@fiercelv said in Why would you have left FAF?:
Because it is an addiction.
I am totally addicted to Supreme Commander - Forged Alliance (Forever).
Seriously, quitting FAF is hard.
@fiercelv said in Why would you have left FAF?:
Because it is an addiction.
I am totally addicted to Supreme Commander - Forged Alliance (Forever).
Seriously, quitting FAF is hard.
@saggy1 said in Suggestion: Recall Timer Reset:
@fiercelv it's just a videogame babygirl
Indeed it is.
@indexlibrorum said in Suggestion: Recall Timer Reset:
@fiercelv said in Suggestion: Recall Timer Reset:
It's common knowledge that if you are the last man standing, it means that you, out of the whole team, made the least harmful things to the team's effort to win (your team).
Who's gonna tell him that we regularly do the best we can to keep the most useless players alive so the 2k's don't get an extra base?
I do get your point, but there is another side to being outnumbered.
Indeed, usually (like always) when someone kills his lane opponent, he goes like: "Well, my job here is done, onto the Sim City...".
Many players lack the understanding that when they kill a useless and harmless mid player (just an example), they are gifting extra MEX and all the reclaim at the base (amount totally depends on the skill level (nobody likes reclaiming T1 MEX)) to potentially not so useless and not so harmless other mid player.
But it gets better...
If you managed to take out your lane opponent, you get all the freedom in the world on your particular lane, your actions are unopposed (well, if they are opposed, that means someone on the enemy's team is forced to do the extra job, which is not cool (for him)).
And when you get that freedom on your lane, the only reasonable and sane thing to do is?
Indeed... Make the enemy feel that they are outnumbered and regret being so.
If anyone on the team decides to take the kill, and does, it is up to him to "carry this" from that point of the match.
But how does "carry this" look like? It's really up to one's imagination, but it must get the job done.
Some examples include but not limited to:
Full-on, direct intervention onto other lanes. Getting air superiority in order to get those safe strat corridors to the enemy base (nothing can withstand 20 strats, well... mostly nothing... if they don't expect it, then yeah, nothing).
Or maybe take all the available dead opponent's MEX on mid, throw some shields over them, place some units around for security (but not too much, mass wasting is bad karma), and allocate all the resources at assisting the team's game ender. Assisting should be considered done properly only if your team is clearly ahead in the % game, and keeps it that way.
But if someone took out his lane opponent, and his strategy had no sufficient impact on your team's effort to win, and your team loses, then you know who to blame (personally, I do not approve blaming, but when someone blames you...).
So yeah, sniping your air opponent and doing nothing with the obvious air superiority is totally... Lame?
@angelofd347h said in Suggestion: Recall Timer Reset:
The issue stems from the 'canon' use of 'recall' when really it's just a surrender button to stop people ctrlking their base
By recalling, you safe lives of people (inside the robots), no one cares about the bases.
If the Developers will adjust the current functionality of the Recall, countless lives will be saved in the future.
@nex said in Suggestion: Recall Timer Reset:
@fiercelv It makes no difference (mechanical) if everyone on one team just ctrl-k's or if the team recalls.
There is a difference, every ACU is operated by a human being, a person sits inside a robot head. Same goes to SACUs (so next time when you are overcharging SACUS, keep in mind that you are killing people).
CTRL + K suicides the giant robot along with the person operating it, but the Recall, on the other hand, saves that person (and the robot) by pulling them out of the combat back to base.
How do I know all this? I played the Supreme Commander campaign.
@spikeynoob said in Suggestion: Recall Timer Reset:
@fiercelv said in Suggestion: Recall Timer Reset
CTRL + K implies that you also go under, but if you managed to be the last man standing, clearly you should have the right to chose to stay alive or get dead like the rest of the team.
Besides, if most of the team wishes to stay alive, and do a honorable recall, they should. One person should not dictate whether the majority lives or dies.
A bit cringe.
It's common knowledge that if you are the last man standing, it means that you, out of the whole team, made the least harmful things to the team's effort to win (your team).
@maudlin27 said in Suggestion: Recall Timer Reset:
You're the last person left alive on your team, the game is clearly lost, and it frustrated you to not be able to recall from the game via the recall button? there are other buttons that achieve the same effect in that scenario (e.g. ctrl-K of your ACU)
CTRL + K implies that you also go under, but if you managed to be the last man standing, clearly you should have the right to chose to stay alive or get dead like the rest of the team.
Besides, if most of the team wishes to stay alive, and do a honorable recall, they should. One person should not dictate whether the majority lives or dies.
Hi all.
Did the following ever happened to you?
6 x 6 team match on a map, whose name we shall not mention. Half way into the game and the problems in the team become obvious: someone did that thing, someone did the other thing, some things worked, some things didn't, and the things that didn't really tipped the scales in the enemy's favor.
At this point it becomes apparent that the chances for the victory became slim at best. Yet hope still remains, "we might finish that, if Player X manages to do that, only if Player Y will help Player X, all the while if Player Z will help Player Y", and then the other thing happens. Player Z gets dead by the enemy team, regardless of the reasons. But wait, maybe through some divine miracle we still can win, if only someone on the team would make an insane play and get us back on track and... And Player X gets dead...
Aaaaaaaaand, it's gone... At this point there are no chances of wining left what so ever. What is the logical thing to do now? Yeah, the Recall. So there are 4 players left alive on the team (including you), the Recall Vote is initiated (reminder: there are no chances of wining left), you and other two players accept the recall vote, but Player Y goes "I still got this" (he does not) and declines the vote.
So, yeah... Okay... After taking a look at how Player Y "still has it", you quickly draw the conclusion that, in fact, he does not. The only reasonable thing left to do now is to allocate everything at your disposal at protecting your ACU, and hope that the next Recall Vote will get through.
While you cling to hope, another player on your team gets dead. So it is you, the other player and Player Y left alive. The other player initiates the Recall Vote, you accept, but guess what? Yes! Player Y still has it, and declines the vote. The other player just goes ALT + F4...
And here you are... Only you and the Player Y left on the team, and the "game changer play" is nowhere to be seen. Maybe now Player Y is convinced that there is absolutely no chance of wining, and the only reasonable thing left to do is just to do the Recall? No.
Recall Vote initiated by you gets declined, again.
Well... At this point enemy artillery shells are dropping closer and closer, and you can hear that sound of strategic bombers flying in the distance. "What about the water?" Enemy submarines got it covered. The base now is no longer a safe place, and your ACU is forced to roam the fields, waiting, hoping that maybe the enemy will finally get Player Y to be dead...
And suddenly, Player Y gets dead. Now you go like "It's about time", and you open the Diplomacy Window, and press the Recall Button, but wait! What's that? Yes... The Recall Button can't be pressed, the Recall Timer hasn't expired... And now you know what follows...
THE SUGGESTION
In my opinion, it would be reasonable to make the Recall Timer Reset each time after teammate's ACU "page not found".
Happy Holidays everyone!
Thank you for the reply.
@redx said in Jumping to a specific time in a replay:
@fiercelv said in Jumping to a specific time in a replay:
@valki said in Jumping to a specific time in a replay:
Replays store information like chess moves - the only way to get the state of the board back is to play all moves
Can't you like move the figures back to their spots? Like rewinding the video tape?
I mean, if there is a list of moves, and each move is described by numbers under time stamps, why can't you just go to that exact move that you want by choosing an appropriate time moment in that replay?
Or is it impossible to just extract those numbers from a desirable time stamp in that replay?
Again, we are talking about a replay, the match that is complete.
No because the game's simulation isn't made to go backwards and instead of storing player input you'd have to store literally everything that happened and replays would be huge (not to mention the additional resource usage during the game to record all that).
How huge we are talking?
I ask this because in theory there is a solution to the Desynchronization.
And in order to achieve that solution, there must be a way to go back in time in game.
Again, this is only a theory.
Keep in mind that I am not a programmer, but the solution I have in mind looks something like this:
IF the replays were storing everything, and it was easily possible to navigate inside a replay like in a video file, it could be possible to achieve what follows.
Now I do imagine the replays are being recorded in real time, this is the key moment that allows the theoretical solution to work.
After a game is desynched, and all players are still present, and connection between them is reestablished, the game automatically takes them just seconds before the actual desync, and continues after that.
Again, this is only in theory.
@valki said in Jumping to a specific time in a replay:
Replays store information like chess moves - the only way to get the state of the board back is to play all moves
Can't you like move the figures back to their spots? Like rewinding the video tape?
I mean, if there is a list of moves, and each move is described by numbers under time stamps, why can't you just go to that exact move that you want by choosing an appropriate time moment in that replay?
Or is it impossible to just extract those numbers from a desirable time stamp in that replay?
Again, we are talking about a replay, the match that is complete.
Now, I know how it sounds, but hear me out...
So, there was this one time I was playing some 4 v 4 TMM, I was playing land, the game went into a stalemate, both sides couldn't break through the lines.
When I realized that my Supreme tactics can't tip the scales, I zoomed out to get a fresh look on the map, to see the next possible course of action.
Situation on the map didn't look promising, so I came to conclusion that something useful for the team must be done - but what is the possibly most useful thing one can do for the team? Indeed... The Omni (and the fast one too).
Since there was no Omni Sensor insight from the team, the obvious decision was to build one (this in fact wasn't rushing an Omni (which usually gives the ultimate advantage over the enemy - but that is entirely a different topic)).
Omni went up, but the situation on the map became more grim. There was no proper scouting conducted by our air player, hence the map was covered with lots and lots of gray squares.
Now this caused some questions appearing before me, questions regarding the competence of our air player. So I checked his base to see what he was up to this whole time.
Now to be fair, he did have some ASFs chilling on the ground at his base - but that's not the point, he was finishing a Fat Boy - it wasn't a bad thing, since it was a stalemate, and a Fat Boy could easily break that.
So I decided to help a little bit, and do some scouting.
When I managed to muster two T3 Spy Planes and send them through the mid to reveal all those Omni signatures, our air player's Fat Boy was on the move to the front, just leaving his base.
And then it happened...
When the Spy Planes began visually revealing the gray squares, turning them into unit models, (BOOM!) out of nowhere - desync.
And who do u think was behind?
Yes... The air player...
It was obvious, that he was all hyped up about crushing those enemy lines with his Fat Boy, but damn... desync on him? At that very moment? Seriously? But yeah...
Nothing could be done, so after some tense convictions "Please leave, you caused a desync, the game is frozen, it won't continue unless you leave" - he left, one could easily tell, that he wasn't too happy about that.
Basically, visually revealing radar signatures causes data usage spikes (I don't know the exact mechanics behind this, but it is what it is). This phenomena is easily observable when the game has that "barely playable" type of lag, and you are scouting and directly looking at the revealing of the scouted units, micro freezes can be observed during these moments, when gray squares are replaced by a unit model.
And if some player's connection isn't that good, and by that I mean being barely managing to keep up with the game, these data usage spikes often seal the deal by a desync.
So the possible message of this topic could be: "Do scout 24/7, so each time you scout, there are less gray squares to be revealed, hence the smaller data spikes come to be".
By the way, we did lost that game...
@deletethis said in 2023 Spring Invitational Finals | Game 6 Rematch:
Thank you for the entertaining read.
Hate the lag, not the lagger...
Also,
@fiercelv said in 2023 Spring Invitational Finals | Game 6 Rematch:
But does this lag in the same way influences the laGGer himself?
Indeed it does.
Yeah, but you know how lagers always go: "I don't lag" - makes one wounder.
Hi all.
Out of nowhere wanted to see how the top skill gameplay looks like, so I looked up the Forged Alliance Forever youtube channel to find some quality tournament casts, and I did.
My attention got caught by the 2023 Spring Invitational Finals, and I started watching that.
Chisato Vs. EspiranTo-
Quality action, but there is a problem.
Game 1, Game 2, Game 3, Game 4, Game 5 and stop.
In Game 5 huge lag is easily noticeable, the kind of lag which makes the game unplayable, the lag where roughly each 3 seconds there is a micro freeze for 0.5 - 1 second. And this is not some Dual Gap 1000+ match, this is a Tournament Finals match.
Some clarification on the adverse effect of this kind of lag: in my opinion this kind of lag is one of (if not) the worst lag there is. This lag constantly breaks the plan flow inside player's head, and looks something like this:
Enemy action -> Your original idea of reaction - > Micro freeze (empty time, concentration break, you name it) -> Your different (influenced by the lag) reaction
instead of
Enemy action -> Your original idea of reaction - > Your original reaction
What happens during this micro freeze? Your original flow of thoughts, ideas, plans breaks, thought "f*cking lag" is constantly inserted into your "build order". The game becomes not what it should be, what it must be: players, map, units, skill - no room for lag.
I do get it, how can one control his parents using up all the WIFI, the tree falling on the power lines (this is how internet works), shark killing the submarine cables, players living on opposite side of the Moon? - it's totally uncontrollable and people want to play, indeed, but again, this is not some 3 v 3 TMM on map gen we're talking about, we're talking about the Tournament Finals.
Now I don't want to come across as some random hater, but seriously, lag in the finals?
Okay, for the sake of it I won't point fingers, but the lag man...
Now how did that came to be? "Well, sometimes I lag, sometimes I don't" - you might hear the answer - legit reason? Legit reason for your opponent not only dealing with huge stress (the finals...) but he also must suffer through this constant micro freezing? I think not.
Now, the idea of "lag on purpose" is totally irrelevant here, and I doubt that some one employs this kind of tactic to pursue his sick ambitions of getting that rank. But does this lag in the same way influences the laGGer himself? Or the lager is immune to the effects of his own lag? - We shall never know.
So now, let's get back to the message behind this topic...
The lag tolerance?
The cure for the lag?
No.
The hate for the lag, not for the lager, the player who just simply wants to play, but for the lag itself.
But how can one kill the lags? The lag itself can't be killed, it's just part of the nature.
But we as the intellectual beings can do what about it?
Prevent lagers from playing?
How? Will it solve the issue?
Developing some application that before starting the game measures the lag potential between players and decides who plays and who doesn't?
Something must be done.
The War On Lag must be waged.
And now back to the Game 6 of the finals (this topic is about finals, remember?).
Well, Game 6 ended in a draw, and the Game 6 rematch was plagued with micro freezing, which made it not unplayable, but unwatchable (!).
But who won in the end? - The lag wins again.
Hi all.
I think I owe the FAF an clarification on the topic.
First of all, yes, the problem in my case is the PRIDE. The bad kind of pride, which goes something like this: "Who are you for ME to give you MY engineer if I don't want to?" - something like that.
Refusing to give an engineer when tech sharing is kinda a meta on Dual Gap has generated a lot of negativity, and I do mean A LOT (sometimes even hate (ok, usually hate)) - totally wasn't my goal.
And here I am, again, asking for an apology...
Still, regarding the pride issue: usually it goes both ways, because quite often when someone gets refused, they be like: "you refuse to give ME your engineer, are you insane?!" - no need to continue I think.
And yes, I did get reported for refusing giving engineers, and yes, I did get banned over that, and no, it just had to be (what else can you expect when you going around spreading hate? (totally not on purpose though)).
So what now?
FAF, I am sorry for my (toxic) behavior in the past
Hi all!
I know there exists a mod (or something) that monitors the total reclaim amount of mass and energy on the user interface in game.
The mod (or something) represents a rectangle that is located next to your income rates.
In that rectangle there are two numbers: one being the total mass reclaimed, and the other - total energy reclaimed.
I searched the Mods in the FAF Client and didn't find anything.
I asked Google, and he also didn't know.
Where can I get this thing?
Also, this thing is so useful, the problem getting it raises some questions:
"Why the thing is not implemented into the base client?"
(with an option to turn it on and off)
"Is this some kind of secret technology that only few enlightened poses?"
Thank you all for the feedback.
And I forgot to mention that one special type of players:
The players who give you an engineer without them being asked just for the reason of simply wanting to help.