• The time it takes the army to die after the ACU does..

    13
    0 Votes
    13 Posts
    850 Views
    QuietJoyQ
    Back to the original would be a welcome compromise, thanks
  • Put Rank Decay in the client plz

    21
    0 Votes
    21 Posts
    1k Views
    N
    @eternal said in Put Rank Decay in the client plz: @nex this league system is useless with this amount of players in matchmaking, the rating system is still better because it has history and player base You could also use the league system for global. You could even just give everyone a league based on their current rating and start from there (to make use of the history) The host might need to see rating tho, as they are relevant to balancing teams. Or you just balance around leagues in customs and maybe get some unbalanced games. (maybe they still feel balanced because of how people expect others to perform, who knows) @ftxcommando said in Put Rank Decay in the client plz: The leagues already do decay. I wasn't implying they currently don't. Just making sure everyone is on the same page.
  • Moving Icon render priority for Nuke/SMD higher.

    4
    2 Votes
    4 Posts
    297 Views
    JipJ
    I'm afraid that the value that is responsible for this (BuildIconSortPriority) is not functional, as shown on this screenshot: [image: 1665484779972-b478b025-2b85-442c-9983-84058ffc84dd-image.png] Order of operations: Spawn in a SML Spawn in 100 engineers Spawn in another SML One SML is hidden behind all the engineer icons, while the other one is on top of the engineer icons. It appears the order at the moment is set to the order of when units were made. We can't fix this in Lua, it would require an engine patch.
  • Sera airfab -> engineers are not selectable in the unloading process

    5
    1 Votes
    5 Posts
    340 Views
    JipJ
    @MostLostNoob just checked it, they do exactly the same thing but the (old) effects linger slightly longer.
  • Additional build power for lower tier units

    7
    0 Votes
    7 Posts
    221 Views
    FtXCommandoF
    The only offensive T1 land unit you will ever produce at T3 stage is arty, it takes 2 seconds to currently make a t1 arty with a t3 land fac. It takes 3 seconds for a t1 arty to leave a land factory. This is a sum total of 5 seconds. If you made it take one tenth of a second it would be 3.1 seconds per t1 arty or 38% faster. A T3 support fac costs the equivalent of 6 t1 factories. Each factory takes 9 seconds to make an arty combined with 3 seconds of unloading time. This comes down to 2 seconds per t1 arty. Even with this it's bad. Only exception to all of this is that it's a buff to zthuee amphibious spam, but zthuee was already intentionally adjusted to not be super spammable from few factories lol.
  • Monkeylord standing up

    6
    0 Votes
    6 Posts
    292 Views
    QuietJoyQ
    @jip That would be great! So the moment the exp units are finished being built they can move immediately
  • Ranked 1v1 Map of the Month - with Avatar

    12
    2 Votes
    12 Posts
    540 Views
    S
  • Acu onto T2 trans

    2
    0 Votes
    2 Posts
    146 Views
    Sladow-NoobS
    It has to be in an open field. If your ACU is in between buildings, it'll walk towards the transport. If you're on open field, it'll just walk slightly until hitting an even ground to get into the transport. That behavious prevents the ACU being stuck on a cliff or dropping onto edges causing it to instantly die. The fact that transports are a bitch when it comes to dropping however is a spread knowledge, you can look for my older post to hear the known problems.
  • Rating sigma should increase over time

    19
    1 Votes
    19 Posts
    774 Views
    Anachronism_A
    It's not like we'd need to add decay in every single day. For example, perhaps we could just do it upon player login, or just run a script over the database once a month, or do some more creative idea : )
  • Can we please stop the smurfing in tmm

    35
    1 Votes
    35 Posts
    2k Views
    ResistanceR
    i think this has deviated too much, there were quite some explanation given above how and why this is not smurfing since TMM rating uses your global as a starting point, i'm gonna give a brief explanation of what smurfing is and close the thread. Smurfs-alt accounts of a player that for some reason decides to not play on his main one, which is bannable btw, if you think the guy is wayyyyyyyyyy too experienced for the game you're in and you check the global stats (aka 1.5k rating in 10 games), use the report form and we will take it from there. P.S can pm me on discord or forum if you think this is unreasonable to be locked.
  • Unit Cost Payback Achieved Icon

    4
    1
    0 Votes
    4 Posts
    253 Views
    arma473A
    And if you use the "Unit Selection Cost UI" mod it will show the price of the selected unit, so you can easily compare the mass price of the unit to the mass killed. Whether a unit pays for itself though is a much more complicated question, including: -Who gets the reclaim when the unit ultimately dies? -how long ago did you pay for it? If you built a unit 10 minutes ago, it was idle for 10 minutes, and then it gets 3 kills for 300% mass return on investment, that didn't really pay for itself. -energy cost, which matters especially for air units -what else could it have been? An ilshavoh with 200% payback on value vs. cost is nice, but if it could have been a mobile flak with 500% payback on value vs. cost, then maybe it wasn't the ideal choice -did the unit help you to secure a reclaim field? Then it might pay for itself 10x over even if it doesn't have much mass killed So it's not worth adding a new indicator
  • Aeon ACU walking animation

    3
    1 Votes
    3 Posts
    229 Views
    D
    This is funny. Tell me about the other ACUs!
  • Energy Storage adjacency

    17
    0 Votes
    17 Posts
    737 Views
    SaphedS
    more mechanics is cool and all, but tbh it complicates things a bit. It would be cool to see more e storage adjacency use on 1v1s since it's already a very fun risk-reward mechanic, where you create easy targets for enemy for an economic gain, but the current ratio almost always doesn't really justify the risk which feels like a waste
  • Introduce premade MMR penalty for TMM.

    11
    9 Votes
    11 Posts
    561 Views
    X
    I question if this is really a top priority. I do agree that being a premade team and on voice does improve the overall team strength quite a lot. But then it also seems to me like it's always the same people that play together (at least in my 1600-1800ish rating bracket), thus their rating naturally represents them being pre-made already. I have found this to be no issue for me in TMM. A factor that I think causes way more problems to the quality of games is a premade team with a very large rank disparity. Like 2200+600 queuing together, and getting matched against a pair of 1400s. These games I always find very non-enjoyable, and the outcome is also very volatile depending on the size of map. On big maps, the even-ranked team has basically no chance, as the higher rated player has time to take some of the lower rated player's resources and outscale. On smaller maps, the team with the large rating disparity still has a very large advantage if on voice, as in my experience the coaching/help on major strategy calls from the better player can make a large difference.
  • Visible Attack-Move Reclaim Range

    7
    1 Votes
    7 Posts
    446 Views
    ZLOZ
    @immortal-d said in Visible Attack-Move Reclaim Range: For example, dragging the Order through tree groups will often result in moving through those trees en route to the final target point, thus destroying them. Maybe you just had power and mass storage more than 80% full? Edit: Tho you say "dragging order" as if it was attack move from factory Attack move from factory is different and weird, engineers on attack move from factory most of the time just move toward that rally point and then from that point they reclaim stuff with extended range. Giving engineer another order will disrupt "attack move from factory" and you will able to only give normal attack move, thats why people drag attack move from factory, that way it does not break this "...from factory" part and engineer keeps extended range
  • Draw Pop Up

    1
    0 Votes
    1 Posts
    130 Views
    No one has replied
  • Make single Units without destroying queue

    8
    1 Votes
    8 Posts
    464 Views
    L
    @arma473 That's what I've been doing as a workaround. It requires more than one factory though, which isnt always possible. The assisting factory also has to share the same rallying point. And if it gets destroyed it cancels all of the assisting factories. Sometimes I build additional factories just so I am able to have factories that are on an infinite queue while others are not. Goes to show how needed this feature is.
  • 0 Votes
    3 Posts
    182 Views
    JipJ
    We can look into this
  • Improvement of Leaderboards

    21
    20 Votes
    21 Posts
    1k Views
    Eternal-E
    I dont have such problems [image: 1662052339723-cd794681-2ef9-4214-b2c1-31ab2da69698-image.png] and fix for Python client. Extract to C:\Program Files (x86)\Forged Alliance Forever python36.zip
  • Air Staging switch

    2
    0 Votes
    2 Posts
    150 Views
    JipJ
    Not possible, behavior is defined by the engine. Best to refuel your jets in advance when it does suite you