PhilipJFry wrote:maybe you should try to read changelogs before posting so much nonsense
I do, it makes me laugh because none of the issues are hardly ever fixed. Thanks for proving the community part of this thread correct.
Forged Alliance Forever Forums
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PhilipJFry wrote:maybe you should try to read changelogs before posting so much nonsense
Memhave wrote:7. Mods/Scripts a lot of mods or scripts are seriously lowering the skill level and competitiveness of the game. Auto-OC, ecomanager etc. Any game moderator/developer worth their salt would have banned these from their conception. They are cheats. They are not acceptable to run in game. You may say - "Oh you can download them too", anybody can download aimbots, ragehacks or wallhacks does not mean they are not cheats - get ******.
Nepty wrote:Memhave wrote:7. Mods/Scripts a lot of mods or scripts are seriously lowering the skill level and competitiveness of the game. Auto-OC, ecomanager etc. Any game moderator/developer worth their salt would have banned these from their conception. They are cheats. They are not acceptable to run in game. You may say - "Oh you can download them too", anybody can download aimbots, ragehacks or wallhacks does not mean they are not cheats - get ******.
*Gasp*
That post contained too much truth. You may have damaged some pro's egos, and made them cry. For that you must accept the consequences. I don't know who you are, or where you're at, but I have a set of skills I am going to use... I will find you... and I will give you a cookie...
...Although I'm guilty of using the strategic icon mod to identify strategic missile launchers easier. That should be banned too. If we can't tell the difference between a nuke defense and nuke launcher icon, we should be nuked just like in the GPG days. Any alterations that lower skill should be banned in my opinion... Other RTS games would never allow such alterations, as I stated before in another thread.
As a reasonable, logical person I do understand the need to make the game easier to attract more players. Kinda a double edged sword. Thankfully I'm not in charge, but we don't wanna end up with a 'play game for you' mod. We're on our way to that. The mass fabrication manager mod is proof. ( It's amazing for long team games. It's like magic or something.)
Memhave wrote:4.0. Balance - Its completely ******. The amount of strategies available now and those that were available in the patch after 3599 is like comparing a puddle to an ocean.
4.1 "Community Balance / Council of Setons" players are doing a really bad job of balancing the game. They dont know what they are doing, and they keep publishing patch after patch. Air has been completely dominant after the ASF changes. Air snipes are stupidly hard to do due to SAM changes etc. ASF change was for performance reasons. It didnt help and it wasnt repealed or fixed.
4.2 I loved Phantoms, due to the buffs RAS and sACUs have had, phantom is just mega turtle spam. Nobody knows how to play Phantoms because thats what they do, theres no psychological games anymore, its either rush exp and hope other Phantom joins you or spam sACUs.
4.3 Seraphim are in awful spot. The aim of the game these days is to rush to T3 ASAP. There are hardly any naval maps that are good or played. Sera has weak Air & Land comparably.
4.4 Setons is easily the worst shit to ever happen to FAF. I like Setons, but it is so over played its worse than Dust 2 or turtle rock. "Council of Setons" is a joke, just like the map.
7. Mods/Scripts a lot of mods or scripts are seriously lowering the skill level and competitiveness of the game. Auto-OC, ecomanager etc. Any game moderator/developer worth their salt would have banned these from their conception. They are cheats. They are not acceptable to run in game. You may say - "Oh you can download them too", anybody can download aimbots, ragehacks or wallhacks does not mean they are not cheats - get ******.
8. Oh and Bombers not being reliable and bomber micro abuse.
Things about moderators in FAF
Plasma_Wolf wrote:There weren't that much possibilities in 3603 either. Granted, with Aeon it's Har-Har-Har-Harbingers but it's always been that. Conversely: Janus bombers are useful. Naval battles are more dynamic.
Can you point out what the last ASF changes were? Because the last change that affected ASFs was the RAS nerf and that delayed T3 air.
Another sadly, I didn't get to win that game. Playing the psychological game means you're handicapping yourself in the economy game and that means there's a big chance you'll eventually lose.
The aim has almost always been "get to T3". Harb rush, Brick spam, Percival spam. Only percival spam is beaten by T1 spam at the start, because of the percival's firing cycle. This also has been a thing since GPG.
The Seraphim strength is T2 Ilshavoh spam. Late game you'll want sniper bots, artillery, T3 mobile shields and Ythotas. Experimentals are always less effective than T3 spam, but the Ythota has an AoE weapon which is at least semi-useful. This however has been a problem since GPG released FA. Seraphim are pretty weak in navy too. Their destroyers are not more impressive than the other destroyers and the Subhunter has 4000 health so the Solace hard-counters it. Maybe they need better torpedo defence. This is more a thing for the balance discussion.
Having said that, if you're not happy with how the balance team does it (and I think they were doing it quite well, also given that they really DID listen to input, but most people complaining about balance changes don't know that there HAS been input), then give them your suggestions.
The point is not Setons, the point is to make other maps played. Burial Mounds is barely played but it's promising to be fun just because of the setup! Your point 4.4 should be: "not enough different maps are being played". That's something that won't be fixed by complaining about it. It's fixed by getting people together to play these maps.
Calm. Down. Ecomanager won't make the difference if you have an equal APM to your opponent. At 20 APM, it's noob level and having to click less to get the optimal mass fab going isn't going to make you win. Upgrading mexes before building the mass fab is. If that's being done, you're probably in a game where 5 megaliths fire at 5 megaliths. Then the mass fab won't make the difference, having the megaliths placed correctly is. The effect of ecomanager is overrated.
At 40 APM, the difference will be made by having the right unit movements. T2 armies attacking T2 armies in the right way. Not sending 20 gunships into flak. That makes you win games, not some automated system to activate mass fabs and deactivate them a bit later.
At 80 APM, don't tell me that you need ecomanager because you don't have the time to enable and disable your mass fabs.
As for Auto-OC. This does have an impact and it's a good impact. I'm looking at this the other way around. Any unit fires automatically, so why not overcharge automatically? It should've been in the game at the start imo. I'd like to know how you think that this will significantly reduce the skill required to play the game properly.
What else do you want gone? Hotbuild? Preset SCU upgrades from the quantum gateway? SCU upgrade templates? Build templates in general? These were all things added to make the game easier to manage. Not to make the game easier to play and win. All of these things also have a bigger impact on your APM level than ecomanager.
All in all, I'm definitely not negative about the new bomber. Hoverbombing is almost impossible now but bombers are still as effective early on, if you do it right. It's more logical now.
I can't comment on these, I never have anything to say to moderators, never have a problem with other players etc.
IceDreamer wrote:Patch notes from 3599 are more than 60 pages long. I gave up at that point.
Also, you're very poorly informed on a number of issues regarding both the current state of FAF and FA, and they way things generally work around here.
IceDreamer wrote:The only thing I have time to explicitely respond to is wanting HotBuild gone. Are you bonkers insane? Literally every RTS game out there has the ability to rebind keys, and has a single key do different things with different units selected. That's all hotbuild is.
IceDreamer wrote:has a single key do different things with different units selected
IceDreamer wrote:Primarily we're trying to make SupCom a game of thought, not a game of mechanical talent. What we don't want to do is things where code makes a decision for the player. .
IceDreamer wrote:If a barrier exists between a player deciding "I want thing to happen" and efficiently getting the game to set about doing "thing", we'll try and remove it
IceDreamer wrote:Of far more concern to me is the imbalance created when one player has the mod and another does not, in a single game. It is far preferable to integrate such a function (EG: Mass fab toggling) if it's not possible to effectively remove the mods, purely so that way everyone has that leg up.
Certain UI mods fall foul of this, but it's harder than you would think to disallow them
To be blunt with you, at the end of the day if you view mechanical prowess as the preferred measure of skill, SupCom isn't the game for you in the first place.
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