Yes, having reclaim on the map adds something to the map. But what's the point of having everything divided in those little shitty 5-10 mass rocks? We all now FA doesn't have good area reclaim commands. Manually clicking is always going to be more efficient. Yes I can click on a rock and yes I still do it, but it is just pure torture. Clicking a rock is not the epitome of skill, nor enjoyment, so why are they there? It's not some ultra pro tradeoff of APM vs eco, it's just dumbly clicking the same 50 rocks every time you play a map. Just put them together in bigger rocks. If reclaim is too fast then adjust that or reduce the total reclaim mass.
Best posts made by CPTANT
This isn't a balance discussion because the problem isn't balance, it's fundamental game design decisions. I think T3 air is just fundamentally broken in it's implementation. The primary reason is that there is only one unit that counters T3 air, namely the ASF. It all just comes down to building as many ASF as possible. Strat bombers are only countered by T3 air as well, If you don't have T3 air when a strat is out you basically lost the game, there really is no equivalent for land and sea, lower tier units there remain at least somewhat effective. The dominance of T3 air drowns out investment in T2 air because all investment there is undone as soon as T3 hits the air. Yes you can counter T3 air but it all gets funnelled into one solution: Make more ASF yourself. I think it leads to one dimensional play. Sure there will always be some strategy about when and where to engage but it will always be limited.
This has probably been stated many times before, but balance by bad UI is a terrible practise. All you are doing is wasting peoples time because they are fighting the game in telling their units what to do. Of course the game shouldn't make decisions for you, but clicking a rock is the most mundane of things.
Having fewer, but bigger rocks has no disadvantage at all.
Repairing ASFs for zero cost is not a good feature at all. It ensures that whoever loses the air battle will have an even harder time coming back, making t3 air even more dominant.
Why introduce it at all? I adds nothing except more clicking.
There is this weird mismatch where repairing land units is basically never feasible but repairing air units is....free???
I think the free air unit repair is actually detrimental for the game because it enforces that however wins a single air engagement gets all his units healed, making a comeback even harder and once again making T3 air dominant above all.
Seriously, the primary reason this map is such a snoozefest is because it is way too crowded (yes I know that is why people play it), but the map played 4v4 is actually quite nice, the incentive to fight for mass points is suddenly way higher and pushes suddenly have a chance of succeeding.
Now let the hate rain in from both the Dual gap loving folks and those who despise it.
I don't like either the defaults or the advanced icon to be honest.
I want an icon mod with:
Must haves:
differentiates between ACU's and SACU's
Prominently displays smd
Nice to haves:
Has some subtle difference between t1,t2 and t3 units
Differentiate between mobile arty and direct assault
Highlight tml and tmd
That's it actually?
Give ACU's a little yellow crown to distinguish them from SACU's.
I don't care what is done, but make SMD's actually recognisable.
I don't get how minor icon improvements are outside any scope
Is there anyone who thinks differentiating ACU's from SACU's is not worthwhile?
Or giving SMD a more prominent icon?
That's honestly already 80% of current frustration gone.
Latest posts made by CPTANT
It's just a serious commitment to keep up with the build orders on other maps to have any form of success. I haven't played in 3 months now and I already dread playing Seton's again because I am rusty on the build orders and know I will mess up the first couple of games. And that is for only 1 map. Dual gap is just super relaxed because everything is so sheltered and you have time to develop.
Often makes for a boring match though.
Hi guys, are there any mods that make it more clear what level a mass extractor is on? From time to time I just miss upgrading a mass extractor or 2 because I don't realize they are still on a lower level.
Is there also something that makes it more obvious which mass extractors are upgrading? I now usually just press upgrade on all of them at once and pause them so the ones that need upgrading are obvious.
I was wondering how to use T3 mobile AA. Every time I use it I feel like I could have better spend it on T2 mobile AA instead. Sure in a situation with very low amounts of units T3 might be better on paper, but the AOE effect of flak stacks so quickly that I don't really see a big window for T3 mAA. They might potentially be better against strat bombers?
Do you guys actually use the t3 mAA and if yes in what situations?
I saw threads about this in the past, but it is still a pretty major issue. Every time someone disconnects from a game there is a really significant chance that the replay desyncs at that point.
I don't know what data you all need, but here is yet another one: https://replay.faforever.com/15468352
I don't get the Aurora hate, aren't gatling/rocket bots the same kiting playstyle but on T2?
It's somewhat inconvenient when I only want to reclaim a destroyed mex.
@exselsior Yes, I forgot to mention sams are somewhat effective, but can just be bypassed in a strat rush.
If you have air superiority
Which you get by spamming t3 air again.....
This isn't a balance discussion because the problem isn't balance, it's fundamental game design decisions. I think T3 air is just fundamentally broken in it's implementation. The primary reason is that there is only one unit that counters T3 air, namely the ASF. It all just comes down to building as many ASF as possible. Strat bombers are only countered by T3 air as well, If you don't have T3 air when a strat is out you basically lost the game, there really is no equivalent for land and sea, lower tier units there remain at least somewhat effective. The dominance of T3 air drowns out investment in T2 air because all investment there is undone as soon as T3 hits the air. Yes you can counter T3 air but it all gets funnelled into one solution: Make more ASF yourself. I think it leads to one dimensional play. Sure there will always be some strategy about when and where to engage but it will always be limited.
Repairing ASFs for zero cost is not a good feature at all. It ensures that whoever loses the air battle will have an even harder time coming back, making t3 air even more dominant.
@thewheelie
A => B does not equal !B => !A. I did not claim this was proof they were OP, I said this is a weird case to showcase how they are not.