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    Tagada

    @Tagada

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    FAF Association Board FAF Association Members Balance Team Team Lead

    Best posts made by Tagada

    • Open Training Session w/ Tagada

      I would like to announce that I will start hosting regular Open Training Sessions that everyone can join and learn together how to better play this awesome game. The training will focus on 1vs1 play and will take place in a form of replay review where I will be going over replays submitted by the players participating in the training. Anyone is welcome to join and participate, there are no rating restrictions.

      Next Training Session - TBD

      It will be hosted on the Official Discord channel in the Open-Training Voice channel.
      Official FAF Discord: https://discord.gg/9bCRpMcM
      04a96ce1-c7fb-4234-b02f-f7f869f30a4e-image.png

      The training will be also streamed on my Twitch channel :
      https://www.twitch.tv/tagada14

      The previous training sessions that took place can be viewed on my YT channel:
      https://www.youtube.com/channel/UCXpzgZmO1dCS-9DDQl2F4-A
      The most recent one is often a VOD on my twitch channel.

      What kind of replay should you submit and how to do it:

      • Make sure it's a 1vs1 replay, either ladder or custom 1vs1
      • Games shorter than 30 min are preferred ( if it's longer then we may watch only a part of it due to time constraints)
      • I would prefer to review games of players that have at least 600 ladder rating since there are excellent guides (linked below) explaining the ABC's of FAF that will teach you better than I can over voice

      If your replay meets these requirements please submit it through discord DM : Tagada#7635
      Include your FAF name the replay ID that can be found in the replay vault, the length of the game, and your ladder rating.
      1ba9f486-2f3d-411e-8a5b-e99cf9428401-image.png

      Links to excellent guides :
      The FAF Guide going over all the ABC's of FA :
      https://docs.google.com/document/d/13S4nBDfcBK4WmFtykXGKNmvIPe9L2nbiriISpHNgE4U/edit

      posted in General Discussion
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      Tagada
    • RE: 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

      I think that you need to be extremely careful when comparing SC2 and FAF (in context I am right now Number. 3 on FAF ladder and in Platinum league in SC2 after couple weeks of playing), while it's true that if an UI mod for SC2 exist that does what an UI mod for FAF does then it would absolutely busted and banned for sure (eg. a Disperse move for marines to avoid Banelings to kill them with their AOE) because it removes a vital part of SC2 which is unit micro. The same can be said for an UI mod that would control economy in FAF where it would automatically add pgens, pauses everything that uses power (E-please or whatever it was called mod). That's because a lot of FAF depth lies in economy and macro, much more then in SC2 (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).
      The point:
      Now back to the topic, I believe that UI mods like ATP (Advanced Target Priority), UI party, Spread move, Disperse move actually increase the micro potential because of the importance and trade of's of Micro vs Micro.

      Note: While in theory assuming perfect gameplay and APM of >300 on normal and probably >500 on big maps this wouldn't be true but we are mere mortals and taking into account that I am top 5 player It's safe to assume that If I can't do this and it's not optimal for me to invest my APM into it then it's not gonna be possible nor actually beneficial for other players.

      Reasoning:
      I will try to now explain why I think that is and give a couple of examples. First of all we need to consider what these mods actually do, most of them allow us, the player, to better tell the units what we want them to do via orders or improve the way we give/queue the orders. ATP allows us to specify what we want the unit to target, Disperse move allows us to split the units more efficiently, same for UI party. As Archsimcat already stated you still do the same amount of work in game by giving orders, the part that is improved/simplified is the UI. Instead of needing to somehow (different methods for that as stated by Arch) select 5 groups i can select one, give the orders and tell them via a UI mod to just split. You may say that this is bad and takeaways the micro aspect of the game, but my point is that it doesn't, it allows you to better "translate" your actions to units and because of that micro more.
      Why is that you may ask? Because if I am not allow to use that option then I won't do it at all, I just won't micro it (Excluding some edge cases like splitting very important units that you give a lot of APM attention like engies early game when there is nothing going on, your first 3 t3 units, your T4's etc.) and neither should you because it's just not worth it. Why would I spend 3 seconds on splitting my t1 tanks so that your bomber has 100 less mass killed value if this would mean that I am inefficient with my Mass/E/BP balance causing me to make 5 tanks less? Because of the importance and focus on economy most of the time it's just not worth it to invest a lot of attention nor APM into extensive unit micro in this game, It's just how it is.
      Let's go over a few examples:
      Example N.1 Mod in question - Disperse Move
      As stated above a situation is as follows, a t1 bomber attacking my t1 tanks. If I would have disperse move option there is a chance I might quickly select my 4 tanks, give them 3-4 move orders around them and use my keybind for Disperse move. Take probably around 1-1.5 seconds. If I wouldn't have Disperse move I wouldn't bother to move my tanks at all, if I would have tried I could probably manage to move 1 away but realistically speaking, ask yourself, do you really see it out side of edge cases like first 2-3 minutes and special units? No you don't, I don't do it, I don't see it because it's too much hassle for little gain and it's more important to queue 1 more pgen so I don't power stall in 2 minutes.
      Example N.2 Mod in question - ATP (Advanced Target Priority)
      I have a few units doing a run by and I want to kill enemy mexes. I select my units and using ATP I use my keybind to tell them to focus mexes and move them in between mexes. I then have to options depending on the game state, I can either micro the units by giving move orders to avoid enemy units, dodge shots etc. to get maximum value out of them or leave them be if that's not really important. Now the same situation without ATP, I select my units and either just move them in and pray, move in and then queue Attack orders on mexes or just queue attack orders on mexes from the start. It takes a little bit more (given low amount of targets, don't kid yourself you don't need to queue more then 2-4 usually) time and "micro" to do so then using ATP BUT it doesn't at all allow for any future micro, I won't move micro my units cause they will move but stop shooting the mexes so I just queue and forget.
      Another thing is a more strategic aspect like deciding that I want to prioritize targeting of t1 arties given the game state and both mine and enemy unit composition. Without ATP it wouldn't be possible and this takes a potential strategic and micro aspect of the game.

      Over all the argument is that these mods don't take away micro from the game because Yes, they simplify some part of micro but if it's not simplified it's not used (except some edge cases where the mod isn't actually taking away the skill needed cause given low amount of orders value gained from the mod is so small it can be ignored) so nothing is lost, we actually gain the possibilities for micro and increase the potential of it. I would hate to see banning or blocking via changes such UI mods since it would make the game dumber, more boring and actually decrease both the focus on micro and it's potential.
      Another thing I would like the bring up is balance, if the mod follows the basic rules (as stated by Mach) and it's not a cheat mod then it really doesn't make units OP (Few exceptions like Shift G + ATP on ACU priority). Did t2 arty/unit drops became OP after ATP? Yes they can be stronger bcs of ATP but it requires extra attention and micro (in order to get more value you need to set targeting to eg. power and then MICRO your arties so that they don't die to defences and stay at the edge of their range). T1 bombers doing Spread attack? Yes they will utilize their AOE more efficiently but it takes more clicks then just move + A-move or just A-Move.
      All these mods do is take an aspect of micro that is in theory possible but not worth it because of the time required to achieve it being long due to UI being bad or UI limitations and making such move a viable one.

      Back to Keyser.
      "the pr you are showing is here to preventing cheating : UI mods abusing the feature to give order to units (ie auto dodging, auto hover bombing etc etc)" Agree with that, these are and should be considered cheat mods and therefore be banned."
      "It is also here to remove the split move to trap ACU with T1 units (balance decision in accordance with the balance councillor)." I think this is a very weak argument for removing such an excellent feature like split move, I also don't see why unit blocking of ACU is so bad while for example while blocking an ACU with spamming of t1 aa is not (absolutely busted since it fucks with pathfinding insanely). I really fail to see how units getting on top of the ACU and blocking it is such a bad thing, yes it may be frustrating but I think it's healthy. ACU's are absolutely busted compared to units and you want to keep your ACU in range of enemy units while keeping your units outside of enemy's ACU range. If you move in your units on top of enemy ACU you should be able to block him at the cost of clumping up your units and making them more prone to OC. After all it's only effective if you have a lot more of units bcs of how attacking vs defending unit formation works. If blocking wouldn't be possible it would make ACU even stronger (bad idea in my opinion) and even if you have 50% more t1 tanks you still wouldn't be able to kill enemy with an all in because of defenders advantage in engagements and Vet on ACU etc.
      " Spread move / disperse move not working after that, would be an unfortunate side effect." I think that there should be a focus on finding alternative solution if that's the case, it would be a huge loss for micro and gameplay to lose those mods.

      Please make sure that your posts contains some actual information, don't make ridiculous claims like "oh this will make bombers OP" without giving it a second thought nor actually argumenting your position. You can have your own opinion but sharing it as facts is just foolish. This thread as all others derail and become a spam fiesta of people arguing and quoting each other back and forward for no real result. This stubborn guy won't change his mind about XYZ so just don't bother. This is not the place for that. Without deeper game knowledge or game balance you shouldn't really claim anything, you can hint that you think or in your opinion something is ... but it's really not that useful for the discussion. It may seem "elitist" but in 99% of the cases it's just the truth, if you don't understand the game well enough you can't say what's OP or UP cause most of the time you can't properly use it or counter it.

      Footnote: I've spent a lot of time on this post and thought it through so I won't respond to some low effort quotation and BS claim by some random guy, so just don't bother. I am looking forward to get some answers from other top rated players, but mostly Balance and Game Dev Team as well as to use it in the near future in any related discussions so I won't need to spend 1h again explaining and argumenting my points.

      posted in Balance Discussion
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      Tagada
    • FAF Beta Current Changelog

      A balance patch has been released, you can see the changelog here

      Once there are new changes merged to FAF Beta this changelog will be updated to reflect that.

      posted in Balance Discussion
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      Tagada
    • RE: The Superior FAF Experience Mod

      I appreciate all of the work that has gone into the mod and I hope some of the bug fixes (like the beam weapons missing targets) and perhaps some features can be implemented into the base game version. However, I'm sad to see so much slander directed at the Balance team even if you disagree with the changes we've made over the past years. I can only hope you will be open to working in a civilized manner with the existing developers on improving the base game as well. A lot of the bug fixes and some features could have been easily implemented into the base game if you had engaged in a productive discussion or simply made contributions on GitHub.

      posted in Modding & Tools
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      Tagada
    • RE: New Player Councilor Discussion + Removal Announcements

      I don't really understand this whole fuss about balance team in the PC election? Like it's not up to PC to decide about balance nor who is on the balance team ... also you posting random screenshots showcasing people angry about balance and map pool is completely useless and proves nothing. It's balance and map pool, there are always people that are unhappy about them no matter what you do. Another thing is this weird idea that "oh the balance team is not doing what's best in the interest of FAF" yet it consists of players that understand FA gameplay the most and are most qualified to make adjustments to said gameplay so am I missing something? You want to make polls about balance, sure go ahead its results doesn't matter cause 99% of players don't understand gameplay well enough to make informed decisions about it and most of them will just base their responses on personal preferences or something they struggle with.

      posted in General Discussion
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      Tagada
    • Top level BO's from Tagada

      Inspired by this thread I've decided to share some of my own BO's. I hope this will help some of the competitively minded players achieve their ladder goals. Please keep in mind that some of these build orders can be hard to execute and are generally aimed at 1.6k+ players. Also while important build orders can't replace fundamentals so you shouldn't focus most of your time making/copying them.

      Since I can't upload files with .fafreplay extension I am gonna share a folder through my google drive: https://drive.google.com/drive/folders/1XeEVPmFanJ7Ng6y4lXiF444Z5VNE-pZW?usp=sharing

      To kickstart this thread that I will hopefully keep active for at least a couple of months:

      Couple of BO's for May 2022 Ladder Pool:

      From LoTS 2021 preparation:

      Bermuda Locket - FAF version - BO replay in the google drive folder

      Open Palms - BO replay in the google drive folder
      In action: LoTS Semi-Final vs Turbo2 : #15935060

      Arcane - BO replay in the google drive folder

      From Summer Inv. 2021 preparation:

      Daroza's Sanctuary - Prep game vs Arch in the google drive folder

      The Ditch - FAF version - BO replay in the google drive folder
      in action: Summer Inv. Semi-Final vs Paralon #14967044

      posted in General Discussion
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      Tagada
    • RE: Username rules updates

      I was considering writing a lengthy response but @BlackYps summed up everything I wanted to say basically.
      If there are issues with distinguishing users, we should use the user ID anyway. That's what it's for.

      The rules regarding impersonations and making similar names to somebody else should be more clear.

      • You shouldn't be allowed to create a name that is indistinguishable from Admins/Mods etc.
      • If you create a nickname that is copying/attempting to impersonate another player and said player has an issue with it and reports it then mods should force the player to rename.
      • Other than that you should be free to choose whatever (unique) nickname (that isn't breaking standard rules) you want.

      The limit of 12 months is IMO pretty insane and doesn't solve the underlying issues anyway. It should be reverted to the original 1 month.

      posted in General Discussion
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      Tagada
    • RE: WD #3 - Ridiculous Balance Ideas

      ACUs can shoot and OC air units.

      posted in Weekly Discussions
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      Tagada
    • RE: FAF Beta - Feedback

      First of all, thanks for all the feedback, keep it coming.
      I will be reading through everything and replying in bulk.

      Aeon Chrono:
      The PR is done and awaiting the last tweaks, once it's merged it will be featured here.

      Soul Ripper:
      I will look into buffing it in some other areas, it seems as if the personal stealth buff introduced in the last patch was not enough to make it viable in most scenarios.

      Kennels:
      More changes will likely be coming but they aren't here yet as they require more discussion and testing. For now, these are meant to bridge the gap between the hive and the kennel but I agree that something more is needed.

      Loyalist:
      We will look into slightly tweaking it in other areas as currently, it feels like a slightly worse version of the titan with occasional big impact due to its ability (Yes it's actually useful and very powerful if used correctly although that's pretty situational and hard to pull-off)

      We're planning on tackling the navy, mostly underwater, gameplay and adjusting it to make the navy - torpedo bomber and surface-underwater interaction more interesting and less one-sided. There will also likely be a frigate rebalance alongside so that while cybran will still have the best frigate it will be much less oppressive.
      I can't guarantee it will make it into this patch (January) but we will do our best.

      In terms of other more drastic changes: I am not in favor of doing big changes without good reasoning just to shake up the meta. FAF gets a lot of its diversity from maps so I don't believe we need to change the meta drastically every other year because, in my opinion, it doesn't really get stale if you consider how different the game plays on Theta, Loki, Ditch, Seton's, 16 bases 20x20 mapgen.
      That is not to say that we are opposed to bigger changes, they just need to be done on the merit of the gameplay being either boring and simply not fun, or broken. If you have any suggestions you can create a separate thread or suggest it here as well. You also don't need to propose concrete changes, just a direction.

      Overall I feel like currently the balance and the meta are in a good state without any single strategy being dominant in most map scenarios (T3 land rush was too strong hence it got nerfed) and the biggest offenders: Ahwassa, Nukes, Snipers, Titan/Loya rush and spam on bigger maps were eliminated.

      We will also be looking into adjusting the costs (probably some Energy Cost nerfs) for T3 and Experimental Artilleries as well Yolo/Para. Alongside adjusting the Reclaim % left by higher tech units we hope to prolong and improve the dynamism of phases: late T3 / early T4. Hopefully, it will also be enough to create a new phase of mid-T4 that is rarely seen which will feature many land and some air experimental fighting instead of people defaulting to Nukes/Artilerries which will cost significantly more E and therefore require more infrastructure and won't be as easy mass dumps as they are right now.

      posted in Balance Discussion
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      Tagada
    • 1vs1 MapGen Blitz

      1vs1 Tournament for up to 32 players. A quick tourney played solely on randomly-generated maps. Will be casted on FAFLive.

      Challonge: https://challonge.com/efybh000

      Date: 16.04.2022 15 GMT

      Format: Double Elimination with BO3 Finals

      IRC channel: #blitz

      Rules: All the standard tournament rules apply. If you are late by more than 10 min you will be disqualified. Draws are replayed. In the case of a DC, the game is replayed if it happens before minute 5. Special exceptions can be made at the discretion of the TD.

      Sign-ups close at 14:45 GMT

      Coverage: https://www.twitch.tv/faflive

      TD: Tagada

      Maps: All games will be played on randomly-generated maps using the tournament setting. The sizes will vary between 7.5x7.5 and 20x20 and will be visible in a challonge bracket. Expect smaller maps in the first rounds and bigger ones towards the end.

      Prizes:

      1st place: Blitz Champion.png Blitz champion + training from me if the winner will be interested.

      2nd place: Faction face/logo avatar

      3rd place: Faction logo avatar

      For more information about the avatars see: https://forum.faforever.com/topic/271/tournament-avatars-ideas/2

      Sign up by posting below or messaging me directly. Include your 1vs1 rating. In case of more than 32 sign-ups, the ladder rating will be used to determine the list of players. If there will be sufficient interest I may increase the cap to 64 players.

      Current sign-ups:
      Yudi 2481
      Turbo3 2155
      Swkoll 2129
      Blast_Chilled 2048
      ZLO 2033
      YellowNoob 1995
      Archsimkat 1927
      Grimplex 1917
      StormLantern 1860
      Morax 1840
      Rion103 1574
      Pryanichek 1560
      Femboy 1553
      Demonstreamer666 1500
      Uknown 1494
      NoOneCares 1450
      Tomruler 1100
      Hemfast 1023
      Killakp 1000
      H-o-l-a 737
      Maro 505
      Karateka 401
      Yak_Lives_Matter 388

      posted in Tournaments
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      Tagada

    Latest posts made by Tagada

    • RE: NOC Resignation from TD Lead

      Thanks for organising all the tourneys and keeping the ship running for the past 2 years. I think it goes without saying that we all appreciate the effort and time you poured into the competitive scene when it was at its lowest point. The tournament team expanded recently and I hope they will continue the efforts to improve the competitive scene and bring more exciting tournaments for all of the community to enjoy. I know we haven't always agreed on everything but I really do appreciate you taking over and nearly single-handedly keeping everything together. I wish you well and hopefully, we will have many tournaments ahead of us.

      posted in Tournaments
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      Tagada
    • RE: Old replays

      AFAIK old replays are on a separate hard drive but they are not accessible through the client nor API

      posted in Game Issues and Gameplay questions
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      Tagada
    • RE: Legend of the Stars 2024 Qualifier 1

      Please use the FAF versions of Bermuda Locket and Forbidden Pass

      posted in Tournaments
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      Tagada
    • RE: Legend of the Stars 2024 Qualifier 1

      Sign up 2.4k

      posted in Tournaments
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      Tagada
    • RE: Legend of the Stars 2024

      There aren't any invites this year. You have to qualify through the qualifiers.

      posted in Tournaments
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      Tagada
    • RE: Setons Clutch Tourney 2024

      If you want to use Double elimination then 5 teams is a terrible number. One team will get a bye 1st round. Better to either have a limit of 4 teams and keep using double elimination or use other tournament format eg. Swiss Style or some Swiss Style adjusted one.

      If you assume decently balanced teams then Swiss Style will also produce more (decent quality) games.

      posted in Tournaments
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      Tagada
    • RE: [Vulthoo stats]Inventing right T2.5 gunship with math&logic

      I'm currently on holidays but I will take a deep dive when I'm back. I read through the post and it seemed really solid

      posted in Balance Discussion
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      Tagada
    • RE: Matchmaking Seasonal Prizes

      The most important thing is to reward both activity and skill. You can't allow the highest rated dude to play 5 games and then just stop playing and sit on their rating awaiting their reward.

      posted in Suggestions
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      Tagada
    • RE: FAF Statistics Megathread

      @Sheikah When you have time could we get an updated graph that includes 2024?
      Also, would it be possible to get stats on how many active players we have in different rating brackets? It would be useful to gauge if there is a decline in new players or if high-rated scene is declining.

      posted in General Discussion
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      Tagada
    • RE: SACU Rebalance

      @elusive said in SACU Rebalance:

      As for giving gateways the nuke treatment (~10x the build power, ~10x the build time) that could be done, but feels kind of antithetical to the primary goal of this thread, to make them more common, not less common.

      That cannot be done in a way that works since you can obtain the SACU with upgrades via 2 ways. Make the preset using the gate or make a stock SACU and upgrade it. Even if we give the gateway nuke launcher treatment you could just make stock SACUs and upgrade them manually. And you can't give the SACUs the nuke launcher treatment for obvious reasons (they can use the insane BP to build things).

      posted in Balance Discussion
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      Tagada