I really wish 1v1 was more popular. I had my reservation about it, but playing a few games it's quite dynamic and fun. But it's just not a great experience to be in queue for 5-15 minutes to get a game that might also be unbalanced. Where did the little notification for 1v1 games go? Is this even a concern for the relevant teams?
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These seem like good changes to me, as long as manual reclaim remains the most effective way to reclaim by an adequate margin.
This is the one of the worst threads I have ever seen. Lock it or even better delete the whole thing. And in the future probably no threads with the very productive title of "why does everything suck so much?".
It's a bad trade if you are TML-ing a T1 mex or factory. Your opponent can get 1-2 TMD in his core where his high value targets (t2 mex, t2 pgen, fac HQ) will be and that will block this completely. In team games if your opponent is just ceding map control they deserve to be punished like this.
Latest posts made by Ganima
It's a bad trade if you are TML-ing a T1 mex or factory. Your opponent can get 1-2 TMD in his core where his high value targets (t2 mex, t2 pgen, fac HQ) will be and that will block this completely. In team games if your opponent is just ceding map control they deserve to be punished like this.
@stormlantern I have also checked and it appears you are correct. Still I think they are much less interesting and worse looking compared to handcrafted maps.
@stormlantern Can mapgen NOT be included into 1v1 ladder please? It generates terrible, turtle-y maps.
This is the one of the worst threads I have ever seen. Lock it or even better delete the whole thing. And in the future probably no threads with the very productive title of "why does everything suck so much?".
I have asked @Jip a few times for general 1vs1 stats so I would like to see this as well.
I must admit I’m not that interested in defending my opinion. I have been a part of some other open-source games, and I don’t look back fondly on such discussions, since they usually lead nowhere.
I will answer only @blackyps since you read the article. Some examples: auto overcharge, target priority, selection deprioritizer and now possibly area reclaim. I think I saw a "UI mod" that automatically launches tac. missiles.
PS: poker has a lot of RNG
@blackyps If you are interested in this idea, then here is a detailed write-up.
What is considered a “UI mod” here would get you instantly banned or produce a large player outcry if implemented by the developers of other RTSs. Implementing a mod such as adv. target priority into StarCraft2 would instantly make the game less interesting and cause large balance issues. This is not even mentioning the competitive integrity aspect.
FaF has continued the development trajectory of NOT prioritizing mechanical execution as the primary differentiator in player skill. This is a mistake and has resulted in reduced skill expression and reduced strategic depth. This kind of design in not appealing to competitive players.
These seem like good changes to me, as long as manual reclaim remains the most effective way to reclaim by an adequate margin.
@yew It's real data so it's quite valuable. I don't really see that anything large has changed to affect this data. Of course, it would be nice to have more recent data, but the fact the any genuine hard information exists is surprising to me.
Secondly, I will corroborate this data with my own anecdotal experiences. I have, and still do, find larger maps daunting. You usually get way more mass to manage, you need to do a transport build order usually and use transports and you need to defend and get intel on a much larger area. Not to mention that these maps can also include navy so it's so much new things to deal with. Back in the old days when Heaven was still active there was some kind of ice map that was massive and as a new player it was very stressful to get it.