move.
Footnote: I've spent a lot of time on this post and thought it through so I won't respond to some low effort quotation and BS claim by some random guy, so just don't bother. I am looking forward to get some answers from other top rated players, but mostly Balance and Game Dev Team as well as to use it in the near future in any related discussions so I won't need to spend 1h again explaining and argumenting my points.
I don't think you will find any random guys who DISAGREE with you about this. A change that makes it impossible for us to kill 2k-rated players even if we have them surrounded with a swarm of units is NOT something that the average guy would ever agree to.