Skills to Improve on for each Rating Level

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Skills to Improve on for each Rating Level

Postby ShlipyShlapySlop » 04 Dec 2017, 09:57

I thought it would be helpful, especially for new players, to have a visual that shows what to expect from players at various skill levels. This visual would simply be a list of things that you as the community generally agree each rating should know how to do. Obviously this is totally qualitative and unscientific - people are overrated/underated all the time, and might be clueless about some things and better at others. I think it would still be valuable to have a checklist of niche things to improve performance and offer criticisms. From my perspective [1300], this is a quick list of things I expect from people of different ratings. :D

>300
Understands basic counters to each unit type
Knows how the Sup Com tech tree works
Understands how to perform most Sup Com functions like ground-fire, overcharge, upgrade, etc.

>600
Will cap mass extractors with storage at t2 eco
Will ping and communicate in chat
Will use mobile artillery to counter pd
Willing to expand out of safety of main base and seek map control
Will use adjacency bonuses
Emphasizes mobile units more than static defenses
Understands FAF jargon like "ASF", "PD", "Arty", "Mex", etc.

>800
Doesn't build useless firebases
Confident using ACU aggressively
Can make use of transports for drops and expansion
Makes use of reclaim fields
Can be expected to raid during early game
Can handle two theaters of war
Understands basic meta for overplayed maps
Has build templates prepared for mass storage and walled pd
Will kite enemy units
Has router ports forwarded for FAF

>1100
Has general build orders to avoid stalling early on any map
Knows how to micro ASF
Diversifies army composition
Will make adequate use of scouting
Can concentrate in multiple theaters of war
Can effectively continue to eco during late game
Will micro individual units to maximize battlefield impact
Not overconfident in experimental units, and supports them with flak
Will create teleport defenses around sensitive structures
Avoids overbuilding power
Makes use of spread attack order
Can hover-bomb

>1300
Practices map-specific build orders to give a speed advantage
Enough gameplay understanding to anticipate potential snipe attempts without intel
Good target prioritization
Will recycle obsolete structures and units back into economy by self destruct and reclaim
Won't leave idle engineers
Knows (by heart) the damage stats of common things like strat bombs/mercies/percivals/nukes/etc.
Knows (by heart) the costs of common things like engineers/t2 mass upgrade/ACU upgrades etc.
Can confidently time transitions between t2 and t3 factories/eco while being pressured


>1600
Optimizes play with hot-keys
Customizes strategic icons
Lives somewhere in Europe
Has their number pad completely filled with taunt keybinds
Calls Othuums "Slippers" like a nerd



Let's discuss what's reasonable to expect from your random teammates or ladder opponents. Is there anything in particular you would add or move? The ratings I listed are arbitrary.
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Re: Skills to Improve on for each Rating Level

Postby FtXCommando » 04 Dec 2017, 10:27

ShlipyShlapySlop wrote:Let's discuss what's reasonable to expect from your random teammates or ladder opponents. Is there anything in particular you would add or move? The ratings I listed are arbitrary.


<1600
- Takes my eco that I own by divine right
- Might understand what each ACU upgrade does
- Likely demands other players scout
- Doesn't understand the concept of mass donation
- Will likely run over your tree groups
- Is infallible
- Probably don't do english/take 30 years to analyze your high level game chat memes

1700
- Same as above but more of an inferiority complex

1800
- Well established BO on wonder/canis/hilly
- That's about it

1900
- Likely able to form an independent thought
- Has evolved beyond the Paleozoic era
- Will be able to make a t1 trans without e stalling
- Probably human
- Has developed the judgement sense to know the game outcome in the lobby

2000+
- Degenerate that needs to get a job
- Unacceptable that they are willing to try this hard at a game
- They spawn in with 200% mex output DLC it's bullshit
- Have A S C E N D E D beyond conflict and now face their last mirror: apathy
Are you upset? Are you happy? Are you a FAF Player? Come to the PC Discord and share your thoughts and build the community!

https://discord.gg/Y2dGU8X
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Re: Skills to Improve on for each Rating Level

Postby biass » 04 Dec 2017, 10:37

here's ur post but with what rating i expect that thing from, im a personal trainer and ofc this is related to ladder, everything would be higher up if for global
(edit) i interpreted theaters of war as lanes and updated them accordingly
ShlipyShlapySlop wrote:>300
Understands basic counters to each unit type = 600
Knows how the Sup Com tech tree works = 600
Understands how to perform most Sup Com functions like ground-fire, overcharge, upgrade, etc. = 900

>600
Will cap mass extractors with storage at t2 eco = 1200
Will ping and communicate in chat = lol?
Will use mobile artillery to counter pd = 700, but not really properly until about 1100
Willing to expand out of safety of main base and seek map control = 500/600
Will use adjacency bonuses = 700, but not properly until like 1400
Emphasizes mobile units more than static defenses = 1000
Understands FAF jargon like "ASF", "PD", "Arty", "Mex", etc. = 100

>800
Doesn't build useless firebases = literally like 1400
Confident using ACU aggressively = 1600/1700
Can make use of transports for drops and expansion = 700, but often not really worth the effort so maybe like 1400
Makes use of reclaim fields = 1100
Can be expected to raid during early game = 600, but not really until 1200
Can handle two theaters of war = = 1600 cabal lul
Understands basic meta for overplayed maps = this one is kinda accurate but they dont really understands why it is that way
Has build templates prepared for mass storage and walled pd = 100, they see some youtube guide but dont really understand it
Will kite enemy units = 1100 (proxyvictim lul)
Has router ports forwarded for FAF = this is irrelevant

>1100
Has general build orders to avoid stalling early on any map = 1200
Knows how to micro ASF = 1500 (ladder, which after RAS change is more just int spam until like min 25 if you're lucky)
Diversifies army composition = 500, but they dont understand why, so like 1300
Will make adequate use of scouting = 1300
Can concentrate in multiple theaters of war = 1600 cabal lul
Can effectively continue to eco during late game = 1400
Will micro individual units to maximize battlefield impact = 700/1200, maybe carried by it, maybe holding them back from actually getting good
Not overconfident in experimental units, and supports them with flak = 1350 (ladder)
Will create teleport defenses around sensitive structures = 1600 (ladder)
Avoids overbuilding power = 1500 at a micro level, like 1200 at a large scale, watch medicraze play kappa
Makes use of spread attack order = 600, but mostly irrelevant
Can hover-bomb = 600 if they tryhard but it's super irrelevant

>1300
Practices map-specific build orders to give a speed advantage = 1400 maybe, maybe it carried them, maybe it is not a good representation of skill ;)
Enough gameplay understanding to anticipate potential snipe attempts without intel = like 1650
Good target prioritization = 1400
Will recycle obsolete structures and units back into economy by self destruct and reclaim = 1400
Won't leave idle engineers = 1600+
Knows (by heart) the damage stats of common things like strat bombs/mercies/percivals/nukes/etc. = you're blackheart lul
Knows (by heart) the costs of common things like engineers/t2 mass upgrade/ACU upgrades etc. = you're blackheart lul
Can confidently time transitions between t2 and t3 factories/eco while being pressured = what


>1600
Optimizes play with hot-keys = 100
Customizes strategic icons = using that stupid icons mod should be met with capital punishment
Lives somewhere in Europe = nice one asshole
Has their number pad completely filled with taunt keybinds = learn them off by heart noob /40 /40 /40 /40
Calls Othuums "Slippers" like a nerd = who made this joke, i need to tell them they're not funny
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: Skills to Improve on for each Rating Level

Postby PhilipJFry » 04 Dec 2017, 11:00

please stop looking so much at your rating
especially if you're a new player

the best thing to expect from mates in team games is nothing
cats>dogs
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Re: Skills to Improve on for each Rating Level

Postby Medicraze » 04 Dec 2017, 17:00

FtXCommando wrote:
ShlipyShlapySlop wrote:Let's discuss what's reasonable to expect from your random teammates or ladder opponents. Is there anything in particular you would add or move? The ratings I listed are arbitrary.


<1600
- Takes my eco that I own by divine right
- Might understand what each ACU upgrade does
- Likely demands other players scout
- Doesn't understand the concept of mass donation
- Will likely run over your tree groups
- Is infallible
- Probably don't do english/take 30 years to analyze your high level game chat memes

1700
- Same as above but more of an inferiority complex

1800
- Well established BO on wonder/canis/hilly
- That's about it

1900
- Likely able to form an independent thought
- Has evolved beyond the Paleozoic era
- Will be able to make a t1 trans without e stalling
- Probably human
- Has developed the judgement sense to know the game outcome in the lobby

2000+
- Degenerate that needs to get a job
- Unacceptable that they are willing to try this hard at a game
- They spawn in with 200% mex output DLC it's bullshit
- Have A S C E N D E D beyond conflict and now face their last mirror: apathy



This is brilliant and hilarious. I might make a funny video on this...starting out helpfully, and ending on this note. God this is good lol
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Re: Skills to Improve on for each Rating Level

Postby Medicraze » 04 Dec 2017, 17:00

PhilipJFry wrote:please stop looking so much at your rating
especially if you're a new player

the best thing to expect from mates in team games is nothing


I agree. Enjoy the ride, not the outcome.
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Re: Skills to Improve on for each Rating Level

Postby Medicraze » 05 Dec 2017, 19:00

ShlipyShlapySlop wrote:I thought it would be helpful, especially for new players, to have a visual that shows what to expect from players at various skill levels. This visual would simply be a list of things that you as the community generally agree each rating should know how to do. Obviously this is totally qualitative and unscientific - people are overrated/underated all the time, and might be clueless about some things and better at others. I think it would still be valuable to have a checklist of niche things to improve performance and offer criticisms. From my perspective [1300], this is a quick list of things I expect from people of different ratings. :D

>300
Understands basic counters to each unit type
Knows how the Sup Com tech tree works
Understands how to perform most Sup Com functions like ground-fire, overcharge, upgrade, etc.

>600
Will cap mass extractors with storage at t2 eco
Will ping and communicate in chat
Will use mobile artillery to counter pd
Willing to expand out of safety of main base and seek map control
Will use adjacency bonuses
Emphasizes mobile units more than static defenses
Understands FAF jargon like "ASF", "PD", "Arty", "Mex", etc.

>800
Doesn't build useless firebases
Confident using ACU aggressively
Can make use of transports for drops and expansion
Makes use of reclaim fields
Can be expected to raid during early game
Can handle two theaters of war
Understands basic meta for overplayed maps
Has build templates prepared for mass storage and walled pd
Will kite enemy units
Has router ports forwarded for FAF

>1100
Has general build orders to avoid stalling early on any map
Knows how to micro ASF
Diversifies army composition
Will make adequate use of scouting
Can concentrate in multiple theaters of war
Can effectively continue to eco during late game
Will micro individual units to maximize battlefield impact
Not overconfident in experimental units, and supports them with flak
Will create teleport defenses around sensitive structures
Avoids overbuilding power
Makes use of spread attack order
Can hover-bomb

>1300
Practices map-specific build orders to give a speed advantage
Enough gameplay understanding to anticipate potential snipe attempts without intel
Good target prioritization
Will recycle obsolete structures and units back into economy by self destruct and reclaim
Won't leave idle engineers
Knows (by heart) the damage stats of common things like strat bombs/mercies/percivals/nukes/etc.
Knows (by heart) the costs of common things like engineers/t2 mass upgrade/ACU upgrades etc.
Can confidently time transitions between t2 and t3 factories/eco while being pressured


>1600
Optimizes play with hot-keys
Customizes strategic icons
Lives somewhere in Europe
Has their number pad completely filled with taunt keybinds
Calls Othuums "Slippers" like a nerd



Let's discuss what's reasonable to expect from your random teammates or ladder opponents. Is there anything in particular you would add or move? The ratings I listed are arbitrary.




just wanted to let you know. Keep your eyes out for my channel. Should have a vid on this in a couple days lol
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