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Ok, it can be as simple as this: You can counter the exp or \ and t3 spam with your exp, or t3 spam, or turrets maded by RAS SACU, ok? Exp bp was nerfed, t3 spam was nerfed. Was PD nerfed even once?
ASF reclaim was redused even more, and we still have seton air meta. Because if you are attack and lost - there no way to comeback. And if you have t4 and enemy have t4, and you attack and lost it, he can have mass, and if you attack and kill it, but your exp is wonded and you not cruch his base or com, you have to go back. Low hp exp can be used for defens almos as good as full, attack is different story. The problem with turtle gameplay is that all comeback mechanisms only work for the defender. If any comeback is posible - its will be from defending side. There the way to rebuild after successful but not fatal attack, using reclaime mass, and no way for redo unsuccessful. Nefing reclaim will also nerf strategy "attack, secure, reclaime, repeat". 6 ravs can kill ML on blockpost. If you have ML and exchange It for 6 ravagers, you have 80% or 40% but of ~6-10k of mass, and if you have 6 ravagers and exchange for ML you will have 80% or 40% but of ~20k of mass. That woks for mantis and t1 pd with small numbers. So even if you have full map control vs one turtle base, but equal eco you better to siege it. If you have more mass, you better eco on it, and only them attack. Because "have mass, eco, attack and fail" means - "give chase to comeback", and have mass, eco, attack and fail" means - "gg wp better luck next time". So every agression becames siege. If there was a way to, convert mass in somethig, that will be not a siege weapon, that but bunkerbuster, hmmm....
@Azraeel said in The Last Thread about RAS SACU Balance:
because you end up rewarding certain bad behaviors and punishing certain gameplay styles.
I have your point here. Not like it's really matter, but... My 2 cents Its not only about mass, but about APM and other stuff like this, but you need to have more resurses, one way or another to crush opponent. If you attack and units die - its mass gift, and if you defend and happens the same, you can have almost all mass + mass from enemy units if you are not crached by superior forse. So - attack and crush and you are good, defend and cruch - you are good. But - attack and do some damage and you are in in trouble if damage aren't sigininficant. Exchange 1:1 allways good for defender.
A problem with RAS - is that they are much, much more easier to pay off. If you make rambo, you have to move it to the front, and control for long time for profit. If you make RAS, you need just not suiside it, and wait for some time.
If, other things being equal, one player attacks, and the other makes the economy, then it is the aggressor who is "on the counter". He needs to crush before he completely falls behind.
But I don't thing that lowering reclaim value is good fix, because then attack will become mindless suiside of unint's.
If this topic is about meme...
Funny thing "faction diversity" in most cases can be finded in post about nerfing cybran some way.
And last funny thing, just because Im bored. Mach do some mod, that brings some new control method, and share. So this and some other methods should be banned. An if hadn't share, and that mod for yourself, there a huge chance that he wold never have been spotted. So if in time, someone find new "loophole" which ui, better for him - to keep it low.
Should we as well say, that a built templates are cheat, because they automatically places generators and facts, one after another. And FAF is very sad place, where so many potentially interesting games was ended by snipe because ACU wasn't protected enough in some moment. And if some player make scouts, sent them to places where he didn't expect enemy units to be, and where he do not have radar, pay attention, and counter every of that units groups, before they did much damage, he is a cheater, because he didn't control every scout manually. Pls, don't mind me, its just another point of view, that not really important.
Where I'm wrong? We have possible way to use shift+g to cheat, so we removing it. And we have possible way to use pause to cheat, so we removing it.
@TheWheelie said in Very long post about spread attack, UI mods and why improving player's controls and UI is apparently and wrongly considered a bad thing in FAF, also balance:
Also this is for something like autoclicker which is way easier to spot than other mods like ecomanager or eplease which autopauses e draining structures. Try to prove with evidence that he is using the mod and not manually doing it. Also very efficient and easy to do.
Well, I just found a 100% effective solution. Ban and remove ability to pause. So there will be no way to auotopause something ever again
So now it is like - "we are gonna to remove something, because someone can cheat, but we do not have any evidence, community of FAF is bad enough, to have a lot of cheaters, so we do not have to proof that there is any"
@BlackYps said in Very long post about spread attack, UI mods and why improving player's controls and UI is apparently and wrongly considered a bad thing in FAF, also balance:
Then find somebody else to proofread your post. You having a medical issue doesn't make your post more readable, unfortunately. Nobody can argue a position that is incomprehensible.
No. Because there will be no arguing anyway. I wrote this because I can, nothing more, nothing less.
@FtXCommando said in Very long post about spread attack, UI mods and why improving player's controls and UI is apparently and wrongly considered a bad thing in FAF, also balance:
Will probably not be answered because you can’t proofread your posts.
Oh, thanks, I hope my disgraphia, amuse you too, not only gave a reason to not argue.
Well, not like it have chase to be readed, but i was thinking abot all that, so here comes another long post. I see what an approach balance team use, and it, well... It maybe called "problem-orientired". If somethig seems broken, let's fix it by changing it. And that approach is not ideal, because... Well, no one is. But not only for that reason. Balance - is titled "balance" because if change something it will affect may thing if not all of it. So changing of vet sistem to mass cost form number of kills is hude buf for t1 units, because t2, t3 or t4 units has a much more less chance became veterans and get stronger while figthing t1 spam. So new vet sistem change cost efficiency of all tiers or units. So there is less rewarding to figth t2\t3 wich t1, becauce of it. So it less rewarding to get t2 or t3 units. And about rewarding. If balance is about solve "problem" that madet by some uint, it mostly not rewarding, but punishing balace sistem - if something good, players will use it more, and so if nerf it, it will be balanced. kh ASF kh If even nerfed - it still used more offen, nerf more, and there to the poit where no reason to use it at all. So its work like "If somethig is better that other options analogue, that will get nerf". Nerfing thigs - makes players feel like if they keep use it, it will get nerfed more. Psycology proofs that. And so they do not want to use it anymore. Because 1) It was better 2) It may and will get worst if they keep use it. What about UI mods, they make thing easyer to do, but now seems like now balance team want everything it game be hard to do. Lets talk about that. 99% play for pleasure. They not want to be punished for using somethig, and there how it is now. In situationt where compete two players wich same APM and game mechanic undestanding - wold win player who has more effective APM. And easyest way to have more effeive APM is use untis that require less control. So how it will be for new player who learns game. One way (superior efficiency)- do thigs that require less control to be effective, win in compete wich same skill level player - that means be rewarded. Them get to more skilled level, be beaten, up control to this level - win (be rewarded). Other way (superior microcontrol) - do thing that reqire more control to be effective, lose in compete wich same skill level player - be punished for a try. Up control to better level, win versus players wich less control, and get to the players wich same control level, to be beaten again. (be punished) Units that require more control are a more risky strategy. Mistakes are punished more. So if you use your APM to make better economy, not do any risky move, you must just wait for opponet to make mistake. If you rely on micro you have to take the risk. The more difficult the control, the greater the risk. The more APM you need take out pillal wich hoplite, the more APM other player can put to mass taking, to make more pillars, or someting else. They about to same cost in mass and energy, but... If we take APM like another resource (and it is) hoplite much more expensive. But mass from pillal can be taken back if needed, and you can stop invest mass in pillals and pillars that you have will still be effective. Not microed hoplite is much less effective. So if you use (x) APM to get 1k mass, made pillars - you can just a-move, and if use (x) APM to get 1k mass and made hoplites, you must also use (y) to control it to win versus pillars. So if players have same APM - pillar player have (y) free APM, that he can use to conter hoplites, say put pd's wich a com. And that requires less APM, so it (y-i), and hoplite player have to react and not lose his units, so he requires more (u) APM and some (c) APM to couter pd. So (superior efficiency) player need x+(y-i) APM and (superior microcontrol) need x+y+u APM to not lose, and x+y+u+c APM to win. So (superior efficiency) have (i+u+c)=(q) "free" APM to do somethig. If that someting (like TML) require from (superior microcontrol) player (q+1) APM to conter, situation will get only worst. So you can snowboll efficiecy just like mass, only thing you need to do it use things that needs less contlrol over time, and you will "eat" APM of your opponent. So if you trying to play first way, you must be not worse that your opponet, that play second. If you play second - you must be better. This is also true for ui and ui mods, because player who eco more and micro less - can use ecomanager, and build template, like storages on left click (that trade one action for some), and player that eco less and micro cant use ui mod that will reduse number of actions to do somethig. If you eco hard and have t3 mex you just need to protect in on your base, if you micro hard, and have reclame field, you must micro even more to get engy here, to make them take it fast, and to protect them on the front. But here is ui mod's that helps manage mexes, and that fine. And any ui mods that help reclame or control units are banable. Eco more, spam more, that not really a thing - do what require less APM more. So betwen two equal players will win player, that use units who need less control to be effective. So that how high APM RTS works? So now how FAF works - try to do something that need more control - be punished and overcome or be punished again, and also after you do that, be punished again, because you move to next level, do all over again. Try to do somethit that need less control - be rewarded and you also can improve to be rewarded more. People do not want be punished, they want to be rewarded. But well, that wont affects 1% of 1700+ ladder (or its just seems so), or anyway. Who caries what balance do to players below top level. That post will not be readet or answered, tho. Because Im average joe, and must be grateful that can play at all, and even Tagada won't getting someting that coutns like reall answer.
I have not the same, but simular problem. I can connect to client, can wach replay and can even host, but cant connect to any other player in ther games. There a log http://www.filedropper.com/clientlog2020-11-23 Do not know is it same problem or not, but maybe you shold post log too.
Hmm... If someone added ACU in StarCraft, let's say there is a "King if Zerg" unit that appears on the start, can be get any other way, and if opponent kill it - you lose, and it would completely ruin the game. ACU in small way ruining FAF. So let's get rid of it.
Forum says that "please download a smaller file" so - it's here
http://www.filedropper.com/game13178651
T1 arty is broken for me (there goes joke about Fobo). It's not fireng a single shot. There is a soud and animation of aiming but no progective and no any damage. https://replay.faforever.com/13178651 - there a game where I first time novince that. I redownload and reinstall FA and FAF, and turn all of my UI mods off, but that not gives any change. What it is, and how I can fix that problem? (Exept fron not playnig maps where units needed or FAF at all)
Forget Alaince Forever. Maid by balance team for balance team. I vote Tagada for balance councillor. But sarcasm aside, will someone tell me why nerf unints micro potencial (like this https://github.com/FAForever/fa/pull/3205) if FAF gaming is about APM? Why balance is about to nerf and remove thing? All changes that I can see in balance - is for that something is harder to do, or some unit harder to use. Like it was said for ideal balance in some RTS - "easy to learn, hard to master". Now game makes more and more hard to learn. I hope this post is short enohg to have answer exept "didn't read" or "we already told about that".
Ok, but buff and cybran too. At least give t2 and gun at the same time. Like t2 or mazer one hand, and gun and torp other hand. Or better, to compare with shild chono - let make t3 cloak gun telemazor
@FunkOff said in Veterancy removal for most units:
I agree that veterency is rarely relevant outside acus and xps.
Like labs, that can get wet and stay alive and raid longer, like t3 bots that can do the same, like destros, or b-ships, or t1 or t3 bomber them you have only one. Really not relevant for you?