AoWFever
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
Great update -- looking forward to checking it out this weekend!
You guys are REALLY bumming me out with all the negativity. I'm with Tick on this one and, seriously, just click the d**n button and stop over-thinking it....... ;-)
Congrats on the nomination!
[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
That's why I task them to a single control groups. That way you hit number 3 or w/e and boom, you got em.
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.
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
[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
[quote who="Frogboy" reply="10" id="3601528"] Quoting tatsujb, reply 9 Quoting Frogboy, reply 8 You can only build engineers from the Nexus. I'm a little confused by this discus
[quote who="eviator" reply="32" id="3601510"] Quoting chemie99, reply 30 PLus the AI seems to ignore or defeat this and have runs run past you anyway (including capital ships) I've read this from a few different forum posters now. I haven't seen it myself nor have I seen any video evidence. So it's hard to ge
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
[quote who="tatsujb" reply="5" id="3601133"] Quoting molokoww, reply 4 No, I object. Ypu should be able to strategically take out their engineer units. I don't see how you're not. don't you ever use bombers? [/quote] This 100%. I have to side with the others on this ove
[quote who="tatsujb" reply="28" id="3601121"] Quoting Frogboy, reply 26 During the alpha, it was a common tactic to just run right through the enemy. NOT fun. now it's a common tactic to stab a unit group with a couple cheap units to incapacitate it completely. NOT FUN. [/quote] Interesti
[quote who="tatsujb" reply="24" id="3601027"] Quoting AoWFever, reply 23 I hope they don't. you can't be serious. And something being "in the game awhile" (pfff! "awhile"? who are you kidding??) does not make it more legitimate to stay. The game isn't even out yet.
[quote who="LingWhisperer" reply="21" id="3600438"] Quoting AoWFever, reply 20 Your other comments relate more to map design and unit balance than to unit speed and responsiveness. Unit speed is an extremely integral aspect of unit balance and function. In fact, mobility is one of the s
Sounds great -- can't wait to see ground damage and give the new map a spin!
[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
[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.
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
[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
[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
[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
[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