I think map gen in ladder pool is great and I'm sure it would greatly increase ladder acitivity much like TMM brought back people to the game.
I think its something fresh and new and thats what video games need to stay alive.
Therefore I recommend easing your usual selection criteria for ladder pool in favour of map gen. Try it out, you wont be dissappointed. And if its shit and people complain: ooohh kkaaaayy remove it the next cycle.
Some Sort of Ethos
I dont need to be a 2k ladder god to be the bennis
Identify a Problem
In teamgames T3 mex is the winning play, most of the time. Setons meta, dual gap meta (the most played maps) degrode into T3 mex simulator. Canis, Wonders, all these maps are T3 mex simulator. Even in 2v2, after initial skirmishes, gameplay degrades into T3 mex and try to get somewhat useful ways to spend mass style.
RAS COM is just another symptom of the problem: you can get away with T3 mex gameplay because it pays back too fast and unit speed is too slow for the aggressor to be able to convert his early investment into substancial damage before defendant has enough BP and mass accumulated to formulate an effective defence.
This is further amplified by reclaim values being very high at 83% which makes it even harder to aggress.
This also devalidates T2 stage in teamgames entirely. In 1v1 this is less of a problem as most fighting occurs in T1 and T2 stage, but a T3 mex nerf wouldnt hurt 1v1 either as it will just extend T2 stage further which is probably a nice thing.
Its a problem because it limits the meta. Problem should be evident and doesnt need showcasing.
Find a Solution
*priority Make Eco options past T2 mex with storages more expensive. Increase T3 mex cost by 25%. Increase Ras cost, sacu ras cost and fab cost by 25%.
Decrease reclaim values to a flat 50%, everywhere (water air land )
Justify the Solution
Obviously, if T3 mex is more expensive it increases the duration of the window for the aggressor to deal damage. It also adds a small challenge for the T3-mexist to defend his precious mex against units, he cant just rely on travel time of units to be too high to be any threat. Thats why air is so strong: the mass investment immidiately pays off as units dont need to walk across the map. unit travel time is airs benefit, not its balance of strenght relative to AA options. (nvm T3 MAA is still mostly useless)
I think the recent bomber and lab changes have highlighted what faf needs: more options that reward aggressive gameplay. These changes have been a welcoming touch to 1v1. But for anything with more players this doesnt cut it. Mass enters the game too fast, and the reason is the many efficiently teched up mass extractors that pay off too quickly. One eco noob with T3 mex can wipe a wonders with fast T3 mex rush + GC, Chicken, Megalith when the rest of the players go full out aggression and naturally dont eco. Because all he needs to do is survive for 10 minutes.
What I noticed was very powerful was to pet new players, take them under your wing, personally approach them. If you throw them into the cold water with lobbies such as "500+ NO GREYS" where a new player who managed to win his first two games get called out as a smurf by garytheubernoob and his cronies can be very disheartening.
It might sound rediculous - but I think there are enough people up for the job - a sort of mentoring program could be a powerful tool to retain people. If you are new, then you should be approached by a mentor who gives guidance, explains rating system, how to find good games, basic game mechanics etc. I did that to a few people and some of them still stick around. Maybe add an add to the opening page of the client: "YOU ARE NEW: GET HELP HERE" and then a list of people to approach. Maybe put new players in a special IRC channel #new players where mentors sit and ask questions. I know that from games like eve online. I think approaching people personally is the best way to get someone involved, to feel acknowledged and it takes away the frustrations from not knowing anything in the beginning.
I think fafs biggest asset is the dedicated community members it has, people willing to put in work and explain stuff - connecting these ressouces to new players is a task that im sure will boost new player retention.
For once I have to agree with thau. Math in its simplest form has finally defeated psions.
Could you please substantiate your argument? Frankly right now your posts look like nothing more than shitposts. I completely disagree that mex price is a fundamental pillar with complex interactions thats shifts it all. It literally only affects timing of aggression vs defence. All units stay the same. I think my analysis is fairly complete. TA lore isnt a reason to leave mex income and prices untouched. At the end of the day we need to ask ourselves why faf has become slow and static and wether we want that. Making eco a worse option makes units better. And i think faf should be about making units and using them right and not about making mexes and firebases.
How many games people where surprised in teamgames in the following way:
"Oh no my opponent made units. I might have a problem"
You would understand.
Replay: I don’t have one because the ML is useless and nobody makes it anymore.
Now why do I think it’s underpowered:
I think the role the ML fits with his relatively low hp and high dps is the role of a surprise glass cannon cheese weapon. You build it fast and hope it’s unscouted, use it’s stealth field to creep up and then kill acu, or a base or something critical.
ML strategies are most of the time all-in, because getting t3 acu, T3 Power (to be able to spend mass quick enough for the ml to matter) and then the mass for ML (before T3 MeX, because this is the time frame where the map isn’t littered with t3 units, bp concentrations that can spam pd or air build power that can make gunships, corsairs or even t1 bombers that can easily counter the ml and reduce it to a nice mass donation. If you give up t3 MeX or units or air in favor of a ML that’s so easily countered you are almost always behind, the ML just isn’t worth it, doesn’t really have a nieche anymore.
Now why do I think the ML has become worse?
The build power nerf totally killed it. Before you could make a ML with t3 acu only in a reasonable amount of time, which not only saved mass, but also made it harder to scout a ML in the making, because acu could make it underwater. Engi clusters are more easily scouted by radar, it’s just much harder to make a sneaky ml because of a combination of the need for more engis (mostly t1 engis because this is the bp you got in the relevant timing window of the ml) and the increased time it takes to make it.
Now I could go on how the game matured and cheese options are harder to get away with because people know how to deal with it better, scout more and know how to make hives that that straight up reclaim and approaching ML, but that’s Another discussion.
I would propose to reduce the build power required to make a ML back to the old levels, or maybe at least reduce it by 33% to see if it gives some strength back to the ML as a surprise mechanism that has an actual timing window on team game maps like Canis, setons, wonders etc.
The arguments for the experimental bt nerf were to make them less of a late game mass sink: I think people will not start spamming MLs now, because of their relative inefficiency in terms of hp per mass, and if they do: great, sounds like fun games.
I think its known: hard to see which carrier carries how many units, hard to see in general how much progress carriers made when you produce strats or torps in them from zoomed out look. how about a little number on top of them, much like mex overlay or nuke progress? Would be a small yet very convenient improvement.
Are you gonna match the client to add another digit to the game count row as tribute to highlanders COMMITMENT to faf?
YOU GONNA AMEND THE CLIENT TO EQUATE TO HIS GREATNESS
WE ARE HIGHLANDER
I would say: remove it. What good is it doing to the game?
Yeah right ftx. Training is pointless, its all about t3 mex and getting t3 mex fast.
A 2x cheat multiplier in a game with super fast snowball eco - great reward for gaining rating: your MeX produce half mass and your engis build like half as slow: that’s so hilariously frustrating how can you have any appreciation for the game, the unlimited flow off mass into hives that keeps us going until 5am. You are not a connaissseur
I like a speed buff of ~ 8% and a bt reduction of 20%.
That would significantly increase its value as a surprise weapon without increasing its combat effectiveness a lot so it doesn’t gain mass efficiency vs other units but gets stronger at its actual role.
I wouldn’t change turret turn speed because it’s got a big ‘ol laser on its back and lore wise I think it makes sense this thing turns slowly.
Why not give Wagners stealth??????? Would emphasize their raiding role, fit well within the cybran faction theme, add fun and surprise to the game and I think stealth is an underused feature in faf where radar is so important in general. Come on!!
At this rate we soon have more tournaments than people in the respective bracket. Not saying it’s bad, just saying.
Why don’t you just pick sera Thomas
I think he is trying to make a case for a vote to kick feature. This has been discussed before and as far as I understood is in the making?
And against hover
@humanpotatoe let me tell you one secret only high rated players understand. Once you are high rated, you don’t care about all the shit you just mentioned. You are just good enough to foresee all the bullshit, prepare for it and deal with it and compensate for it. Far is a hard game, lower rated team members are one of the harder aspects of it.
Then firing cycle of tridents is also op they have so little overkill. I think t2 and t3 Navy needs more up like 20%. Cybran frig is op reduce it’s hp to be low like all other cybran units compared to other faction counterparts.