im really happy with the changes that the opt in + the full balance mod brings. but would still be nice to minimize or reduce in size that name + avatar + power list, especially for the games with more players. after that its difficult to say what else should come, but most of the points in the main thread look great. [quote who="IIngrid" reply="11" id="3670765"] It shows people really care, attracts a certain crowd or are just dicks. But from my perspective the Dev
Quesocito
[quote who="GeneralsGentlemen" reply="35" id="3670654"]Next week the opt-in will be updating and we should get the rest of the changes, or you can the full balance preview mod in the mean time. [/quote] this thing is looking great so far! great to use gunships and scouts! :) as well as easier access to orbital unlocks..
[quote who="Ekko_Tek" reply="34" id="3670648"]Worker health also remains unchanged. Did anyone double check this stuff? Hopefully there are not more omissions - these were just immediate and obvious ones. Actually, Punishers were not changed either - still at 100/1500 health/shields so no wonder they die so fast with Falcons getting their buff. Someone needs to go through and check all the changes again I think... [/quote] hahaha i bet u thought the avengers were also
Not have something to do with ur own mods installed? #justguessing ive seen this before, and like a few weeks later the guy is like "oh oops there was actually something i changed"
[quote who="GeneralsGentlemen" reply="29" id="3670608"]That feels like a convoluted change. If Heavy Bombers sniping the Nexus are a problem an easier solution is increase the health of the nexus in exchange for less armour. Harbinger has full armour piercing, Strat bomber has about half. Less armour means it wouldn't take a million years for normal attacks to destroy them like it does now. [/quote] that would then effect the small/fast games...? artemis's would take long
[quote who="GeneralsGentlemen" reply="25" id="3670581"] Somethings are certainly easier to play test than others. The effectiveness of heavy anti-air versus heavy air units is something that rarely comes up so it's certainly likely it may need tweaking after some play testing. I will be rolling out the full balance preview mod shortly and we have two weeks of play testing where we can make changes before the final 2.2 patch is released. Regarding Strat Bomber and Harbinger
[quote who="Neinhalt_Sieger" reply="22" id="3670522"]I insist now because I am as you say "narrowminded" but because there are units that cannot be handled in the current patch, that will be easier to produce in the next patch and the problem still remains. As far as I am concerned AIR ELIMINATORS need some armor penetration or a reduction in cost, to be able to mass enough of them to make a difference. [/quote] actually, sorry bro. u were more correct than i thought. loo
[quote who="priestxes" reply="19" id="3670433"] Several things to point out here, the medic speed is a nerf. It's a nerf to any PHC player actually using army formations. I've said this plenty of times and still no address to it. You are rewarding players who don't use army formation instead of addressing the ai issues with armies. I am excited for the changes, but you are changing a lot and in one patch. You should have been patching more frequently with sm
yeah that makes sense wrt air eliminator, so i think the AP is more for the air dreads we mightl eventually get, either way i think there will be a bit of juggling to get the right armour/hp/damage ratio on AA and air dreads.. i do realise it will be quite hard balancing one race with armour and another race without. the same applying to air units, and the nexus's. i see what u meant about the PHC nexus being more vulnerable to anti building units specifically.. in a way the one i
[quote who="Tyakraman" reply="12" id="3670415"]seems to me a step in the wrong direction. Don't make the defenses too easy to defeat or this game will become a generic army rush thing. There are very vew RTSes with viable defenses, and I always thought this to be one of Ashes strong points. Granted, I only play vs. the AI, so I can't speak for competitive play, but doesn't the long range of PHC artillery balance out the overall stronger SUB defences? Why doe
theres a number of reasons to have it.. but just like in many other strategy games where u have income of res (without a negative flow) where u can see how many harvesters u have per res (starcraft and age of empires come to mind) it would be nice to see ur income rate (since it would mean more than seeing ur number of relays which get into the stupid numbers late game) u might have a high pool of quanta but low income (relative to game time) without realising it enem
[quote who="bbc6rgf57ytty5yxyw5gt" reply="1" id="3670255"] On top of all that I'd also like to see a way to donate a region and resources to allies, human or AI. [/quote] yeah currently we can only take territory from allied AI. on top of all that i would like to see more maps that encourage team play. most of the maps even if they are symmetrical, place players so far from each other that its almost impossible to assist an ally with out primary forces while rema
oh the joys of pathing.. if only it was that simple... like how we would think that it would be simple to have a unit path the shortest distance around an object..it cant even do that so no i dont think it can do it as simply as u state a dread would need to know where the other dreads are to maintain formation coherency AFTERWARDS, otherwise how would it decide if it should go right or left around a rock? oh it chooses the shortest path? but what if that tears it completely away from
yeah it would be nice! would also be nice if we didnt have to build more quanta relays than any other structure in the game.. aka if they were more effective
cool thanks for hosting it! hopefully we can get another one of these some time! i really like the 2v2 matches. they play a lot more fluidly than these 4v4's that take 30 min to organise
would be cool, but i think pathing is going to be the issue since people will try to include armies with these dreads.. so u will have say 4 dreads + their 128 unit armies, trying to make a line formation, which must then navigate around these corridor maps... when our units are already pathing the long way around an obstacle(and thats even without an army), i cant imagine how much worse pathing will get with formations that inlcude multiple dreads...
Thanks again for a cool game, im still enjoying it. Now can we please get a mechanic that works with team play when an ally quits/drops/is killed. The current mechanic is somewhat lacking. When the player quits/drops/is killed only his nexus dies, but all his buildings and things remain in play, as a game that is promoting large numbers of players, i find this mechanic rather off putting. Since if my ally quits/drops/is killed he is now more of a burden to me. Can we please ei
[quote who="ItWasRhetorical" reply="37" id="3670171"] Oh I know there are bigger issues [e digicons]:P[/e] . And it depends what navy you ask; the term is also used for a warship armoured like a battleship but carrying cruiser armament and speed, intended to serve as a screening warship that could survive in the heat of battle. I've missed that bit of news; what buff are they getting? [/quote] which navy is that? the rwandan navy perhaps? :D i know
well we already have th issue of units being called cruisers and frigates.. and a BC is " a large warship of a type built in the early 20th century, carrying similar armament to a battleship but faster and more lightly armored. " so technically it wouldnt be THAT wrong.. #justsayingtheresbiggerissues otherwise i like the idea of the jammer in that form as well as the spy plane.. although we are getting quite a big buff to T1 scouts soon..
im getting the same error. only tried the app now
yeah i agree, another balance patch would be nice. the last one helped bring effectiveness to some units, while leaving others still seemingly over powered even though they were nerfed and counters were buffed. and i think we still have a rift between players that can air rush an enemy for a quick victory (believing it is the only logical path to victory) and those players that want to survive for atleast 5 min before they are dead we still have completely useless units like t
to add to what priest said, ive found that most custom matches in the week will occur between 8 PM and 12 AM GMT (which i think is due to the large number of german players), so if ur in the US it will be about 12 PM and 4 PM. otherwise as he said all those custom matches u are seeeing are the ranked/unranked matches.
cool looking good! only watched a couple, but have u thought of narrating after the match? might let u concentrate more on whats happening (not saying ur playing poorly) just thinking u might perform better if u keep all concentration for the game as opposed to narrating as well. especially vs lunatics like amelie :D
very cool! glad the tourney is going well!
[quote who="Neinhalt_Sieger" reply="20" id="3669174"] technically you don't understand anything out of substrate gameplay and most of the sub players in ladder too. You really don't get it but if you play long enough you will get it. at the moment phc is back in time with one year, by being forced to turtle like mad while giving up map to substrate. [/quote] hahaha so it boils down to attacking us since u can not contest what i said? "FORCING" PHC