AoWFever

AoWFever

Joined Member # 2651468
4 Posts 69 Replies 484 Reputation

Excellent post snierke. I have my own views on some of these points, but I think I've expressed them enough elsewhere lol. [quote]Sometimes i need to unbind the metaunit forexample just to get some backup units (from the factory) faster up to the front, This should be unnessesary in my opinion. [/quote] Huh -- I hadn't noticed this, but I bet you are right about it. Maybe that's why my reinforcements take so long to reach my front line units som

6 Replies 614 Views

[quote who="LingWhisperer" reply="40" id="3602497"] If you honestly think this makes for a better game, then I'm done conversing with you. I'm getting to the point of hair-pulling - "Drops mic"? What are you, 14? That's obnoxious, and you've put words into my mouth. [/quote] Sheesh, the drop mic thing was a joke, Ling. The serious part of my post kicks of at.... wait for it.... " But more seriously.. ." I'm sorry m

41 Replies 91,910 Views

I find putting bombers in their own control group to be the most useful way to deploy and use them. Tossing them into a meta-unit is a bit of a waste IMHO. Fighters supporting land-based meta-units may be necessary in the future if the AI ever learns how to use aircraft. 3-5 scout drones are a must for meta-units specializing in arty; as they can see further and are more durable than the land-based scouts.

11 Replies 5,303 Views

Ling, isn't the solution to most (if not all) of your "analysis" just not to use combined-arms meta-units/control groups? BOOM -- Problems 1 - 3 solved :: drops mic :: But more seriously, this post (and all your others really) raise a much more fundamental point that any "solution" here really hinges on. What is the intended battle dynamic for AoS? Are players intended to use massive control group armies with a mix of long and short range weapons, or are

41 Replies 91,910 Views

[quote who="Ticktoc" reply="14" id="3601529"] How about atleast: Defensive mode: hang back, good for meta unit of mostly arty with a few short range units to intercept aggressors. Aggressive: Everyone gets close enough to do damage to target. [/quote] I really like the idea of selectable defensive/offensive formations/postures. I do not think a full formation control system like in Total War would work in this game (as COOL as that would be

29 Replies 112,943 Views

I did not see anyone toss these issues out for discussion yet, so here goes. One of my favorite features of AoS is the meta-unit, so I've tried to fully embrace the concept. I have run into some issues with them, though: Lost Units. I tend to build dreads as early as possible and then queue up all my units through what I'll call the "unit request" interface. Part of the reason I do this, is so that I can move the dread with whate

6 Replies 35,354 Views

[quote who="Frogboy" reply="10" id="3599795"] What I'd probably be inclined to do, at least for now, is make it settable in the settings.ini and see what expert players like you guys think without having to deal with the blow back from the guys who already think the game is too slow. [/quote] 1000x this at the very least for folks with the hardware to run it. [quote who="Frogboy" reply="10" id="3599795"] Many people would absolutely want that

60 Replies 348,296 Views

[quote who="Frogboy" reply="12" id="3600022"] We think Ashes does need a heavy, stationary artillery defense building. Not sure we'll get it in before ship though. [/quote] Very cool -- glad to hear something is in the works.

15 Replies 4,412 Views

Lol -- I often use tactics/strategy interchangeably when I'm in a rush. I think the current approach in AoS shifts the focus from micro-managing lower level "tactics" ( e.g. , rapid click "kiting") to higher level tactical decisions and overall strategy. I like this approach. Your other comments relate more to map design and unit balance than to unit speed and responsiveness. I also said in my original post that I could see increasing the speed of smalle

41 Replies 91,910 Views

[quote who="tatsujb" reply="1" id="3597139"] base defenses are underpowered in my opinion (mostly it's about not enough spectrum and the low end of the spectrum being too low). here's my experience : I set up a line of plasma cannons 14 strong (2*7) backed up by two repair bays. (the def+repair bay combo is worlds apart from def alone) and that held of pretty nicely against 2 swarms composed each of one dreadnought some 15 t2&nbs

15 Replies 4,412 Views

[quote who="Andre_B" reply="16" id="3599749"] I honestly have reported that unit responses when stuff is in combat is bad, and in the steam forums i did say that they should improve this first rather than speeding up the game.(if this was the argument about invalid feedback) But still i admit i enjoy this new movement speed, and i would like it to stay or have this kind of speed incorporated in the +/- butons. And yes ive noticed a considerable slow down when units

41 Replies 91,910 Views

[quote who="tatsujb" reply="3" id="3599279"] Quoting Frogboy, reply 2 Good feedback. I agree with much of what you say. Unfortunately, unlike Blizzard, we don't have infinite budget. [e digicons];)[/e] He brings up a very good point : upgrades are currently opaque in the game. I personally would lik

14 Replies 14,549 Views

[quote who="tatsujb" reply="36" id="3599256"] Quoting AoWFever, reply 35 - I agree with Tatsub to some extent, but I feel like there has to be some kind of upper limit to the number of units you can have in the game for computer/technical reasons oh that is a given in my idea. I think 1000 units per person is sufficient to never rea

38 Replies 23,643 Views