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    Dragon_Slayer

    @Dragon_Slayer

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    Best posts made by Dragon_Slayer

    • Replay search tools are not powerful enough

      I want to watch high level games so I can see what higher rated players are doing to improve my own gameplay.

      I am finding it quite difficult to search for high ranking games, because the current only way to try achieve this is the rating filter, but it works based off if any player in the game is within the requested rating.

      So, if I were to set it to 2000, very often I would just get games where, for example in a 4v4, there are 1 or 2 about 2000 rated players, and the rest are just 1500 rated players. That isn't a very high level game, since most of the players are just 1500s. How 2000s play vs 2000s is potentially a lot different to how 2000s play against 1500s. I want to be able to search games where all the players are, say, over 1800 rating.

      Being able to search rating by, for example, the mean rating of the game, or the median, or by the lowest rated player in the game would be incredibly useful for achieving this.

      I am hoping the developers can add a drop down next to the ratings range filter to add these conditions, instead of just having the default search by any player in the game being within the requested rating.

      posted in Suggestions
      D
      Dragon_Slayer
    • Should T3 Mass Fabricators Be More Efficient Than T2?

      Just as higher tier engineers were adjusted to be more efficient in build power, higher tier mass fabricators should also be more efficient for mass generation, especially given the unit cap.

      There are a lot of downsides to this idea. For example, such a change would kill off second layer ringing T3 mexes with T2 mass fabs, an important part of making late game raiding more impactful. However, I feel that the benefits of not eating up unit cap outweigh these concerns.

      To be clear, I am not talking about the unit cap from just 2nd ringing T3 mexes, but from late game mass income expansion, where it is most mass efficient to simply spam T2 mass fabs. The only real limiting factor, aside from unit cap, is space.

      A strong argument for this change is consistency.
      It doesn't make much intuitive sense that a T2 mass fab would be more efficient than a T3, and by a noticeable margin, too. Of course, it is not quite as simple as comparing raw mass cost and energy draw to mass generation. Space is a factor, for instance, but generally, T2 mass fabs are superior to T3.

      It also fits with the progression of the game. You’ll always upgrade your mexes to T3 before turning to mass fabricators, and if you're at the T3 mex stage, you’ve almost certainly gotten to T3 engineers and can build T3 mass fabs.
      With T2 mass fabs you gain access to them well before you want them, and by the time you want them, you've likely already gained access to T3 mass fabs.

      The more I think about it, the less sense T2 mass fabs make when T3 mass fabs already fit into the game so well. This change would probably make T2 mass fabs almost entirely obsolete, but I don’t see that as a significant problem.

      posted in Suggestions
      D
      Dragon_Slayer

    Latest posts made by Dragon_Slayer

    • RE: Decapitation should be a rated victory condition

      I would 100% try this, if it weren't for it still only being available as a mod.

      posted in General Discussion
      D
      Dragon_Slayer
    • Is this allowed?

      In this video, you can see that the spider can shoot out of the water, while not being able to be targeted.

      I had to ground fire in order to kill it, and you can see a lot of my shots missed. (It was much harder to aim compared to what you see in the video, because the model did not appear and all I could see was where the laser started) I also didn't select my PD, so they did very little.

      I personally think this is unfair, and consider it a bug.

      If this is against the rules, please don't punish the guy who did it, since it isn't clear that it is not fair play. (Not in the list of banned exploits.)

      posted in General Discussion
      D
      Dragon_Slayer
    • Should T3 Mass Fabricators Be More Efficient Than T2?

      Just as higher tier engineers were adjusted to be more efficient in build power, higher tier mass fabricators should also be more efficient for mass generation, especially given the unit cap.

      There are a lot of downsides to this idea. For example, such a change would kill off second layer ringing T3 mexes with T2 mass fabs, an important part of making late game raiding more impactful. However, I feel that the benefits of not eating up unit cap outweigh these concerns.

      To be clear, I am not talking about the unit cap from just 2nd ringing T3 mexes, but from late game mass income expansion, where it is most mass efficient to simply spam T2 mass fabs. The only real limiting factor, aside from unit cap, is space.

      A strong argument for this change is consistency.
      It doesn't make much intuitive sense that a T2 mass fab would be more efficient than a T3, and by a noticeable margin, too. Of course, it is not quite as simple as comparing raw mass cost and energy draw to mass generation. Space is a factor, for instance, but generally, T2 mass fabs are superior to T3.

      It also fits with the progression of the game. You’ll always upgrade your mexes to T3 before turning to mass fabricators, and if you're at the T3 mex stage, you’ve almost certainly gotten to T3 engineers and can build T3 mass fabs.
      With T2 mass fabs you gain access to them well before you want them, and by the time you want them, you've likely already gained access to T3 mass fabs.

      The more I think about it, the less sense T2 mass fabs make when T3 mass fabs already fit into the game so well. This change would probably make T2 mass fabs almost entirely obsolete, but I don’t see that as a significant problem.

      posted in Suggestions
      D
      Dragon_Slayer
    • RE: Let's make formations great again - Formation Movements Speed Bonus

      The movement speed while in formation is fine, it is the time it takes units to get into formation in the first place that is the problem, and also when they get pushed out of formation by terrain like cliffs.

      I would recommend a system where the movement speed bonus is only applied while the group of units are getting into formation, or getting back into formation after being dislodged by terrain, and only to the units that are not currently in position in the forming formation. Then, once in formation, it goes back to the standard of the entire formation only moving as fast as the slowest unit. This would fix the biggest issue with formations, in that they take so long to form.

      One method to prevent unintended abuse is that a cooldown could be applied to each unit for this movement speed buff, where they cannot receive it for 1 minute after previously getting buffed.

      I know it would be a lot more complicated to implement properly, especially making sure that it can't be abused as people can be very creative, for example the commander may need to be excluded from this formation buff, but I am just giving my thoughts and ideas that attempt to satisfy both the wants and concerns of both sides of the conversation I have seen here.

      Reading through this: https://github.com/FAForever/fa/pull/5908 it seems like a lot of the issues are down to path finding, but I still think a system of movement speed buffs while getting into formation would help regardless of whether these path finding issues are fixed.

      posted in Suggestions
      D
      Dragon_Slayer
    • Replay search tools are not powerful enough

      I want to watch high level games so I can see what higher rated players are doing to improve my own gameplay.

      I am finding it quite difficult to search for high ranking games, because the current only way to try achieve this is the rating filter, but it works based off if any player in the game is within the requested rating.

      So, if I were to set it to 2000, very often I would just get games where, for example in a 4v4, there are 1 or 2 about 2000 rated players, and the rest are just 1500 rated players. That isn't a very high level game, since most of the players are just 1500s. How 2000s play vs 2000s is potentially a lot different to how 2000s play against 1500s. I want to be able to search games where all the players are, say, over 1800 rating.

      Being able to search rating by, for example, the mean rating of the game, or the median, or by the lowest rated player in the game would be incredibly useful for achieving this.

      I am hoping the developers can add a drop down next to the ratings range filter to add these conditions, instead of just having the default search by any player in the game being within the requested rating.

      posted in Suggestions
      D
      Dragon_Slayer
    • I want to make a rant, but I need to make sure I have my facts straight first.

      Two questions that I need someone who knows for sure how the game works to answer:

      1. Is there 500 ms of lag/ping built into the game? Meaning that any ping below 500 has no effect on the game.

      2. The way you check who is lagging is by pressing F11 and not looking at the ping, (unless it is 100+ above 500) but looking at the behind column and seeing who is positive when lag happens, or just generally if someone is spiking really high behind numbers. That is the best indicator of who is lagging the game, right?

      Thanks in advance.

      posted in General Discussion
      D
      Dragon_Slayer
    • Bug with random map gen

      I was in a 1v1 earlier and the random map that was generated had a large amount of reclaim below a cliff. I tried to reach it in-game, but couldn't. I then lost and my opponent somehow had much more than I thought he could have possibly had, so I watched the replay and he had managed to reach the reclaim below the cliff over the cliff, which let him reclaim it early and thus gain a huge early advantage. When I tried to reclaim I just used standard reclaim orders, which didn't work. When I checked the replay he use factory attack move commands which everyone knows has longer range, so I thought that that was my mistake. That I would have reached the reclaim if I had just used attack move from factory.

      So then I went into a practice game with the map to check if it all worked, and on my bottom right side I just could not get it to work no matter what I tried, I couldn't get the engies to reclaim over the cliff. So then I went and got a transport to check his top left side, and it worked. So it wasn't that I was somehow doing something wrong, it was that the map was rigged against me even though it is supposed to be symmetrical.

      Map seed is: neroxis_map_generator_1.8.8_m5zko3wrymghi_aieaebi7ki3dmqbiai

      3af7fbda-65f2-4329-bdef-043da9fc8edb-image.png
      c7f31fae-4383-415b-8f20-ae647dd250d8-image.png

      If anyone can get the engies to reclaim over the cliff on the bottom right that would be surprising.

      And to be clear this was game deciding, if he hadn't gotten that extra mass so early I would have killed him with T1 spam.
      Replay ID for anyone interested in the actual game: https://replay.faforever.com/18535454

      posted in General Discussion
      D
      Dragon_Slayer