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In case there's anyone else out there using hotbuildex, @Dragun101's new mod is called "A Hotkey Keys" in the mod vault and is better than hotbuildex - it's not bugged and obviously has lots of other nice hotkey possibilities. Have just transferred my hotkeys over to it, was easy even for someone who's nearly coding illiterate. Thank you for making this mod.
@FtXCommando Before @Brutus5000 implements Ladder Pool 41 please get a fix for Emerald Cliffs, it is imbalanced due to one of the Hydros being unbuildable. https://i.imgur.com/w7F3oIc.png https://i.imgur.com/Cd7QwcR.jpeg
Would be nice if there was a requirement for maps to be playtested more than 0 times before they were put straight in the pool, not just for this kind of basic bugfixing but you would get less of it.
Honestly I've never understood the amazing amount of salt that comes out on both sides of the debate around using shift-G to more easily kill an ACU with T1 spam (and for that matter UI modding in general). Compared to now, comblocking required/will again require as little as 2-3 more clicks and being more zoomed in (move order past ACU, box-select first 1-3 tanks that pass ACU, move them to just in front of ACU). This is nearly as effective as shift-G with less risk of brutal overcharges. Maybe it's my out-of-date-1500 game knowledge, but I think people looking forward to being able to take significantly more risks with their ACUs in average and high level play might be in for a rude shock, especially as people are now more aware of the value of comblocking than in 2015. I think I'd prefer it stayed, if cheaters might be/are abusing it then get rid of it.
As a general point, I agree with having a UI that lets you more easily issue the orders you want to and to make more decisions for yourself directly through UI flexibility (UI Party's selection-splitting hotkeys are AMAZING for this, including just about replacing everything lost by removing shift-G) and indirectly through more thinking time. Having this approach seems to be a pretty fundamental design decision for Supcom both before and after FAF started, so it arguably damages the market appeal of FAF to go in the opposite direction. Scaling back UI control should only be done if something is absolutely ruining high level play, or clearly driving players away and endangering the community. I can't think of an example of the latter and I will just take the word of actual good players on things like ATP sniping being completely broken (actual balance decisions shouldn't be made by anyone else as they are, by definition, the people who best understand how to play the game optimally, sorry if that hurts people's feelings). I would quietly suggest that if people are concerned about lowering the FAF skill cap, they should read Tagada's post and then look at the skill cap as a unit/map balance issue. Given this game is meant to be about strategic choice based on all available info, not high-APM mechanics and managing a perma-zoomed in screen, we should be looking at making more unit comps and playstyles viable in various scenarios. If there are more meaningful strategic choices, not just a battle of execution in producing more of the "correct comp" than your opponent and/or taking better fights with it, good strategic players can shine. But again, I'm not good enough at this game to know if the skill cap is a real issue or better balanced units and maps are actually a good solution.
Also sidenote for @Tagada: Take your own advice on comparing FAF and Starcraft when you've only being playing SC2 for a couple of weeks and you're nowhere near the equivalent of even 1k FAF rating (Platinum players are ranked behind 30%-50%/70k-120k of active non-Korean ladder profiles, on FAF leaderboards that is currently 213-456 rating). You would be laughed out of town on any SC2 forum where you tried to argue that "in SC2 unless you are Zerg (Queen injects) the economy is basically Select all Nexus/CC/Hatchery make drones while having the hatchery's waypoint on mineral line/Gas" - that's like saying FAF macro is basically shift-clicking mass points with a couple of engineers. Stick to FAF, you make a lot more sense when you do
How would you balance the ACUs though...? They are already VERY strong against T1 spam aren't they?
Tagada I don't want to derail this thread, especially as I basically agree with everything you're saying about FAF and we have both said this is side point, so I'm deleting my longer reply. Let's just agree to disagree that balancing production/income/supply/correct worker vs army supply for a given situation/injects/chronos/MULEs in SC2 is easy.
I rolled back to the team matchmaker beta client here https://forum.faforever.com/topic/854/team-matchmaker-beta-release-now-available and was able to search by rating again.
New pool is up, no games on Emerald Cliffs yet but the version in the vault and linked the Map List in 1v1 matchmaker is broken.
This is a long term, seemingly unfixable issue that hasn't properly been diagnosed - if you google your error message you'll find github issues and old forum threads about it (including mine).
I was able to reproduce it by creating highly resource-intense games (4v4s between cheating AIx on 20k maps with me as the observer) and most easily with a massive game.prefs file and very active UI mods (UI Party with all options turned on). Bonus points if you're using a lot of zooming and double clicking on units to select all of the same type. My workaround was to purge my mods of their most active elements and remove my unit templates from my game.prefs file, which made the crash much harder to reproduce in a stress test and hopefully unlikely to happen again in a proper game.
Have you run FA through Steam yet? When I got a new computer I had to do this to before FAF could launch the game (can't remember too well but I might have had to run SupCom vanilla through Steam too, but that doesn't make sense).
The mod hotbuildex in the vault has this functionality specifically for hotbuild, I've been using it since hotbuild was integrated because they didn't integrate my hotbuild layout back then. If you want to map overcharge to the same key as your 'build T1 tank' button, you're out of luck though.
The mod needs a minor bugfix right now that someone smarter than me needs to do - you need to open and close the F1 menu each game to make the keys bind, I'm used to it and usually have it done before my ACU has even started to materialise but it's not optimal.
@arma473 said in Ladder League - Winningest Players on Certain Maps:
Also, for no good reason, I wrote a program to automate the process of presenting tournament results.
So this basically is "just" automating those handy results posts you do after every day of a tournament right? Bet it's not "just" for you heh.
Feel like you need to make your own thread for the various API hacks you've come up with, it's p cool.
Pot/kettle/black. I was at least trying to make a legitimate point in good faith by responding to a post that referred to making tournaments legit. The main issue I raised has been bugging me so I just hit post, in hindsight this isn't the thread to talk about LotS/tournament legitimacy.
Genuine apologies to @Rowey though, sorry for derailing.
You're literally quoting me saying the tool is nice to have, I'm clearly not debating that. The dude above me posted about how this somehow makes FAF tournaments legit, I'm obviously replying to him. FYI SC2 tournaments do map bans without the tournament referee involved and it takes like 30 seconds.