Force Me To Use Hotkeys or its alternative name Make Me GitGud is a mod that does exactly as the title suggests. From the mod description:
"This mod prevents the following buttons from registering mouse clicks thus forcing the user to use (and learn!) hotkeys: Unit commands (attack / move / patrol etc), Factory pause/infinite build, Anything in the build bar (units/buildings but not com upgrades) and the 4 pings. Factory HQ upgrades as well as autobuild are exempt because as far as I know there are no hotkeys for them."
This is a mod I've been wanting for some time after noticing inefficient mouse usage despite having the keybind set up (for example to toggle the factory infinite button or upgrade a mex). No matter how many times I would tell myself "use your keys to queue up units" I would always default to using my mouse because when you're in game and stressing out your autopilot/muscle memory kicks in. After using this mod it has taken only a handful of games before I'm becoming competent with using them.
Available: In the mod vault!
Note: A better version of this mod would have customizable options to enable/disable groups of buttons. I currently do not have the inclination to make that change so if anyone else is they are welcome to build upon this mod.
I've always though a good FAF trailer could be made along the same lines of the well received This Is Eve trailer - real voices of players reacting to clutch/action packed moments. Might be hard to collect enough moments though.
To many gap/astro maps seems to be a recurring answer in this thread. I wonder if de-ranking all gap/astro maps would ultimately be a positive and long term gain for FAF. It would piss a lot of people off and accusations of moderator/admin overreach but it would probably be better for all. A healthier ladder/team matchmaker community would probably form out of it, especially with the upcoming 3v3 and 4v4 ladder.
I'm in support of a reclaim nerf. Having wrecks take longer to reclaim gives opponents more time to make a counter play. It also means if you have laid claim to a large mass field post-battle, your rate of absorbtion will slow down, meaning it will be easier to manage balancing the incoming mass.
The only part I would want to keep the same is the rate engies reclaim hostile units. I feel it's important for an awake player to reclaim a raiding LAB or tank with a quick reclaim order. If a LAB can go toe to toe with a reclaiming engie and kill it, I think that takes away a "large" bit of early game micro that rewards players that put the attention and effort in.
It would be very interesting to see how a significant slowdown in reclaim would affect how The Ditch is played.
If the enemy team bombs the rocks then whoever built the bomber should be losing their 'lane' due to the early bomber.
As ZLO said, front com reclaiming and sending mass could be quite the optimal play -> haven't yet seen it happen.
Even if ECO loses the rocks they should still be able to build and load an SMD against a nuke rush.
It used to be on gap front got all of one group of rocks but now its meta for eco to get most. Front can still take 1 or 2.
I've recently heard of a player who got banned for a few months from dropping the cliff on duel gap because as some artillery cannot arc high enough to hit the firebase the moderator considered it an exploit.
The supposed reasoning does not fit anything in this list. So I am wondering if the list needs updating or the original reasoning was erroneous or I heard wrong.
Simply looking for clarification and/or a concensus.
Find myself coming back to this thread to just look at the pictures. Imagine if these maps were the standard! Truly excellent work!
27 inch with 2k resolution is the perfect balance