igncom1

igncom1

Joined Member # 3398374
4 Posts 65 Replies 11,510 Reputation

I wish one and two were in the actual game as well. It's difficult to know more often then not when your enemy is using them until half your army explodes or one of your dreadnoughts keels over. Especially on lower graphical settings.

3 Replies 26,480 Views

Armies do have a size limit, no? I suppose if they had a repeating queue that would break once the army reaches max, with might make it kinda pointless. Keeping an army filled to a template could be cool, as could copy-pasting said templates on order. Might actually get me to use the army unit order feature at all as I tend to turn my factories on to a unit ratio and let them produce for the rest of the game. Barring economic destruction that is.

2 Replies 80,528 Views

I'd personally love to have faction coloured weapons. Just so long as you leave yourself some future proofing room! Never know what faction will pop through the door next. [e digicons]*_*[/e]

4 Replies 289,761 Views

So I recently played this mission recently only to find myself unable to complete the optional objective. I have the autosave file of the game, but I'm not sure how to upload it.

7 Replies 11,517 Views

Praise the sun! I have been looking forwards to T1 ground AA for the PHC. The SS getting a mobile artillery is kinda cool I suppose. I'm not sure it really fits their theme all that much, artillery is more of a PHC thing, but still nice. Guessing it'll be like mobile artillery from the supcom games where they heavy punish blobbed up armies. Cool although I suppose it does encourage people not to use army groups due to the micro management needed to effectively fight them.

4 Replies 80,375 Views

Ones additional content: Naval The other is more of an essential bug fix: Units being dumber then a bowl of oatmeal. I'm not saying that it doesn't need to be corrected/tweaked/fixed I'm saying that the idea of Naval could be fun! I too have seen issues with how the AI operates in regards to my own armies and how the enemy AI operates in general. My cruisers will often run to their deaths looking for the one unit they hard counter when compared t

27 Replies 175,296 Views

Naval could be a way of creating a new or different dynamic of battle compared to the swarmy/zergy style of battle we face on land. Not that i'm in full support of it, but at least there is an interesting reason to have something like naval. Doesn't even have to be strictly ships as we know it, what with our land hover ships for our tanks and so forth. The 'sea' could be like thick swells of gasses or even lava that require specialized hover units to cross, or aircraft. With u

27 Replies 175,296 Views

That mission isn't so bad as killing the AI's bases gives you generators in their place. You can just take the bottom third of the map and bunker down. That said I never play any of the missions on anything harder then normal difficulty. At the very least the AI bug of them pooling units in their own base rather then attacking works to your advantage at the moment.

15 Replies 123,367 Views

Mac was well intentioned, as was that other Post-Human who tried to help the Substrate. The rest have kind let their new existence go to their heads and are actively the cause of the war. Hell, in the second campaign the leaders of the PHC even speculate on the idea of asteroid annihilating Mars because they can't transform it, which would undoubtedly annihilate all of the humans on the surface. So if anything, the Substrate and Post Humans supporting the Substrate are on the

15 Replies 123,367 Views

I think this might be tied to the AI clustering units around it's nexus issue. If the AI can't finish building a platoon then it won't send it out to defend, resulting in the AI losing territory even while having massive armies at it's base as it simply refuses to attack. It's made the whole campaign a little weird as the AI rarely attacks or defends it's territory properly.

1 Replies 5,772 Views

I'm racking my brain trying to come up with something but I am kinda struggling to come up with some ideas. At the most I have come up with these: Some kind of heavy fighter craft, advanced air, with strong anti aircraft weapons. These weapons would be slow firing and the aircraft it's self would be slower and less manoeuvrable, even more expensive then the basic fighter craft making it ineffective against fast, nimble and large numbers of smaller aircraft while also making th

12 Replies 113,647 Views

I usually never get round to adjusting my frigate production so I'm usually producing frigates in a ratio of: 5x Marty, 5x Reaper, 2x Capacitor and 2x Sky Cleanser. I play the PHC exactly the same way, but with the scouts/medics in place of the batteries and AA. My cruiser production is similar to my PHC ratios as well with a ratio of: 5x Avenger, 5x Mauler and 2x Drone Hive as the basic ratio package. You got your anti frigate cost efficient 'tank', you got your anti cruiser 'tank' a

4 Replies 59,260 Views

It would be the low hanging fruit of possibilities in my opinion to add the classic science fiction bug swarm race. I defiantly feel like they could go for something a little more original then that. Something more subversive and parasitic as has been said. Something that can interact with Turinium in a bad way to pose a threat even to the more entrenched members of the SS or PHC. That said, love craft kinds of enemies are also a little overdone these days so I'm out of ideas

27 Replies 175,296 Views

Not to mention that countering orbital abilities just means allowing your opponent to spend his quanta elsewhere while you still have to build countermeasures. It's not like in supcom where to counter a nuke you build an anti-nuke, effectively costing your opponent more money to attack then it cost for you to defend. But in Ashes the game just tells you that you can't cast the spell, so you spend nothing and take no risk where as the defender lost hundreds or those of resource

14 Replies 96,345 Views

I recently played through the first and prelude campaigns and what stands out most to me, other then the grating orbital spam, is how by mission 3 or 4 you can build stuff like juggernauts.... for no reason. Like you have access to a whole bunch of stuff that you shouldn't have access to yet in the story and if you were a new player it would kinda be all too much to really wrap your head around. The mission before I only just built my first cruiser, and now I'm expected to bui

27 Replies 175,296 Views

[quote who="centaurianmudpig" reply="3" id="3690255"] A good list. Some things are already mentioned by the devs to be planned. "A way to see the range of effectiveness of refineries for PHC." Refenieries only work in the region they are built. Regions are highlighted on the minimap. In effect they only produce economic boosts for a single power generator. [/quote] A main screen UI representation woul

5 Replies 9,985 Views

This is kinda cool, although for myself I kinda don't feel like some of these are even really necessary. Personally. But to be fair I don't even like the orbital abilities, but that's a different topic altogether. 1. Naval and Oceans [5t] This would be really weird with t he games current frigates/cruisers/dreadnoughts. Unless they are going to be named like APC/MBT/SPG or something truly weird. lol. 2. Third faction [8t] Yep, this is what I voted for. I

27 Replies 175,296 Views