@man_on_the_moon said in Seton's Clutch Tournament Best team of 2023:
Sign me up for cheeses slot, it seems like he wont be able to play
*2000 rating
Jup, sadly can't play on the 11th.
@man_on_the_moon said in Seton's Clutch Tournament Best team of 2023:
Sign me up for cheeses slot, it seems like he wont be able to play
*2000 rating
Jup, sadly can't play on the 11th.
I vote for giving yudi 4 ACUs, one each per normal starting location, and actually have him signing up solo
I looove the proposed tele range nerfs!
Now tele actually requires correct execution and interaction with the rest of the map, while still being super strong when it works as it should be
As an idea, I'd propose to change the tele range from 350 to 410, for no other reason than 410 is the nuke sub range and having standardized ranges where possible is nice.
@syndicus said in Seton's Clutch Tournament Best team of 2023:
@CheeseBerry Please read thread again.
Yeah this is perfect, ty
@syndicus Isn't the team rating cap and minimum rating enough to achieve that? I mean the 2.3k rating cap only excludes like 5 relevant people, so you may as well allow them to sign up.
Stacking isn't really possible with the 6.7k team rating cap anyway. You need at least two 1ks leaving you with one 2.5k and one 2.2k, a team composition that's imo less desirable than a more balanced setup.
@syndicus said in Seton's Clutch Tournament Best team of 2023:
@cheeseberry Correct, players 2300 rating and below will be allowed to sign up.
Sry I'm still confused. Can e.g. farms with his 2.6k sign up for the tournament or not?
@syndicus The way you phrased the rating cap it sounds like >2.3k players are forbidden from joining. I assume you intended it to mean that >2.3k players will be counted as 2300 for the purposes of total team rating, right?
@cortana said in Seton's Clutch Tournament Best team of 2023:
In my opinion, as 2000 global, there is quite a lot of difference between 1900-2100/(some 2.2ks) and players that are 2300+.
Seconding this. Most of the >2.3k players are just significantly better than me at my 2k.
Check out this post on the discord for probably the easiest solution: https://discord.com/channels/197033481883222026/1164661950970613841/1164943577797886082
Note that you need to restart the game twice for any icon mod changes to go into effect.
Increasing all rating by a flat 1000 would also solve going into the negative. I don't think anyone has legitimately achieve a negative rating of -1000 before.
Although I guess the division system is already on track to hide the real rating a bit better, which is probably a better approach.
Some discussion happening on the discord too fyi: https://discord.com/channels/197033481883222026/1164661950970613841
@femtozetta said in Why would you have left FAF?:
All they get are the older established users yelling at them all the time, but refusing to tell them what they are doing wrong, and how to improve. A lot of the higher ranks are guilty as sin for this
There are multiple channels on the Discord where you get feedback from better player and tips or discussions on how to improve, so this is just wrong.
Those are not mutually exclusive.
There is for sure lots of incoherent screaming to be encountered in lower rank games, and its definitely not absent from higher ranked games either.
But yes, if one is able to tune out the unhelpful people there is lots of constructive criticism to be had too.
@Sylph_ The game.prefs file is a lua file, with a couple lua tables inside. This means you can add fields and subfields to the file like you could to any lua table. Phrased differently: you should be able to just copy-paste the UserKeyActions field inside and as long as the syntax is correct, it should work.
The relevant part of the game.prefs file, with everything else and all but two of the KeyActions deleted, should look something like this. UserKeyActions should just be another field, in this case next to the "LobbyOpt_AIEndlessGameLoop" and Notify_acus_disabled" fields:
profile = {
profiles = {
{
LobbyOpt_AIEndlessGameLoop = 'off',
UserKeyActions = {
auxilliary = {
order = 1121,
action = 'UI_Lua import("/lua/keymap/hotbuild.lua").buildAction("Auxillary")',
category = 'hotbuilding'
},
['Select split group 9'] = {
order = 19,
action = "UI_Lua import('/mods/UI-Party/modules/unitsplit.lua').SelectGroup(9)",
category = 'UI Party'
}
},
Notify_acus_disabled = false,
}
}
}
Here also the file itself:
CheeseBerry_Game_just_UserKeyActions.zip
All of that is almost certainly pure coincidence.
That being said, post the replay number and if it happens again, post it here as well. Also post game and client and all of the other logs you can think of that might be helpful.
@Evildrew do you want the game to get better or not?
If you do, why put a "do not steal' at the end of your post?
@phong Hmm, yeah, disallowing/punishing high rating spreads for people queuing together does sound like a bad idea.
It's partially a problem of low player sizes and partially a problem of the ranking system having to rate many different setups with the same number.
Two 1.5ks do not play the same as one 2k and one 1k afterall.
For custom games this is less of a problem because the rating is way less meaningful for one, but also because you can see all players in your game before the game starts.
For tmm I think the best way is to further punish high rating spreads in the search algorithm and to maybe find a way to make the queuing with a lower rated player uneccesary for high rated players.
Maybe once you hit like 1.8k you get a counter on your matchmaker tab showing you how many players of your rating bracket are currently queuing/in a game to avoid the frustration of queuing for 30 min in a full queue w/o finding a game? Dunno
@ftxcommando said in Will TML ever be balanced?:
Just buff tmd hp so they dont get cancered as easily
That would certainly make tml less oppressive in high rated lobbies, esp. if you bring the currently quite shitty aeon tmd to a similar level of the other ones.
For lower rated lobbies the problem is mostly that a single tml launcher can just win the entire game by itself, if your opponents make tmd even just 1 minute too late.
It could be something simple, like making tml launchers only load at half the speed and/or have twice the cost, to make tmls way less instan-game-winning while still staying powerful.
It was not OP that torp bombers were one shoting t1 subs, because t1 subs are cancer and should be bad
log scaling sounds useful!
Now the question if this is behind some engine code we can't change or not..