Co-Op Server

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Co-Op Server

Postby AwarE » 10 Jan 2013, 03:28

I am pissed off with the whole balance discussion.

You have limited input to players that only play 1v1 using a skewed rating system.
Most of those 'Select' players are expert T1/T2 tactical rush or flyjocky types... 1700+

Strategic balance has been missing from FAF since 3603
...no nuke defense to cover naval expansions.

People don't report bugs because they are told ... ' If you want a change fix it yourself... make a mod, test it, provide replays. Oh and btw when complete you don't qualify to submit it. '
Now you have really messed things up in the 3620 patch by nefting shields to prevent turtling. Turtling has always been a viable option in TA, Supcom and Supcom FA. Now FAF has killed this basic gameplay archetype by making shields useless.

Are you trying to mimic the US electoral system where you can only vote for the chosen 'One'?
What % of the player base do your elite group represent? 10% maybe 20% ...there are other legit ways of playing the game rather than banging heads in 1v1. Amongst the 80% odd player base that you have locked out of even suggesting a change are some ideas that would improve the game overall not just in 30min melee. Any end game issues won't get up for a vote like para or naval anti-nuke. But stupid issues like 'Lets stop turtling' do.

Yeah but don't listen to people like me... i have poor rating in your system.

A system that won't let people play WITH friends, only against them
...give me a CO-OP Campaign server you elite kunts!...

roj
PS I have only 20 games under your crazy score system ...lol 5k would be closer.
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Re: Co-Op Server

Postby Softly » 10 Jan 2013, 04:03

Look man you need a few chill pills.

Just because you may not agree with everything that has changed doesn't give you the right to claim you speak for the majority of the FAF community, or even anyone but yourself. Input has not been limited to 1v1 players, and for the record a high 1v1 rating does not imply that the only thing you know how to do is spam t1/t2. In fact I bet we could show off a little more strategic understanding than yourself, simply because of the way the competitive nature of multiplayer works, you only win if you play optimally! I agree with the policy of balancing to cater for this style of play, it doesn't prevent anyone from going up against AI etc, and it affects the AI as much as the human players.

I personally don''t agree with the current state of shields, but I disagree with your comment that it makes turtling "useless". It simply makes turtling in range of their units "useless". Maybe you want to try some different maps? You might even learn something new about the game.

Also lategame t3 navy only has one weakness... nukes. Just because you could make the ultimate defense vs AI with it doesn't mean its a good thing to put in the game.

PS idc what peoples rating or number of games is, its the bs they come out with that worries me
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Re: Co-Op Server

Postby Ze_PilOt » 10 Jan 2013, 09:41

Instead of complaining, participate in the next balance patch.
I'm not dismissing anyone, players under 1700 must be submitted to a vote in order to avoid 100 polls with stupid changes.

You find that more players should be involved ? Me too, so it's up to you to advertise it.
You think someone will have a good opinion about what should be change ? Again, Up to you to make people vote for him to be able to propose a change.

I know, it's more difficult than writing a rage post :)

But it's true, TA turtle was very viable with the TA shields.

By the way, if you don't care about rating, reverting the shield change is almost a one-liner mod, and your thermo can be boring again :)
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Co-Op Server

Postby Mr-Smith » 10 Jan 2013, 15:58

if you think just the top20% players are for the shield nerf why the other 80% did jot vote agianst it?
more than 60% where for the shield nerf.

ya shiels are now useless if your enemy has more than 2 t3 artys but thats good so.
turteling shuld not be an option to win in this game.
If you can't beat us...
...join us.
Doge This, hover ACU: https://youtu.be/a67tvWmu31Y?list=LLW-T ... O4fQ&t=179
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Re: Co-Op Server

Postby Ze_PilOt » 10 Jan 2013, 16:18

It's still viable. You just need to react to your enemy correctly as it should.

Previously the only reaction needed was "make more shields". And it was better than attacking.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Co-Op Server

Postby ColonelSheppard » 10 Jan 2013, 16:22

Mr-Smith wrote:if you think just the top20% players are for the shield nerf why the other 80% did jot vote agianst it?
more than 60% where for the shield nerf.

ya shiels are now useless if your enemy has more than 2 t3 artys but thats good so.
turteling shuld not be an option to win in this game.


people will realise that they can reduce the effects of this change by 50% + with shield micro....
one day

maybe
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Re: Co-Op Server

Postby Mr-Smith » 10 Jan 2013, 16:39

ya shield micro will work. but shield micro cost a lot of time
If you can't beat us...
...join us.
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Re: Co-Op Server

Postby ColonelSheppard » 10 Jan 2013, 16:41

it's not a big deal with 2-3 shields, ofc if you have 10+ you cannot do this anymore
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Re: Co-Op Server

Postby AwarE » 11 Jan 2013, 06:08

I do not pretend to speak for the 80% ...I just said there are good ideas amongst them that are ignored at present.
In a recent game my partner had six UEF T3 Heavy Shields guarding two anti-nuke structures. All shields were taken down by two hits from ONE Aeon Emissary that has slightly higher dps(600) than other faction T3 Heavy Artillery. On a 10x10 map why would you now bother to build the much more expensive Salvation Aeon T3 rapid-fire Artillery that has extreme dps(2555), that was used as the shield breaker. Also the Emissary has the best range of any T3 Heavy Artillery(900) that makes it viable on even 20x20 maps.
Emissary: Economy: mass: 91500, energy: 915000, build time: 30500
Salvation: Economy: mass: 270000, energy: 5400000, build time: 90000

As you know I make maps that have good AI. On TeamPlayAI maps the Sorian AIx will have an excellent economy and will start to build 6or7 Emissarys at the same time at say 45mins. You may be able to destroy say 5 of them before they are built, but the two under stealth are difficult to find. We could survive against three Emissarys before this latest change, now we can't survive even one without micro. Keep in mind that the Sorian AI Turtle is coded to attack your anti-nukes with LRC and when it takes them down it will immediately attack with multiple nukes.

I don't want this thread to be a balance discussion about shields or any other unit.

I want a Co-Op Campaign Server where people can play solely against AI in Annihilation mode. A fun place to be where all skill levels can play together in teams against bots. You don't kill your m8 ...you co-operate.

When I check the Live replays throughout the day I notice that 60% of games are against AI. Some are multiplayer TeamPlayAI games, some are one player verses AI and others are Survival matches. Ladder games are only about 15% and multiplayer custom games 25%. Of course that does not count the many players that do Skirmish off-net, Land Partys or use other servers.
So lets get real an cater for the majority rather than the biased rational in place atm. I have had two good map testers walk out on me saying "I'm never playing FAF again". They now play with a like minded group on Tunngle server.

If I am going to spend any extra time apart from maps and markers I would like to use it to improve the Sorian AI's use of 'The Nomads' faction. At present this faction have very poor land attack and I guess that is because their unitID #s are not included in Sorian AI code.
roj
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Re: Co-Op Server

Postby ColonelSheppard » 11 Jan 2013, 07:56

what so hard about copying the old files to a hook folder and use it as a shield mod? AI games are not rated anyway so you can ust use a mod
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