There’s less tournaments because nobody feels like investing half their weekends into hosting them every month anymore.
Posts made by FtXCommando
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RE: Seasonal / Regular Tournaments
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RE: Setons Clutch Tourney 2024
I’m guessing it means you just take the 8 players and put them in a random game at the end?
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RE: Setons Clutch Tourney 2024
Ending a tournament with the most lopsided game of the event is pretty disappointing. If the winner of 1700- could actually compete with the winner of 1800+, there was no point to dividing the brackets in the first place.
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RE: Setons Clutch Tourney 2024
Might as well as play with one of the senton variants that lower mid reclaim if you’re going to prohibit mid walking.
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RE: MapGen 3v3 SHOWDOWN
@skrat said in MapGen 3v3 SHOWDOWN:
@insidiousnoob Where are the screenshots?
or just use
https://faforever.com/leaderboards
if the ratings arent close enough to the rating cap for it to be a concern to use the frozen ratings
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RE: The Billy Nuke needs to be nerfed
If this game where billy did functionally nothing to contribute to the game state being lost is a perfect example of its power, I think that just speaks for itself. There's a reason your analysis is saying "if we factor in that he was air and had spare t3 pgens" he has spare t3 pgens because his team has two players with no opponent and he can do fun stuff rather than actually playing efficiently.
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RE: The Billy Nuke needs to be nerfed
It is countered by 500 mass in tmd, lowering its hp means im paying for a 350k e upgrade (not even counting the cost of GETTING the upgrade which is ANOTHER 350k e) that dies to a 250 mass structure built 10 minutes before the upgrade is even viable. It is already difficult enough to make billy cost effective because you very coincidentally seem to forget that to keep billy going you are paying the opportunity cost of devoting 4 t3 pgens to your ACU rather than, I dunno, 8 t3 air factories.
The game you cited is a game where half your team died, bottom air player decided it would be fun to go billy to win the game, and did damage with billy. He could have instead had 8 more air factories making air and done equivalent damage with air. He could have done literally anything. By the time the first billy was going off his team was 25% ahead in mass income. By the time the chicken push with the army was happening, their team had double your team's mass income. Game was lost, billy was completely irrelevant. Your chicken push could have killed the entire top and your team would still be behind. This is not a good game of billy being impactful at all.
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RE: The Billy Nuke needs to be nerfed
yeah you’d be better off suggesting to just delete the upgrade with these suggestions
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RE: T2 Bombers
t2 bombers and frankly t2 air in general is op in teamgames, but this is not a game that exemplifies why it’s op at all. Flak exists to stop t2 bombers from getting several passes or building up, acu micro can cause the majority of the damage from first pass bombers to not hit, and you can use engineers to build shields or make mobile shields for your ACU. With good play this is a mass donation situation and beyond that, if enemy team has a dude rallying corsairs into your team and your team has zero advantage anywhere else, that’s also a player issue. You’re playing a slot down.
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RE: Why do so many things have friendly fire disabled?
me thinking ahead and not wasting my time playing with a bad game setting
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RE: Adjustment to the reclaim rates
Nobody in FAF has a problem with a lazy way of reclaim, that’s why it already exists and costs minimal apm. What people had a problem with is making the lazy way of reclaim much stronger which in turn removes one of the tradeoffs of apm in the game. For loads and loads of players it is actively better to spend 0 apm and just zoom out and look at the map for 10 seconds to figure out the next 50 seconds than it is to spam clicking for 10 seconds on units, reclaim, or anything else.
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RE: Will TML ever be balanced?
In practical games you won’t kill a uef acu with 2 tmls because regen happens every tick.
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RE: TMD could be cheaper
all attacks are a skill issue because if you just defended better they would lose
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RE: UEF T2 Field Engineer (T1 pgens)
the unit is like half of my uef t2 gameplay
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RE: TMD could be cheaper
Iffy? TML is one of the most risk free forms of aggression in the game. Combine it with TML ACU that can move wherever and cannot be sniped (but also can’t be reclaimed when no longer useful) and factions like sera which can one shot TMD with a singular notha u will never catch in time and it’s ridiculously strong.
People out here making it sound like it’s mid and not worth it half the time. It’s in the same category as first bomber in teamgames where a competent team should be abusing it every game pretty much.
A TML killing a single t2 mex is already mass efficient when you actually take into account the fact reclaim is entirely killed and you can reclaim the launcher at your own leisure.
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RE: SACU Rebalance
Why would cybran get a speed upgrade when there is a faction in the game that is perpetually forced to play reactive at all times on land as soon as titans are no longer relevant damage dealers, primarily because nobody wants to do anything about the fact all the mainline battle tools are the slowest things in the land game.
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RE: Username rules updates
If high rated players cared about that name recognition (in Gyle casts because that’s the implicit example being cited here) they just wouldn’t change their name.
If viewers cared that much about knowing the scene or the players involved, they wouldn’t be watching a guy that still thinks players that quit 6 years ago are around. It’s just evidently not a big concern judging by how little people care to move to casters vastly more actively involved with FAF. The theoretical argument about production quality doesn’t even stand because casters have moved on from FAF for the lack of that audience movement and instantly started getting 50k+ views on videos in other environments.
Not that I have a problem with the solution there, but the reasoning centered on viewers doesn’t make any sense to me given the signaling they’ve done through the years.
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RE: SACU Rebalance
My take on SACU upgrades is that they should work as either:
A) A viable progression out of t3 armies
B) A viable tradeoff from t3 armies as an accommodation to t4sEither one of these solutions require them to work in tandem with t4s which should never really be phased out (they cost a bajillion mass after all compared to both rambo and t3 and are obviously a hugely enticing part of the game culturally). Also keep in mind most of the subjective terms of scaling here mainly refer to other faction's SACUs. They're just statements on where the unit's powerlevel should be compared to these units.
So in terms of design principles:
First I think all combat SACUs need to be REALLY bad at building. Like genuinely terrible. They can have the t3 suite, but the notion of their utility should come from "we can start projects but we need support units to finish it up." They should have the buildpower closer to something like a sparkie than what they are in this readjustment where they are still superior to t3 engies. If you want to have the utility of emergency t2 shields or emergency sams with your SACUs, you need to mix engineer SACUs into your combat group rather than simply spamming combat SACUs. It should be its own tradeoff. You can keep engineers at the buildrate set here, but you definitely need to nerf rambos because if you don't, it really hampers how much fun you can have with introducing different styles of gameplay per faction.UEF Rambo should operate like a really heavy titan, it should be faster than t4s with short range but decent HP and alright dps. The goal is for it to escort the perpetually slow and not very impactful fatboy while being able to split up to cause damage and force T4s to either be out of position or slow themselves down in order to deal with them. This gives time for fatboys to do damage to T4s that usually can just walk into it while also giving fatboys quicker damage dealing potential indirectly.
Sera should have OC boys that get reworked OC to work like old OC. It should be a fixed cost with a fixed quantity of damage. I say this because I would rather OC be a prevalent part of the sera SACU experience rather than just having like, 2. If you have 5 of them, you do not want the volatility that comes with scaling E cost OC because it makes your own damage unpredictable and it's annoying as a user for knowing whether you can take engagements or not. I do not think it's an enjoyable skill gauge. So do something like 10k e for 5k damage or something similar.
Likewise, since sera has no RAS suite, it should maintain a high base SACU buildrate which in turn gives it a competitive advantage on top of OC in SACU fights because it will be able to build support structures much faster. This synergizes well with the fact sera SACUs are going to be encouraged to be a concentrated ball in order to do major lump sum damage to high priority targets of the enemy. This enables chicken to continue to be the sera unit for dealing with spam of units while the SACUs are there to prioritize targets that a chicken will have issue with alone.
Cybran have 2 t4s that really hate being surrounded. ML laser sucks really bad at targeting around itself and mega wants things to always stay right in front of it. So Cybran rambos need to be big on stunning, but not particular damage dealers. They would likely be the most utility driven of the SACUs but the worst in "1 for 1" combat. Make them fast, solid hp, good stun, but not great overall damage.
Aeon would just be an upgraded variant of the current harb + gc dynamic. GC is a tank that absorbs damage while harbs provide cheap but efficient quantity of dps while targets focus the gc. Aeon SACUs would want to be slow, slower than t4s. I imagine them as the inverse of UEF combat preset. They would be really good damage, great range, slow speed, and not good health. You want them to force engagements on your GC but you don't want them exploring the world without GCs.
I'm not sure what the exact values would be, but something like this would create a dynamic at late t3 stage where you have the options of
A) continuing mass scale of t3 units
B) transitioning to SACUs to assist your t3 army through their own individual utility
C) transition to T4 to accommodate your t3 armyIdeally super late land armies would mostly be consisting of T4 and SACUs, with t3 units primarily being there as a utility force.
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RE: Why does everything suck so much right now?
Yeah that’s all I’ve done for FAF. For a guy spending years reading my posts you sure don’t know much about me. I can’t take you seriously when you say all I do is tear things down. Even in my current level of practical inactivity I still try to tinker with balance ideas because I find it fun.
Call me an asshole as you like, but denying me my contributions to FAF is pure ideology.