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    Sladow-Noob

    Sladow-Noob

    @Sladow-Noob

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    Best posts made by Sladow-Noob

    RE: Matchmaker Pool Feedback Thread

    Aight, time to receive some shittalk from the Setoners.
    I honestly think that Seton's should be removed from the 4v4 map-pool. I talked about it with many different players, reaching from 1.2k up to 2.1k and the results were the same: Nearly noone likes to play it or offers an instant draw / leave once they get it. Since the map has a strict meta / buildorders, it's insanely hard to keep up with Setoners (even though they're 300 pts below you) if you don't want to learn the starter-BOs since they throw you back quite a lot (Especially snowballing kicks in).
    On top of that it's a map that's always being hosted. If someone wants to play Seton's, he can just join one of the 10 lobbies open 24/7. Even some Setoner play TMM for a break and are not rlly happy once they get Seton's once again as a map.

    I am NOT going to argue why exactly it should be removed or "that it's easy to learn the BOs and as a high rank you should be able to play it perfectly anyway", I'm simply just speaking for quite some ppl right now, drawing a bit attention to it.

    posted in General Discussion •
    RE: Aeon: effort vs. reward (average-ish player?)

    Not going to argue against every single point, but in general:

    Gun is alrdy insanely OP. If your ACU is at front, your attention is usually there 90% of the time -> You are able to micro it. If your opponent is not Aeon and you both have gun, you can just deal free damage the whole time while your opponent can't do shit against it. Only Cybran with the stealth-upgrade can counter gun at least a bit.

    Auroras have hover and way more range than any other tanks. Their whole purpose is to just defend certain points, if you make them faster no other faction has the slightest chance of pushing them.

    Mercys are already overpowered as fuck. Their hitbox is broken so flak and MAA sometimes don't even hit them, once not scouted your ACU can be dead in a fraction of a second. They can be used to kill other mexes around the map or just snipe basically anything stationary if you get through. You can't even dodge that shit. Giving them even more HP makes it the most overpowered unit in the whole game since you can have them so early on. Take a larger teamgame for example. 4 players of each team fighting at front, maybe two chilling at the back. If one of them rushes mercies and if they have even more hp, the other team is never going to be able to push again

    Like it can be that some of the suggestions might improve the gameplay for lower ranked people since they simply can't use all of the mechanics yet like they're intented to be used. But it will absolutely kill the balance for basically any higher ranked lobby. And balancing the game in order to improve it for only the lower ranked ones shouldn't be the goal.

    posted in Balance Discussion •
    RE: Reclaim Brush

    I doubt that it makes the life for lower ranked players easier. Having three different reclaim-orders seem a bit overwhelming until it becomes a habit. Most of them just use patrol (referring to my experience as a trainer) and max. click wrecks or huge rocks (150+ mass) but that's about it.
    I heavily assume it's going to be a thing for ~1000-1500 ranked players and honestly? The ones who manage to manual click should get the reward of having a slight advantage since they spend the time. e.g. Canis, while one dude micros the units and the other one gets bad trades for that but clicks the rocks, he should get the advantage. For me it's like a decision to either micro or manually reclaim since you have to think about the advantage each options give you at that certain point. Since many maps have manual reclaim and I prefer that over microing units early on, for me it's the decision to build less labs and focus on getting a more optimised starter-BO than most other people, giving me an advantage over time.

    I do agree that it has a smaller impact than most players think, but for high ranks the small details/advantages matter and shouldn't just get removed. Imo if the brush gets added, engis should autododge labs etc. since that also just consumes APM and if you lost one engi it doesn't hurt/it's only a small advantage if you keep it since you build 300 during the game. For me that's the same argumentation.

    posted in Suggestions •
    RE: Matchmaker Team Sentons 4v4 TMM Inclusion

    Don't support - the reasons I wrote under the original feedback post are still up-to-date and I don't think something could change my or CheeseBerry's opinion on that one (Naming Cheese here since he's a Setoner and also made a statement below the original post).

    posted in General Discussion •
    RE: Improve Mercy quality of life - turn radius and fuel

    Torp bombers have the highest priority afaIk so you can actually build one of them so the AA shoots them.
    Cybran basically can't push anymore once the first mercy enters the field.
    T2 mobile flak (especially Aeon) tends to miss due to the broken hitbox of the mercy. That happened a lot. Why I can't link a replay rn? Cuz high ranks are human players and don't use them so you obvsly can't see the bug. Try it out yourself and see the t2 flak (in front of the ACU) smts doesn't even hit the mercy.

    posted in Balance Discussion •
    RE: Can we please stop the smurfing in tmm

    @Caliber That's... How it works though? They win games until they hit the rank they deserve, since TMM isn't established that long, it takes some time until all players (the more inactive ones as well) get their rank?

    posted in Suggestions •
    RE: Active Trainers Contact Page

    Time to sign up after having that on my to do-list for 3 months straight kappa

    Sladow-Noob [Global: 2000]

    Training players reaching from complete beginners up to 1.5k+ rank since years, specializing in teamgames on any map, any faction. I don't mind if someone only wants to learn the standard buildorders or the more advanced micro-techniques - I can teach you what you want to learn and especially for the ones who're usually by far the highest ones in the team: How to carry teamgames. Usually it's up to my trainees if they want to go through replays via a VC on Discord or just via chat.

    posted in Contribution •
    RE: Monkeylord standing up

    Set a move command before it finishes and it'll start walking during the animation.
    Same for the Megalith afaIk

    posted in Suggestions •
    Transport-behaviour

    Serious question - I think it's nothing new that transport sometimes unload units instantly and sometimes it takes ages for them to unload anything, no matter if the terrain is flat or not (I've tested that on some flat maps, the times were still not consistent) or if it had the drop-command for a long time or a second ago.
    For the game experience that results in a RNG-like feeling. 1-2 seconds don't matter that much once the game went on for a bit, but for the first few minutes where players expand with transports it's definitely a huge difference if your transport manages to drop 6 engis in time while getting shot down or if it hovers a couple of seconds resulting in death.
    I don't really have a "perfect" replay to show even though I'm sure it happened dozen of times, but just to get a sense of what I'm talking about: #17108149. I played fcking bad there, not talking about that, but either my feelings were wrong there or the transport just hovered for quite some time resulting in its death.

    To get to the point: Can someone explain to me how it comes to the different times? Is it due to the ingame-ticks or smth else and more importantly, could it be fixed somehow or is it just smth to live with?

    posted in Game Issues and Gameplay questions •
    RE: Was a nice run #RIP FAF

    🦀🦀Dual Gap is Gone 🦀🦀

    posted in General Discussion •

    Latest posts made by Sladow-Noob

    RE: Title: A Time For Change: FAF Community Balance Team

    And tbf if someone really wants to play completely different, there is also the Loud-client. Definitely not my favorite... But it clearly doesn't involve the FAF-strategies and focuses on longer games...

    posted in General Discussion •
    RE: 4v4 TMM January 2023 Map Pool Tier List

    Sadly I cannot disagree with Matches. Hearing negative feedback from a lot of lower ranked players whether it is bc someone else sucks or they have no idea what they're doing.
    Since I dunno how many navy maps there are exactly.. Maybe keep the standard ones for now and see if the feedback gets better.

    posted in General Discussion •
    RE: [The "What"] AIs in ladder - season 2

    I especially like the "AI challenge"-idea.. Might give players a motivation to have a goal instead of just 'getting better', getting crushed by AI also isn't as frustrating as against real players, especially cuz some leave rude comments on the way.
    For testing I also fully support the idea with "AI ladder-week".

    posted in General Discussion •
    RE: Title: A Time For Change: FAF Community Balance Team

    @balanceslave yeah but you don't count. Go back and train some people smh

    posted in General Discussion •
    RE: [The "What"] AIs in ladder - season 2

    @fichom said in [The "What"] AIs in ladder - season 2:

    so you'll have to be patient

    weak. I'm procrastinating as well atm, you should do the same and prioritise discussions with randoms on the FAF forum!

    posted in General Discussion •
    RE: [The "What"] AIs in ladder - season 2

    I'm with Tomma. If we're talking about those types of AIs.. The bad habits are still there, but not as big and might be outweighted by getting crushed over time due to wrong investments.
    Priorisations in the Queue also fixes my other concern.

    We'd need a lot of newbies playing 1v1s against those AIs though so we can analyse the games and see where the weakpoints are in general and what ""feelings""/impressions the newbies have

    posted in General Discussion •
    RE: [The "What"] AIs in ladder - season 2

    Referring to the 'Modern FAF AI are pretty good'

    Problem is that those AIs don't react to certain things. E.g. I can promise you every trainee I got that played actively against AI has the habits of spamming millions of stationary turrets everywhere cuz the normal AI doesn't give a shit. It'll still send the same amount of bombers to the same places.
    With M27 afaik those problems are at least fixed, but then everyone has to download the mods.

    posted in General Discussion •
    RE: Weekly Discussion #27 - Favorite Balance Patches

    I'm a simple man. I'm still waiting for mercies to get nerfed to death or get removed. Until that I'm sad.

    posted in Weekly Discussions •
    RE: [The "What"] AIs in ladder - season 2

    (ig you alrdy thought about that but first thing that comes into my mind is AIs matching each other pog)

    Dunno if I like it. Mostly speaking from trainer-experience but first, we'd need an AI like M27, Uveso or smth similar. The ""normal"" ones FAF has to offer are simply too braindead and only create bad habits.
    If implemented, then only for <400 ranked players anyway.
    If implemented, then create an option since active players who're just low ranked (e.g. Coca) might not be a fan of playing against AIs over and over again.
    Since I'm not in the target-range for non-cheating AIs anymore, can't say if they're a challenge or a waste of time. I honestly don't give any trainee the advice to play against AIs (EXCEPT until they've seen the units in the game. But that's it.).

    To sum it up: Might be okay-ish with a modded AI for really new players below 300 or 400, after that.. Not a fan of it at all.
    [Trainer perspective, Idc about the potential rank 'manipulation' possibilities AIs will give]

    posted in General Discussion •
    RE: Title: A Time For Change: FAF Community Balance Team

    Two things I wanna say:

    You can't argue "Reeee unit X is completely bullshit!" while playing lower ranked lobbies. Reminds me of the one discussion where Aeon Gun, Auroras and Mercies should get a buff since lower ranks are simply not able to use them yet. Sadly many players follow that idea to have those mid-ranked-oriented balance patches and don't realise how fucking stupid that is.

    Unironically. Watch Farms and Yudi more often. Especially after those patches they often speak about balance and you can ask specific shit. I still get tons of new information / explanation by asking and I'm certainly not one of the most liked players so you are not just getting roasted unless you don't want to understand it 4head. Most recent example being the t3 land vs t3 air impact (yeah okay tbf.. I didn't get his point. But he took his time to explain it)

    posted in General Discussion •