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    Recent Best Controversial
    • Are people interested in guides / FAQ about general stuff?

      We all know there are a lot of guides out there. And I mean a lot. When looking through replays or just in general following the conversations on the FAF Discord it's noticeable that people either complain about the same thing (e.g. how to play air) or doing the same mistakes over and over again (e.g. going for t2 mexes in a 1v1 even though 30% of their t1 mexes are not even built yet).

      So two simple questions:

      • Afaik there are no guides for the airspot. Are ppl interested if I go over the concept of the airspot in a post or do most of you not care anyway or ask directly in the Discord like posting a replay instead of reading through it?
      • Should I start a FAQ-format where I just note the most popular mistakes (on each rating range) when going through replays or in general?
        e.g. "When do I move my ACU in a 1v1?"
        ~ "If there is a game-winning reclaim field or expansion after 1-2 facs, otherwise the moment you start stalling mass"
        (This is not a 100% precise answer, just an example to show what format I meant with that)

      Genuine questions since my time is very limited this year. Also feel free to tell if you prefer a written FAQ or a video format.

      A simple upvote for "yes" / downvote for "no" is enough.
      Edit: Upvotes shouldn't primary mean "I support that idea" but rather "I'd watch/read through it for improvement"

      [note for myself: 1 downvote (not shown cuz not enough reputation)]

      My (personal) current to do:

      • FAQ format
      • Air guide
      • More complex BO guide ("how to implement reclaim" etc.)
      • Bronze-GM series
      • FAQ Balance-forum
      posted in General Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: Username rules updates

      With each recent action of the mod team, you're making the decision whether to stay or leave the community easier.

      posted in General Discussion
      Sladow-NoobS
      Sladow-Noob
    • Time to move on

      Well, everything has an end. And after 15 years of Supreme Commander and many years of FAF, I decided to leave the community without any plans of coming back. I'm proud of the guides and other content I / we have created in collaboration with the Trainer Team over the years. I hope these resources will continue to be helpful for new players getting into the game (@Trainers, I'm proud of you, bois. Keep up the activity).
      Thanks for the great time, even though I've had some disagreements and conflicts with people in the community from time to time, I hope you didn't take anything personal. Terarii, Yew (and probably 10 more people) I may have been rude or sarcastic towards in the past - I apologize, and I hope you can forgive me.

      And for the trainees I've had over the past years reading this: Please keep me up to date with your improvements from time to time! Ofc I'm still open for questions in the future, just not on the FAF Discord anymore.

      I know this part is probably not interesting for anyone, but I aim for achieving the same "career" in a different RTS game. If you happen to know good ones, feel free to tell me.

      Thank you for the kind Discord DMs, they do mean a lot to me!
      Cya,

      ~Sladow

      posted in Contribution
      Sladow-NoobS
      Sladow-Noob
    • RE: Matchmaker Pool Feedback Thread

      Aight, time to receive some shittalk from the Setoners.
      I honestly think that Seton's should be removed from the 4v4 map-pool. I talked about it with many different players, reaching from 1.2k up to 2.1k and the results were the same: Nearly noone likes to play it or offers an instant draw / leave once they get it. Since the map has a strict meta / buildorders, it's insanely hard to keep up with Setoners (even though they're 300 pts below you) if you don't want to learn the starter-BOs since they throw you back quite a lot (Especially snowballing kicks in).
      On top of that it's a map that's always being hosted. If someone wants to play Seton's, he can just join one of the 10 lobbies open 24/7. Even some Setoner play TMM for a break and are not rlly happy once they get Seton's once again as a map.

      I am NOT going to argue why exactly it should be removed or "that it's easy to learn the BOs and as a high rank you should be able to play it perfectly anyway", I'm simply just speaking for quite some ppl right now, drawing a bit attention to it.

      posted in General Discussion
      Sladow-NoobS
      Sladow-Noob
    • FAQ about gameplay || Feedback welcome

      As stated in my previous post, the goal with this format is to give short answers to the most asked gameplay-questions. Please leave some feedback, e.g. if explanations are rather confusing or if we still miss important questions to answer. I'm pretty sure we missed some of them.
      Also if you think specific other guides or videos should be linked, feel free to suggest it as well.

      ~This was made in a collab with Cheeseberry. Thanks to FTX and Bully for helping out as well!


      - Disclaimer -

      This guide is mostly directed towards <1200 ranked players.
      For the high ranked players: Feel free to comment if you disagree with a take and it'll be discussed.


      - General Advice -

      “What to play in order to improve fast?”
      Choose what you enjoy, and improvement will follow naturally. For beginners, campaigns are a fun way to familiarize yourself with units, although custom campaign missions are tailored for higher-rated players. Afterward, 1v1s are the best method to learn the basics, either against real players or using AI mods such as M27, representing approximately a 700-rated player on 10x10 maps. Stick to 5x5 and smaller 10x10 maps until you’ve mastered the basics to avoid feeling overwhelmed on larger maps. If you have questions or want replay analysis, visit #training-section on the FAF-Discord.

      “When and how to build firebases?”
      Steer clear of constructing a massive firebase; It’s a mass-drainer. Following the strategy discussed in “How to beat turtles”, being behind in eco is crucial. The exact number of T2 PDs depend a lot on the army of your opponent, but generally speaking 3-5 should suffice to secure most chokepoints or expansions. TMDs are a must-have to prevent your mexes and important buildings (HQ, PGs, …) from getting sniped by a TML. If you have mass to spare, consider investing in a shield. Avoid stationary flak unless your ACU is at risk of getting sniped or if you’ve lost air control. Stationary artillery is something to be cautious about; It often pays off in the T3 stage, but engaging in artillery battles is best avoided unless your opponent’s firebase directly threatens essential parts of your economy such as your core base. Conversely, if your T2 artillery can reach their core base or a critical expansion, dropping one or two might be a smart move.

      “What army compositions should I use?”
      When focusing on land units, stick to essential ones like tanks, and avoid complicating your unit queues. Don't overbuild T1 arties early on as they won’t hit anything moving when armies are still small. Add units to the queue or manage them through separate land factories when the need arises. For instance, only queue Mobile Missile Launchers (MMLs) the moment you observe your opponent aiming to go for T2 Point Defense. Always include a couple of Mobile Anti-Air (MAA) units and mobile shields in your land forces.
      For air units, prioritize spamming the highest tech tier air fighter available to you. Once you secure air control, consider transitioning to bombers or gunships exclusively, making sure to keep air control at the entire time.
      Talking about naval forces, your key assets include frigates, destroyers, and battleships. Reserve cruisers for the AA or TML support. It's crucial to note that in naval warfare, higher tech doesn't necessarily equate to overall superiority. Therefore, a continuous mix of all tech tiers is essential for a well-rounded naval strategy.

      "When should I go for the T2 upgrade instead of gun?”
      For Cybran, the choice is straightforward: Stick with gun. If you're playing a different faction, the decision depends on your goals. If you already have T2 engineers, upgrading your ACU to T2 might be a resource waste, as you can transport engineers to the frontline. However, if you don't plan on building a T2 factory and aim to secure a vital expansion, going for the T2 upgrade could be beneficial.
      The gun serves multiple purposes beyond supporting a land push; it functions as a mobile point defense. On smaller maps, positioning your gun ACU at a critical expansion allows it to defend against incoming pushes, reducing the need for large investments in point defenses. This strategy proves effective against high HP units like Ilshavohs or early T3 units.

      “How to deal with PD creep?”
      PD creep is when your opponent starts lining up T2 Point Defenses (PDs) one after the other, making its way to you. It's a bit of a turtle move—slow and expensive, which also makes it kinda weak. The smart move here is not to freak out. PDs can’t move. As with firebases you can simply go around the PDs, use air or drop your opponent. All mass spent on PD os mass they didnt spend on tanks afterall. Really though, the main move is to stall the PD creep. Throw in a few Mobile Missile Launchers (MMLs) or T3 mobile artillery to slow down their expansion. Very slowly ceding unimportant pieces of land is one of the best things you can do. Do not take a big fight in pd range if you can at all avoid it. While delaying it, you have enough time to eco up quite a bit while the costly PDs of your opponent don’t cause any damage. Once you have the economy and tech, you can roll in with T3 units or experimentals to mop it all up.

      “When to invest into navy?”
      On smaller maps where frigates can access many mexes, prioritize pumping out frigates early on instead of upgrading mexes to T2. Navy tends to snowball more than land due to the substantial reclaim after naval battles, so trade efficiently and secure the reclaim asap. On 20x20 maps, delay navy slightly as a rushed frigate or two won’t inflict much damage or hinder your opponent’s water access significantly, but it will set you back economically. If you find yourself navylocked,use torp bombers. Ensure to eliminate any cruisers first and defend your bombers with interceptors.

      “When should I retreat my ACU?”
      In general, your ACU is great during the T1 and T2 phase but can face significant challenges during the T3 phase, particularly against high-damage units like Percies and Bricks, or those with extensive range, such as sniperbots. In 1v1 scenarios the T3 stage is delayed, so you can deploy your ACU for a more extended period compared to team games, provided it's upgraded appropriately to deal with stronger T3 armies. Once you have the resources, prioritize getting a shield and/or nano upgrade before encountering the first T3 units.
      Temporarily retreat your ACU if you lose air control and lack sufficient anti-air defenses to survive a potential snipe. The decision to keep your ACU on the frontlines depends largely on the size of your army. If your army is larger, you can use your ACU to safely press the advantage. If it's smaller, you need to be more careful, as ACUs are slow and can therefore be overrun and sniped. Keep in mind that your ACU can succumb easily to just a few bricks, Percies, or sniperbots. Note that losing a game by being too aggressive with your ACU is better for learning its limits than losing due to underusing it.

      “What’s the difference between an attack move from a factory?”
      An attack move given to a factory results in engies produced by that factory to have three times the normal reclaim range. It’s a bug turned feature. (Just imagine the engies come with a one-time pre-charged reclaim module when leaving a factory).
      Factory attack move becomes handy for efficiently grabbing reclaim spread out over larger areas, like forests, or even to get reclaim high up on plateaus.
      Being bug turned feature, it has two unintuitive side effects: Once the engis lose the initial order, you can’t get it back (the one-time charge dried up). Also, you can give only one attack order from a factory for the reclaim range increase to work. If you give two or more, it just doesn’t work.

      “When to go for subs?”
      Invest in subs if the map features numerous underwater mexes. Subs are inefficient on large maps or those with minimal water-based mexes since they’re countered hard by torpedo launchers, non-UEF destroyers and torpedo bombers.

      “When and how to use TML?”
      Utilizing the Tactical Missile Launcher (TML) can be approached in various ways. On smaller team maps with a focus on economy, like Canis, a cheesy move can be to rush a TML, quickly eliminating T2 mexes in your opponent’s base before they can establish Tactical Missile Defense (TMD). However, the TML generally shines on maps with scattered mexes. Priced at 250 mass per missile, it's advisable to prioritize crucial buildings such as HQs, T2 PGs, and T2/T3 mexes. While TMLs are impactful, relying on them too much isn't recommended as they do nothing if your opponent is prepared, so use it when they’re not. Bombing existing TMDs is also a viable tactic.
      Additionally, keep an eye on your ACU, as a single TML inflicts 6k damage to it.

      “How to use stealth?”
      Stealth is available in the form of the stationary stealth buildings for all factions, as well as the Cybran T2 deceiver and the Cybran ACU upgrade.
      Starting with the stationary stealth field generator, it's a niche unit primarily used in your main base if you want to hide something from radar, like a nuke or an experimental unit. They don't really help in firebases as a good player will counter it with cheap air scouts. (see also “when and how to build a firebase?”).
      The deceiver, a mobile stealth field for Cybran, are not like mobile shields - you don’t want to make that many of them. Throw in one or two into your army to hide it from radar. Additionally you can load one into a transport and all the units as well together with the transport will disappear from the radar.
      The stealth upgrade for the Cybran ACU is highly cost effective as it is also a health upgrade. Since the Cybran ACU usually wants to upgrade gun, getting stealth soon after is typically a good idea too.

      “How does Overcharge work?
      Overcharge (OC) is an ability of your ACU. To activate it, click on your ACU, hit the ‘Overcharge’-Button on the bottom left and select a unit to overcharge it. Alternatively, right-clicking on the icon itself enables automatic OC. This causes your ACU to overcharge its current target whenever the ability is off cooldown (every 5 seconds), and is the recommended way to use OC for beginners.
      To use it, you need a minimum of 7500 energy, i.e. at least one energy storage. An OC shot uses energy to deal damage with a 6:1 energy:damage ratio. It will always drain exactly as much energy as necessary to kill the target, capped at a maximum of 90% of your current energy in storage.
      For balance reasons, OC damage against units is capped at 15k dmg (90k energy), 400 dmg against ACUs and 800 dmg against buildings.
      This means to repeatedly OC in a fight you need a significant amount of additional energy production. Hundreds of energy per second in the T1/T2 stage, thousands in the T3 stage. This is in addition to the 1/2/5/10 energy storages you want to have when overcharging T1/T2/T3/T4 units.

      “How to react to an early bomber?”
      As easy as it sounds, the primary goal is to not overreact. A T1 bomber is primarily targeting your engis and then your power generators (PGs). To counter it, you immediately have to queue up two mobile AntiAir (MAA) followed by a land scout to keep track of the bomber. Once done, go back to queuing engis. Don’t build a stationary AA as it can't protect your expanding engis. Spread your MAA to cover your engis so that you kill the bomber asap.
      Once the bomber died, resume your normal gameplay. Both you (having lost engis) and your opponent (with a costly first bomber) will be behind compared to a normal game, so don’t assume you are significantly behind just because you lost a couple of engis.
      If you want, you can also go for a counterplay of making 2-3 labs for raiding. Since your opponent made an air factory, he can’t build tanks to protect his own expanding engis, meaning you can raid them with impunity.
      At higher ranks you will want to actively dodge bombs with your engis, engaging in a micro battle with your opponent. Don’t do this if you haven’t practiced it. You’ll just waste your apm achieving nothing. Much more important is to focus on moving your MAA and engis to useful positions, not idling any of them, and making sure your factory queues are correct.


      - 1v1 -

      || This section aims for 5x5km and smaller 10x10km maps ||

      “When should I move my ACU?”
      Use your ACU to construct structures until you spent your mass reserves, typically resulting in the creation of around 3 factories before leaving the base.

      “When should I start upgrading mexes to T2?"
      As a rule of thumb until you get comfortable guessing when to upgrade a mex to T2, secure 50% of the map with T1 spam and only then think about upgrading mexes to T2.
      This is because you need to invest 900 mass to upgrade a Mex to T2, which gives you +4 mass. If you kill one of your opponent's T1 Mexes and rebuild it, they incur a -2 mass loss while you get +2 maintaining the same 4 mass difference for a much cheaper price.
      If you stay at T1, you should have either as many or more units than your opponent. Trade efficiently and use the income from battles to either build more units or upgrade Mexe.

      “How many land factories should I build?”
      Stay on T1 spam to control at least 50% of the map, just like before. If you plan to go for full land spam, a rule of thumb is to have 1 land factory per 2 mexes. When you've got a big reclaim field, expect a quick mass boost.

      “How many engis should I build?”
      On 5x5 maps, your first factory should have 1 engi and 1 tank after starter engis. On other maps, more engis are better than less meaning you infinitely build them. It's okay to have a bit too many engis rather than not enough.
      Exceptions being high reclaim maps such as Desert Arena where you want more engis to reclaim and spend that mass.

      “How to beat turtlers?”
      Turtlers will rush T2 for point defense and will invest heavily into defensive structures, sacrificing map control. Keep that map control, use extra mexes and reclaim to out-eco them until you've got enough to finish the game with the safest option being an experimental or two, lower tech attacks can easily result in mass donations. Be patient even though it might be annoying; higher ratings see fewer turtlers since it's not a great strategy once you know how to counter it.

      “How to use air control?”
      After winning air during the t1 stage, you can just build a couple of bombers. The main goal is to kill expanding engis, bomb t1 mexes, thinning out the opposing army and potentially sniping his PGs. Most importantly you will want to stay clear of any AA. As long as the bomber lives it can continue to do damage.
      With T2 air the options expand. Go for T2 bombers if you want to kill specific structures such as T2 PGs in his main base, but generally speaking gunships are more flexible and easier to use. Send around 1-2 of them, killing mexes and expansions. Or you can gather multiple gunships and use them as a tool to wipe out entire land armies. Make sure to be cautious of T2 flak as they deal AoE damage, melting your gunships in seconds. Here too the most important thing is to stay clear of any AA. Just kill everything unprotected, and move on to a new target as soon as AA enters the picture.
      T2 air can also be used for ACU snipes or other very high risk high reward plays. Doing so is usually ill advised unless it's your only way left at a hail mary attempt to win the game.

      “How to get back air control?”
      In contrast to team games, the focal point of air is not just T3. Both T1 and T2 air are crucial for raiding eco and thinning out the opposing armies. If you lose air control, make sure to immediately queue more mobile AA. If you have access to T2 land, a couple of mobile flak and shields are enough to prevent any air from farming your land army so you can continue to push. If your opponent has T2 air, make sure to get a single stationary T2 flak and a single T2 shield to protect the important structures in your base.


      - Teamgames -

      “If my teammates kicks the bucket, leaving me with multiple bases, what’s the game plan?”
      Play defensively until you have stabilized. Limited actions per minute (APM) mean a higher risk of making bad trades in battles. Use your newfound mass quickly and follow a single plan instead of two, meaning to zoom out and think about what you want to go for. Understanding your teammate's strategy on the fly when you suddenly inherit a base is tough, so focus on teching up; If needed, throw in some point defenses (PDs), and increase your engi or factory count to keep that mass flow in check.

      posted in Tutorials
      Sladow-NoobS
      Sladow-Noob
    • RE: Will TML ever be balanced?

      I agree. There was a very short discussion in the balance-team but since the recent patch needs to finish, we delayed it. However it's definitely a topic I (or somebody else since it's a known thing) will mention it in an upcoming meeting.

      posted in Balance Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: Matchmaker Pool Feedback Thread

      By the way. Why the fck was MapGen-only-week removed?? It got such a positive feedback from all ranking ranges (as well as literally all my trainees I had during the past year) just for it to be used like two times and never again so we have trash such as Comet Catcher in the pool again.

      posted in General Discussion
      Sladow-NoobS
      Sladow-Noob
    • Stage Comparison Chart

      This post provides an overview of the current stages for each faction, focusing on team games and players ranked around 1300-1500. While using the units well is important, we haven't assumed perfect execution. The lists are organized by stages rather than strictly by tech levels. For example, the T4 stage is not only referring to T4 units but to a typical lategame army including T4 units. Note that they vary from list to list.
      The color coding offers an idea on where your faction should focus on and which stages you should only remain on for as long as necessary before transitioning.
      Dark Green: The tech stage is very strong, it's often recommended to stay on them for a longer period of time or to transition to them quickly if possible.
      Light Green: While still being a decent stage, it is not one you should rush to.
      Yellow: It's an acceptable stage to remain on temporarily but weakens over time.
      Red: These are stages you should aim to transition out of as soon as possible. However, this does NOT mean to skip them entirely; for instance, skipping Aeon T1 entirely isn't possible. Instead, aim to build the minimum necessary and progress to the next stage.
      This was made in collab with the trainer team

      Land.png
      Air.png
      Navy.png


      The lists above do NOT rank each faction. For a chart which directly ranks the factions in each stage, I'll refer to the list FTXCommando made:

      FTXlist.png

      posted in Tutorials
      Sladow-NoobS
      Sladow-Noob
    • RE: Aeon: effort vs. reward (average-ish player?)

      Not going to argue against every single point, but in general:

      Gun is alrdy insanely OP. If your ACU is at front, your attention is usually there 90% of the time -> You are able to micro it. If your opponent is not Aeon and you both have gun, you can just deal free damage the whole time while your opponent can't do shit against it. Only Cybran with the stealth-upgrade can counter gun at least a bit.

      Auroras have hover and way more range than any other tanks. Their whole purpose is to just defend certain points, if you make them faster no other faction has the slightest chance of pushing them.

      Mercys are already overpowered as fuck. Their hitbox is broken so flak and MAA sometimes don't even hit them, once not scouted your ACU can be dead in a fraction of a second. They can be used to kill other mexes around the map or just snipe basically anything stationary if you get through. You can't even dodge that shit. Giving them even more HP makes it the most overpowered unit in the whole game since you can have them so early on. Take a larger teamgame for example. 4 players of each team fighting at front, maybe two chilling at the back. If one of them rushes mercies and if they have even more hp, the other team is never going to be able to push again

      Like it can be that some of the suggestions might improve the gameplay for lower ranked people since they simply can't use all of the mechanics yet like they're intented to be used. But it will absolutely kill the balance for basically any higher ranked lobby. And balancing the game in order to improve it for only the lower ranked ones shouldn't be the goal.

      posted in Balance Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: How come you don't play ladder?
      • BO-whoring on smaller maps (fuck the "reeee you should be able to improvise one!11!"-cunts, no you fucking cunts having 4 tanks way earlier on those small maps make a fucking difference)
      • Queue-times
      • Map pool sucks most of the time (More MapGen. Thanks.)
      • Teamgames are honestly just more fun for me
      posted in General Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: Reclaim Brush

      I doubt that it makes the life for lower ranked players easier. Having three different reclaim-orders seem a bit overwhelming until it becomes a habit. Most of them just use patrol (referring to my experience as a trainer) and max. click wrecks or huge rocks (150+ mass) but that's about it.
      I heavily assume it's going to be a thing for ~1000-1500 ranked players and honestly? The ones who manage to manual click should get the reward of having a slight advantage since they spend the time. e.g. Canis, while one dude micros the units and the other one gets bad trades for that but clicks the rocks, he should get the advantage. For me it's like a decision to either micro or manually reclaim since you have to think about the advantage each options give you at that certain point. Since many maps have manual reclaim and I prefer that over microing units early on, for me it's the decision to build less labs and focus on getting a more optimised starter-BO than most other people, giving me an advantage over time.

      I do agree that it has a smaller impact than most players think, but for high ranks the small details/advantages matter and shouldn't just get removed. Imo if the brush gets added, engis should autododge labs etc. since that also just consumes APM and if you lost one engi it doesn't hurt/it's only a small advantage if you keep it since you build 300 during the game. For me that's the same argumentation.

      posted in Suggestions
      Sladow-NoobS
      Sladow-Noob
    • RE: I am abandoning Aeon

      Aeon:
      Autowin t1 on some land maps, strongest t2 phase, strong(est) t3 phase, decent exps, best t2 air, best midgame ACU, best frig, second best or best navy.

      Just because ppl are not able to use certain factions or units (e.g. sniperbots) doesn't mean they're unbalanced. Check the megathread-statistic post and see how often Aeon got veto'd in 1v1 pro tourney and how often they got picked if there were no vetos. Notice something?

      posted in Balance Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: are there 40+ years old FAF players ?

      you can't force me! I am an adult now, dad!

      posted in General Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: FAQ about gameplay || Feedback welcome

      @Bentusi Finally had the time to add the section. I hope that answers every question around the OC

      posted in Tutorials
      Sladow-NoobS
      Sladow-Noob
    • RE: Mex upgrade change

      I personally dislike it. It kind of kills conscious decisions for me because of the fact you have to put in 900 mass in order to get more mass with a t2 mex. If you do it in little steps, people would be "oh, I have no clue what to do and I float a little mass, I guess it's time to just assist a random mex for a bit" instead of thinking more actively whether units are needed / wanted or if they can afford a t2 mex.

      Not to mention it'd increase the difficulty a lot if it comes to reading enemy bases (if I upgrade all mexes to t2 but pause at 90%, either you look closely when scouting or you'd have literally no idea since they don't get gray'ed out) or the game in general.

      So overall interesting idea, could be a mod, but for me personally way too many downsides

      posted in Suggestions
      Sladow-NoobS
      Sladow-Noob
    • RE: Pending Balance Changes Feedback Thread

      @gibsaw said in Pending Balance Changes Feedback Thread:

      • tele-snipe didn't need nerfing... It generally results in the cybran com dying.
      • put UEF's com upgrades back the way they were. (see above)
      • bring back T1 com transports... It's not "OP".. ONE inty can end your game..

      Please make sure to actually follow the balance discussions, the notes in the balance patches or farms' stream where he is talking about the balance. Or ask without immediately going for "change XY!". There are reasons for every balance change and the first point simply proves for me that you apparently didn't read anything before commenting here.

      I'm at the point of feeling this entire "balance patch" needs to be reverted. In fact, I'd even go as far as saying to mostly revert the balance to vanilla FA and start again.

      You can create an own balance mod, giving some ideas. But again, don't just go into a forum with the "change XY, balance sucks"-attitude, but maybe ask first why things got nerfed if you're too lazy to read through the old balance discussions, then think, then argue about certain changes. Thank you.

      @gibsaw said in Pending Balance Changes Feedback Thread:

      nerfed the Janus, which was never a particularly tough plane.

      One other commentor made the point that a lot of the changes seem "anti-snipe", and that seems a reasonable comment.

      This is not a reason for a nerf. See balance patches / discussions for the reasoning.


      Take my rant about Janus as an example. They felt incredibly strong in a 1v1 game, so I posted my take together with the replay and got absolutely roasted bc of how shit I played while the Janus were not even the main issue.
      A thought like "Oh the balance members were sniped, they'll surely nerf it the next times" is not a reason for a nerf. If anything the snipers will get kicked out of the lobbies, but the balance doesn't work like that.

      posted in Balance Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: How come you don't play ladder?

      Maybe a daring comparison since I'm not the best Civ 6 player.. But ig most of the ppl here played it at least once so I'll just do it.
      Playing without a specific BuildOrder (speaking of a high ranked one -> Implementing specific reclaim to specific times to get the optimal balance in the first 2-3 minutes) feels like sending the first settler to a suboptimal place where you wanna start your city. Even though in 30 rounds it doesn't matter that your opponent had like 2 food and 1 production more than you simply cuz the decisions overtime have more weight, but it just feels like you're already behind and have to actively close that gap.

      Back to FAF I personally distinguish between decisions and BOs. E.g. against Harzer on Cobalt I went for engi - lab - scout - engi - lab - scout ; both of my labs got shot down without killing an engineer and in addition to that two of my engis died. From that point it was basically gg. But those are the decisions and not the point I'm trying to make, that's purely "skill issue" and I accept it.
      Taking Open Palms for example. I had huge struggles with that map where I didn't look for a specific Buildorder. I went for a basic one and got fucked everytime. iirc I have 7 games played on that and won 0 out of them, only exception being a win against Harzer after he showed me a buildorder (nice coincidence, right?). And that's the main part I'm trying to make but which is just being commented with "skill issue". Not only knowing where to send the engis but also knowing how much mass you need is a critical factor. e.g. if you don't know one engi getting the rocks is enough to support quite a lot of factories, you'll most likely expand with two at the same time bc that's what you usually do to grab mexes for that mass. Since labs are a big thing on Open Palms however you'd need to defend those very early expanding engis with two tanks making it a huge investment. If your opponent knows one engi is enough, he basically saves one tank and gets additional buildpower to get his facs out and also gets things like a bomber way earlier -> It's an advantage on his side.
      That's basically the whole point I'm trying to make, not sure if OpenPalms is the best option but since it's a known map I went for that one. If you're like "reee learn how to read maps with reclaim" or "skill issue", then congratz. Thanks for you comment which doesn't change anything. Clown.

      Also that's where Yps' point had a lot of impact. Simply bc I had the feeling that I'm at least equal then, I ended up playing more aggressively and won after getting killed by some random 1500s in ladder (even though it was a while ago). So yeah, think that has a shit ton of impact.
      And if someone comes up with "A BO is not necessary, play that map 10 times and you know how much you can afford with the reclaim", that's literally what a BO means for me. The awareness of what you can afford based on the map / reclaim bc you know "okay I have to send one engi there to not stall, I can keep that one in my base, [...]" is my definition of getting a BO even though it wasn't whored in sandbox.

      posted in General Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: The Superior FAF Experience Mod

      Jesus the amount of braincells I've lost reading that. I started to quote and deconstruct some shit you said but it's not even worth the effort tbh cuz I know you won't change your behaviour / opinion in any meaning anyway. So I'll just redirect you to the balance-patch-feedback-forums and wait for your GREAT insights!

      Ngl I hope you might find the way ComradeStryker did. He's doing an absolutely amazing job at arguing for changes and I'll definitely refer to his post when proposing a balance change. Simply the fact that you think they're promoting defensive gameplay after literally nerfing the mex and PG hp and the units leave less reclaim which makes raiding way more efficient just shows that you apparently don't inform yourself enough.

      posted in Modding & Tools
      Sladow-NoobS
      Sladow-Noob
    • RE: How come you don't play ladder?

      @arran I suggest the Scoreboard-mod from 4z0t then. You can enable "Show league instead of rating" which might help a bit

      posted in General Discussion
      Sladow-NoobS
      Sladow-Noob
    • RE: Nerf impact of Strat Bombers

      When talking about the min 20 mark, the strat isn't the problem but the lack of skill of the airplayer. I can totally see a min 10-11 strat completely crippling an entire team in the lower/mid ranked players, but not after min 14 cuz that's just a "normal" airloss and the abuse of either Gunships or strats.

      When talking about air, a rebalance is going on aka. there are quite some experiments. You can even get an air rebalance mod in the vault and play around with it to see how the change of values behave.

      posted in Balance Discussion
      Sladow-NoobS
      Sladow-Noob