I'd be interested

Posts
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RE: Im done with billy nukes
@FtXCommando 5 broadswords vs a billy? and u choose broadswords? lol
tmd creep is a shitass countermeasure vs billy btw, if anything its an argument against billyI sort of get what you're saying if the map is an open 15km mapgen like the standard is nowadays, but have a look at this 10km game where we were winning and a billy just shuts down uef push completely
https://replay.faforever.com/24328792
timestamp 25 minutes or soi think you'll agree percies and bricks are too slow to dodge with anyway, and you don't want to be constantly dodging while you're attacking someone. and if you're going to say "don't attack into a billy" then u agree billy shuts down attacks too well
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RE: Add the Tombstones from the 2025 April Fool's Update as a Permanent Feature
tombstones in general.
and wrecks would be cool, but confusing, because you can't reclaim themhonestly reclaimable ACU wrecks doesn't sound so bad because I strongly dislike when players are able to blow up your army with their ACU and their team loses nothing of value. However currently ACUs "cost" a ton of resources so I imagine a wreck would give way too much also
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RE: Add the Tombstones from the 2025 April Fool's Update as a Permanent Feature
i also think they're a little too "silly" to keep
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RE: Reduce T2 Air Snipes
@Caliber said in Reduce T2 Air Snipes:
@Dorset if your sniped within 7 mins before flak exists by a player who rushes (key word here) rushes T2 air and then deletes your ACU it isn skill issue, its just abusing Air.
and? your team loses an acu and potentially the army surrounding it. however whoever rushed corsairs is now way behind their mirror in eco or whatever that player made. that player's role is now to punish the sniper. it is not necessarily a skill issue if you get sniped, sometimes it's not preventable. however, not punishing a snipe rush is a skill issue indeed, be it yours or your teammate's
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RE: Reduce T2 Air Snipes
@Caliber said in Reduce T2 Air Snipes:
Theres probably more examples but thats all i can think of right now.
there you go that's the problem you can't think of them all, and it'll be even harder if we introduce more
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RE: Reduce T2 Air Snipes
bad idea to make these weird exclusive rules like air units dealing less damage to ACUs only. its just confusing.
however, i am on board for a t2 air nerf. is there anyone that isnt? -
RE: Rating Reset
i don't think many high rated players will mind you playing, really. most people don't care about global rating
and yeah ive never seen a rating reset/correction unless a player cheated to get their rating
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RE: u1100 1v1 Tournament III
The tournament has concluded and the winner is Nyx! Congratulations, well played from all players and thanks for participating
FInal standings: https://challonge.com/rsz21p8h -
RE: M28AI Devlog (v223)
@maudlin27 Sorry, typed that on my phone so it wasn't super clear. What I mean is that it should not always repeatedly try to bomb the same engineer if that engineer did not die after the first bomb (it dodged).
https://replay.faforever.com/24337913 In this replay the AI first bombs me and gets one kill, then repeatedly tries to bomb the same engineers. There's a few issues with this:
- It's predictable for me what engineer to dodge with
- If the bomber had gone for the other engineers I would've had to dodge them around which cancels their build queue that I'd then have to requeue, very tedious and in my opinion the main reason early bombers are so powerful. In addition to this my other engineers were not 'ready' to dodge, as they're stood still, so higher chance the bomb lands there
- Its perfect aim makes it incredibly easy to dodge because it's so predictable. Maybe give it a 50/50 chance to not drop on the engineer's course but behind it, or directly on top of the engineer?
So if the AI can recognise our spawn point, make it so that it won't try to repeatedly go for the same engineer if near our spawnpoint, but switch it up
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RE: M28AI Devlog (v223)
@maudlin27 said in M28AI Devlog (v205):
Kolbut (RC Semi-final) - 7 changes, incl improved T1 bombing of engineers where M28 hasn't gone first air (with clumps of engineers prioritised, and use of micro to increase chances of dropping bombs), and delying T2 land for navy personality
I'd also suggest for it to change engy targets if there are multiple engineers nearby (indicating a base, u wouldnt want it to drop 1 bomb on expanding engineer and then leave). It was super easy to deal with ai first bomber because it only went for 1 engineer and has predictable aim. The power of an early bomber honestly lies in disrupting all engineer orders by forcing dodges more so than killing 2-3
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RE: 1v1 Ladder
@Nuggets said in 1v1 Ladder:
My point is that it was once discussed if dual gap should have a separated rating category, to not inflate or falsify global rating, but got "immediately" denied.
because this doesn't fix the problem. dualgap isn't the only map rating can be farmed on.
even just playing mapgen leads to an "inaccurate" rating because you don't play human made maps as well as others (throwback to the canis/hilly/wonder games a month back where everyone seriously sucked).- i don't clown on your 1v1 rating
- the problem with inflated ratings is that you won't know which to believe. currently, 1v1 rating is more meaningful than all other ratings combined. most people's 1v1 rating is already accurate because they played a number of ladder games at some point in their life. all ranking custom 1v1 games does is create opportunities for people to get ratings they don't deserve
- global is not the most relevant rating category when it comes to assessing somebody's skill. all of the top players rely on player knowledge and completely ignore global rating. it would be sad if 1v1 rating met the same fate