Farmsletje wrote:SpoCk0nd0pe wrote:I don't think SupCom is fun because I like to be good at RTS I play. Being good at SupCom (among many other things) means knowing how tree groups work and how to reclaim them, when to click rocks really fast and how to use factory attack move. All those features look like odd quirky design choices of an ageing game to me and I certainly felt like wasting my time when learning them.
"Being good at AoE means knowing how sheep work and how to get them to your base. This feature looks like an odd quirky design choice of an ageing game."
Dansgame
you can easily get in the top 50 ("good at suppcom"?) anyway without using manual reclaim on reclaim below 30 mass, so your point doesn't make any sense.
And you don't have to learn such a feature. You need to put it in practice which is something different.
Supcom already has a very low apm requirement compared to other rts games. This isn't neccesarily bad but it does make supcom less competitive. Given that the current amount of 'pro's' on supcom is already very small i think that lowering the skill ceiling (for higher lvl players) would be a very bad idea.
As for non competitive players: They wouldnt' care less. You can easily reach 1500 rating without every manually reclaiming small rocks. And people who do try to reclaim often neglect more important things.
Thank you for your constructive manner of arguing.
The problem is, I am a perfectionist. I don't want to learn how to do good builds without manual small rock reclaim/tree reclaim if I know doing it is the optimal way.
Things like factory attack move are especially punishing for new players because the order is lost when you fail to balance your eco (so you are doubly screwed).
I get that every veteran learned the game with those features in place and probably thinks it is a natural part of the game. But looking in from the outside, I think the game would be more fun if you had to spend less time on learning those intricacies. If you fear that would dumb down the skill ceiling, there are other ways to increase it. More micro opportunities for example. Make good lab play more rewarding, so people spend more time clicking units and less time clicking trees and rocks. Less reclaim on wrecks could also help to promote more attacking and raiding.
@Endranii: I won't bother to quote that typerrhea, nobody want's to see text like that a second time. I do have a FAF account with the same name as my forum one and I did play the game. It is around 1000 rated (50 games spread over 6 months), team and ladder.
And yeah, some people say that only being able to select 12 units, or each HT in range casting storm when you click it with a selected group are what make SCI special and what makes the games skillful. Once you got into SCII though, they feel like old limitations that do not really contribute to core gameplay. SupCom has enough other really unique and interesting gameplay mechanics which are really interesting, it doesn't need breaking tree groups.
Morax wrote:You come in here, tell some big story about why you don't like this and that, then you respond to my "who are you" with one of the most terrible responses conceived in this thread.
You did not ask "who are you". I did not tell some big story. I simply told what bothered me about FAF and made me stop getting into it as I could have been an influx of the type of player you dislike leaving. Answering that with "I don't respect your opinion if I don't encounter you often" is completely beside the point and disparaging on top.
The whole point of mentioning my experiences with other RTS is to say that I might have become the type of player you don't like leaving.
I really like FAF and I still watch. I certainly hope for a bright future of the game. There are tons of posts about how good players leave because of change.
What game mechanics I like or dislike is ofc my own subjective opinion (my choice of words should have made this abundantly clear) and I could just shut up and leave. But maybe more new players think like me. Maybe people would prefer looking forward to learn how to wrecking people with ZLO like lab micro instead of how to not break tree groups doing manual reclaim. So maybe we could talk more about what changes could help the influx of new players (preferably with some ambition, not the dual gap type).