Thanks! I’ll give it a try.
Posts
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RE: Possible to pull players’ APM from replays?
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Possible to pull players’ APM from replays?
As the title says. I’d be curious to look at a replay and see how everyone’s APM compared. Are there existing tools like this?
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RE: Minimap not Showing Up
Maybe someone else has the solution, but here’s a potential workaround: there’s a mod “ZeP minimap” or something similar that I’d recommend. It shows the minimap, but only when you’re zoomed in.
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RE: Can you turn on mods without having to create a custom game?
Ah, that’s great, thank you. You’d think I would have checked the Mods tab before asking
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Can you turn on mods without having to create a custom game?
One (cumbersome) way to turn on an installed mod is to create a custom game and turn on the mod in that menu. Is there a better way though?
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RE: NextGen UI mods?
Ah, duh Thank you. I figured all the hotkey options under Target Priorities were legacy options from the other mod I used.
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RE: NextGen UI mods?
This looks very promising, thank you Ctrl-K! Looking forward to trying them out.
A quick question: for the "Specific Target Priorities", what key is the "keybind" you mention? I didn't find it in the in-game key bindings, or the two lua files (Mod_info or PriorityMapper). Basically, how does one activate the priorities?
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RE: Question on shield assist mechanics
This is great to know. Thank you deletethis, Maudlin and Nomander!
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Question on shield assist mechanics
I’m trying to understand how efficient it is to assist shields, versus building additional ones. I could do sandbox experiments but figure some of you have these answers already.
Does assisting a shield cost only energy?
Does it just repair the shield under fire, or also speed up getting a collapsed shield back up?
Are there aspects on factional diversity or T2 versus T3 shields that change how wise it is to assist shields?
Curious to hear some advanced players’ thoughts on this.
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RE: SACU Rebalance
For Cybran SACUs: short-distance area teleport?
May or may not be a good idea, but what’s more Cybran than 4 Bricks and a SACU suddenly appearing next to your air grid because you didn’t spot them activating the teleport ability.
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RE: FAF Client Weirdness
Wait so what explains the Chinese text? Just curious.
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"Trying to change army focus" - Map won't reveal when game ends
Is it just me, or has there been a change that now one can't see the whole map reveal itself once the game is over?
Perhaps one of my mods? Normally, you'd see also the opponent's base, but not anymore for me.I also noticed a weird message recorded in the replay. When checking the chat of the replays (for example #22108577), it says for both players:
Is trying to change armyocus from 2 to -1 via SetFocusArmy!
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RE: Losing connection to random player during the game
Consistently top-notch troubleshooting advice from @MostLostNoob . I wish every game I play/software I use had someone giving such detailed guidance to fixing issues. Really nice to have volunteers like you (and many others) who make FAF a better experience for everyone.
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RE: SupremeCommander printed models
You fool, what have you done? Now that you’ve brought these units into the real world, it’s only a matter of time until ISIS gets its hands on a Megalith.
Good example of what happens when FAF players don’t play the campaign first and don’t learn the lessons Dr. Brackman had to offer.
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RE: Remove tiny plain maps from map pool 1vs1
First the bad news: compared to Astro/Dual Gap, 1v1 ladder will always require you to pay attention to more things at once, including micro. (Conversely, if you go from 1v1 ladder to Astro, it feels like playing soccer in a tight hallway.)
The good news: mastering the basics of the game can shut down these kinds of micro battles. Let me explain: I sometimes lose 1v1 games for the reasons you describe - unable to defend against getting stung in ten places at once. In those games, it feels my micro is inadequate, but here is what actually happens: I messed up my first two minutes (long power stall, or not enough factories, or slow to capture mexes). Now my opponent has 1. ten tanks more than me and can attack everywhere, and 2. I never got to push my opponent, so he can peacefully expand and focus his attention on attacking me. So: you’ll be surprised how much less micro you need once your macro is 25% better.
Now, if you still find the 1v1 experience too intense, try team matchmaker (TMM). Often the micro is a lot easier since you have only one or two lanes to fight in. I actually find the TMM macro much more demanding because, to play well, I feel I have to check what everyone else is doing and whether I should push my opponent or help allies defend instead. But I think most TMM players just do their thing and find it easier than 1v1.
If I was you, I’d just submit one of your 1v1 games to the FAF Discord channel “replays” and ask what two things you could do better. Lots of great players will give you clear, simple advice that will get you a long way.
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RE: Remove tiny plain maps from map pool 1vs1
I know what you mean. However, small maps help learning the basic build orders and concepts, which then make you better at larger maps.
There was a time when 20x20 maps were in the pool also for fairly low-rated players. At first it seemed nice because you had time to build up. Then after 8 minutes you would get swarmed and realize you actually never had a chance in the first place because of your poor eco game. The larger map just made you feel safer longer because you couldn't see how far you were behind.
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RE: Suggestion for mapgen: clearer distinction between rotational vs mirror symmetry?
Some thoughts to @BlackYps ' point:
Could one option be the map title? As in, have it start with "R' for rotated symmetry and "M" for mirror or something like that?
Another option: perhaps making it create slight color variations in the terrain? Like in "Adaptive Moon" and "Moonlight Pass" where some of the ground is slightly darker. I guess it would have to be just in one area (mirror) or two areas (rotational) though; if it creates lots of areas like that it would just make it confusing.
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Suggestion for mapgen: clearer distinction between rotational vs mirror symmetry?
Sometimes it’s hard to tell where your opponents spawned. If the map requires early drops for expansion, it becomes critical to read the style of symmetry correctly. Could mapgen create some kind of visual cue so it’s clear when it’s a rotational symmetry map?
In more detail: in my view, on some maps, “transport first” early expansion is extremely make-or-break: if I read the map correctly, I seize 50-60% of my “lane” early on (and stomp my weaker opponent as fast as my weakest teammate gets stomped on the other side). But, if I misread the symmetry, my drop is in walking distance of an opposing ACU and the drop ends in disaster.
Yes, I can try to scout better. But if I can easily tell what symmetry we have, the first three minutes become less stressful and swing the game less often. As a result, people have more satisfying TMM experiences, therefore lead more fulfilled lives, and thus world peace becomes more likely thanks to mapgen.