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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    TheWeakie

    @TheWeakie

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    Best posts made by TheWeakie

    • Improvement of Leaderboards

      I'd say it is quite important for the community to have good looking leaderboards, but they are quite lacking now imo. It's very basic/bland and doesn't give enough information at all. It's quite obvious when you compare it to something like the aoe2 leaderboards:

      alt text
      alt text

      By far the most important one to add is the current rating. It is absolutely crucial to properly understand the players strenght. Most other categories are not as crucial but still very nice to have just to liven it up and give some interesting data.

      The layout of the black row > grey row > black row is also a must imo. Especially if there is more information it improves readability a lot and it's so standard i'm surprised it isn't in the client. It should also be in the Coop rankings and custom games table tab. Just noticed it already exists in the live replays tab.

      Currently you can see a players information by rightclicking > show user info, but left clicking does nothing. A bit weird to me but maybe i'm nitpicking.

      Also speaking off the player graph:
      alt text
      alt text
      You can see very vaguely see some indications on the faf graph but if you compare it to the aoe2 graph the constrast is lacking.

      Also maybe an idea to mix the different rating graphs? Maybe it's personal preference but i feel like it looks a lot nicer. Most chess sites do it this way as well.

      Also a little bug: You can drag away the information on the leaderboards without being able to get it back: alt text

      I know i was a bit blunt but i just think these would be some nice improvements.

      Kisses from the big man

      posted in Suggestions
      TheWeakieT
      TheWeakie
    • RE: Username rules updates

      Sorry guys but this is a serious gaming community. If you want to have fun maybe try out the #memes channel on the faf discord. Thanks in advance

      posted in General Discussion
      TheWeakieT
      TheWeakie
    • Mod Suggestion: Improving Hotkey Usage

      The problem

      Most top players in faf use lots of hotkeys, as is the case with all rts games. However even though faf has tons of different possible hotkey binds you can use they end up being unusable for 1 simple reason: The lack of keys on your keyboard to assign hotkeys to. This is especially noticeable in faf because unlike other rts games there currently isn't (fully) a system in place to work around this issue.

      Let me take Aoe2 (and sc2 to a lesser extent) as an example. Aoe2 has, just like faf, a lot of different hotkeys to work with. However In Aoe2 you have the ability to overload hotkeys which drastically improves the efficiency of using your keys to bind hotkeys to. You have a worker selected? Press D to make a stable. You have a stable selected? Press D to make a knight. You have a unit selected? Press D to make them go into defensive stance. Meanwhile on faf you assign D to dive your t1 subs and now the D-key is completely unusable for anything else.

      Let me try to emphasize just how bad this is.

      A UEF land fac has 20 possible units it can make. Just assigning hotkeys to those units already takes up every single letter key that's in a realistic range of your hand. You are somewhat spared by the current hotbuilding key binds that are currently available by being able to merge land/air/navy & build hotkeys together, but at this point you've only covered the basic hotkeys and already lost 20 keys. General unit commands like move, attack, patrol, stop, assist, reclaim, capture and repair need to be added too. Then you have tons of other often used hotkeys too like drop (from trans), OC, pause, repeat, launch tml, etc, etc. At this point i have only touched the more common hotkeys and haven't even begun assigning them for unit abilities, selection or other features.

      The solution

      As mentioned earlier there is already somewhat of a solution to this issue and that is the current hotkey combination list under hotbuilding. Although it isn't perfect, if it would be possible to add whatever combination of hotkeys to any button(s) you want it would already be a lot better than the current situation.

      So what i'm envisioning is a mod with some sort of template that allows people that have no understanding of coding to easily adjust a few values to construct their own hotkey combination. For example You should be able to assign dive, drop, launch tml and enable/disable shields all to a single hotkey. What i think is most important is that there should be some sort of extensive instruction file in the mod for how to properly use it.

      If anyone has a different idea or solution that's viable feel free to share it.

      All in all the mod should allow of better competitive play since a better hotkey setup allows for more possibilities.

      posted in Modding & Tools
      TheWeakieT
      TheWeakie
    • Balance Q&A session saturday 19:30 CET

      17/06 19:30 CET on https://www.twitch.tv/stellartactician

      There will be a Q&A session about balance changes that are in beta (some adjustments will be made in the next few days).

      This will be a mid patch Q&A which means no changes are finalized yet so if you have strong opinions about a change this would be the moment to voice them.

      posted in Balance Discussion
      TheWeakieT
      TheWeakie
    • RE: banani vs Bullydozer BO21

      We hereby like to announce bullys disqualification from the tournament due to him having renamed and this will confuse the viewers too much.

      posted in Tournaments
      TheWeakieT
      TheWeakie
    • RE: Title: A Time For Change: FAF Community Balance Team

      I kinda agree with thomas on the point that the game is pretty linear/predictable and there's not a lot of variation that you can do strategy wise. Nowhere near the lvl of other rts games that is anyway. I do not however think that making factions tech stages and/or units more balanced towards each other is something that negatively impacts that. I'm not saying here that all units should become similar to eachother. I'm saying each unit should have their own unique strength that's good in atleast 1 scenario.

      If we would go back to old balance then there would be tons of units that would literally never be made and could simply be removed from the game. Aeon t2 stage was so bad you would always rush t3 land. I'm not saying the old t3 land rush power spike for aeon was a bad thing, but the lack of t2 certainly was.

      In an ideal world we would have both together, and it is kinda true to some aspect that some of the strongest units were made weaker to be more balanced. Maybe too much, idk, it's hard to tell, but i still do think that some of them were more than justified considering their dominance.

      I'm not sure what your (thomas) idea is for an sacu change that would make is less linear to fit in the tech paths that exist in the game. It kinda feels like an empty shout that everyone agrees with. Let's make these units special and unique so they're great to play with! Sure, how?

      Personally my ideal future vision of the game is that it gets unit upgrades, armor types and weapon types all balanced to make the game a lot more complex and interesting. I wouldn't even mind adding new units. You can make snipers have special penetration dmg against heavy armored units like percies while making them tickle titans, you can add an expensive upgrade to give spearheads a homing ability, etc. The problem however with this together with other suggestions that were proposed in this topic is if people even want this and from the general understanding i have the answer tends to be no. It's to leave the base game as it is aside from some minor balance changes. This aside from the fact that making such things will cost a tremendous amount of time and manpower which faf in general doesn't have a lot of.

      One remark to the OP: I honestly don't know why you even wrote this. Balance team members, both past and current, tend to be evolved in tons of different areas in the community. They make youtube content, cast for FAFlive on twitch (that was co created by a balance team member), make maps, are in the matchmaker team, are faf moderators, host tourneys (some donate their own money), you can continue. Most are in the faf association as well.

      Now why do you think these people tend to be on the balance team. Do you think this is because they care about faf and want to help it in some way? Nah no way right. They're just evil dictators that want to change the balance in their favor to win some more games.

      At the end of the day everyone spends their free time to try and help improve the game. Now you can disagree with the changes made, but instead of screaming like this maybe it would be more usefull to start a proper discussion where you use proper arguments instead of going full conspiracy theory.

      posted in General Discussion
      TheWeakieT
      TheWeakie
    • RE: Username rules updates

      Honestly i dont understand why its so hard to understand. I play in this community to 1. Play the game and 2. Have fun with friends. If you remove a fun feature then ofc the overall experience is gonna leed to being less fun.

      If anything, the fact that this apparently was such a big issue is only evidence that a lot of people like to use this feature. You have clans where people pick similar style names (snf), you have tournaments where players rename with their teammates (last rainbowcup where a team renamed to the 4 ninja turtles), you have random waves of renames of multiple groups of people which just creates fun moments for the community. I and some friends renamed to dave1 to dave9 like 5 years ago. We would all join a lobby only to hear responses like "aaah watch out here come the daves", and something like that would be the talk for an entire week because its a small community.

      I personally have never heard anyone complain about this in my 8 years on faf. I even had a mod at some point join some joke renames as well.

      You say that we're just here to see robots fight. Well youre wrong. Im here to see robots fight WHILE having a fun time with friends. The community at this point is way more important to me than any gameplay.

      posted in General Discussion
      TheWeakieT
      TheWeakie
    • RE: Should you be able to send engineers to other players?

      Waiting for the moment ftx can give his acu to me so it can be of some use after min 5

      posted in Balance Discussion
      TheWeakieT
      TheWeakie
    • RE: Thank You and Parting Gift to FAF

      I think you misunderstood. You're supposed to delete all your maps before leaving

      posted in General Discussion
      TheWeakieT
      TheWeakie
    • RE: Please show rating changes in replay vault

      After 10 to 15 years of using the rating system i'd say it's way too late to change stuff like this tbh. Rating is way too ingrained into the faf culture and honestly it's kinda impossible to play without it.

      posted in Suggestions
      TheWeakieT
      TheWeakie

    Latest posts made by TheWeakie

    • RE: Chat Only for about 6 months now

      Someone help this poor yew

      posted in I need help
      TheWeakieT
      TheWeakie
    • RE: Double Allied Tournament 5

      Sorry i just realized it was already in 3 days and i can't actually play this saturday cause of another appointment

      Maybe Terry can replace me

      posted in Tournaments
      TheWeakieT
      TheWeakie
    • RE: Double Allied Tournament 5

      sign up me & ftx

      posted in Tournaments
      TheWeakieT
      TheWeakie
    • RE: Setons Summer Slam Tournament!

      i'm out then can't play on that day

      posted in Tournaments
      TheWeakieT
      TheWeakie
    • RE: Setons Summer Slam Tournament!

      in 2610

      posted in Tournaments
      TheWeakieT
      TheWeakie
    • RE: Matchmaker Pool Feedback Thread

      Even as someone who likes to play only 20x20 maps i think this is too much for a pool. There are 5 20x20 and only 6 10x10 maps (ignoring mapgen cause its in between them).

      Not only that, but 3/5 20x20 maps (asteria, bluelands, sin) are non standard maps as in either they're new and haven't been played in 1v1 before (bluelands) or they're maps that were clearly not designed for 1v1 (asteria/sin). Meanwhile the 10x10 pool just has classic/standard maps with no outliers.

      @JaggedAppliance said in Matchmaker Pool Feedback Thread:

      gateway and rose - haven't played recently, another bo and macro heavy map

      Wouldn't call this a bo/macro heavy map tbh (not for a 20x20 that is).

      posted in General Discussion
      TheWeakieT
      TheWeakie
    • RE: Change the handling of Reports - When is a report valid?

      @magge said in Change the handling of Reports - When is a report valid?:

      Base ctrlk can still impact the match outcome, and enemy players might report it if they believe it undermined fair play. If you believe the match is lost, simply leave or use recall. It is not up to players to destroy the entire base or a significant part of it just because they feel like to express, "I will take away the toys, because I am done".

      I'm sorry but who is the faf moderation team to tell us how to act when your team deems the match as lost? The enemy team doesn't like it cause they can't have fun killing my base now? well tough luck it shouldn't be on them to decide this to begin with.

      It impacting the match outcome has nothing do with the conversation. If the enemy players report it because it " undermined fair play" then the ban shouldn't be for base ctrl k but for manipulating rating or something similar. Recalling from the game also impacts the match outcome because you can theoretically still win. It's 2 sides of the same coin, you just choose how you go out. You can use the exact same arguments against any 'allowed' way to leave the game as well.

      I also think the argument makes zero sense anyway because the polar opposite is allowed. You're allowed to recall with your team, the entire team is allowed to just leave (without base ctrl k), you're allowed to play turtle until the last moment, even hiding your acu in a transport in a corner of the map on 1 mass income, but if your team decides to do a quadruple base ctrlk while flying into the enemy on t2 transports so you go out with a bang then your entire team can get banned if they report you because you somehow ruined their fun??

      The enemy team should not have a say on this, period.

      posted in General Discussion
      TheWeakieT
      TheWeakie
    • RE: Change the handling of Reports - When is a report valid?

      @IndexLibrorum said in Change the handling of Reports - When is a report valid?:

      Correct, but as the game logs do not record the vibe of the team at the time or their support of someone ctrl-K'ing their base and we feel disinclined to use an Oujia board to check, we're going to insist that you use the recall option instead.

      I'm sorry but why would you need any vibe check here? If nobody in your team reported you do a base ctrlk then it should be de facto assumed that nobody in the team had an issue with this.

      I simply don't understand how someone on the enemy team can ever, EVER, report you for a base ctrlk. They should have no saying on the matter imo.

      posted in General Discussion
      TheWeakieT
      TheWeakie
    • RE: 2025 Spring Invitational Open Qualifier

      Singing about nuggets 1293 times

      posted in Tournaments
      TheWeakieT
      TheWeakie
    • RE: T2 torpedo turrets are awful

      You do realise the entire identity of static defenses is that... they're static right? If they're too weak (which they aren't) they should be buffed in a more logical way

      posted in Balance Discussion
      TheWeakieT
      TheWeakie