Multiplayer stability absolutely horrible, people constantly disconnect or getting game crash especially in large games. Host migration upon host elimination doesn't work...
ComradeSunbeam
Wall of text, yet I still don't see proper merge, but another bla bla about dead RTS for "new players" and half dead RTS for "veterans". (by "dead" i defiantly mean multiplayer, not game development, since devs do make something.... ) As for game performance... let's be honest it's unjustifiably low even with DirectX 12. I don't see anything impressive here for it to be at 35 FPS on i7 2600k with RX470. Why game needs 2GB of
[quote who="DanailLazov" reply="57" id="3647958"] I would be very curious to look at those statistical analyses even better some (raw) data. Sharing with the community the arguments for certain decisions or satisfaction with current state would be beneficial. [/quote]I bet those awesome statistics include data from top players matched against some new players in MM, in the end it's lots of fun playing something like hearthstone in other window while stomping on new player in AoS
[quote who="Frogboy" reply="49" id="3647873"]And we do regularly issue balance updates based on listening to feedback.[/quote] After all the feedback those "tiny maps" still not been fixed. FFS how can you even be making large maps if you can't make small maps properly? [quote who="Frogboy" reply="49" id="3647873"]But it would be folly to try to balance the entire game around that.[/quote] Yeah lets ignore general balance issues, like if th
[quote who="Frogboy" reply="40" id="3647825"] Here's the problem you face: We don't agree. You insisting you're right is not persuasive. [/quote] I'm not the one having problem. Also not sure on what you don't agree. AoS doesn't have balanced problems? Do you even play your own game? Don't compare your game to SC since even child can point obvious balance problems in AoS. Don't agree that top players can help balance better? Well t
[quote who="Frogboy" reply="38" id="3647801"] Everyone thinks every game has balance issues. The StarCraft forums are full of people who insist the game is horribly balanced. There is no balance in MP that will satisfy the player who has lost in multiplayer. There will be people insisting Ashes is unbalanced 10 years from now. People today insist Sins of a Solar Empire is totally unbalanced. Balance is a never ending struggle because it&
[quote who="DanailLazov" reply="34" id="3647781"] That's the kind of mindset that is likely to make people hate (Read some Total War - Warhammer reviews related to pricing policy). You are not selling groceries to put a price tag on each and every feature. You are selling an experience which although has a fascinating core idea is getting developed at a slow enough pace to make me lose interest and consider whether this game worth my time or I should find a better value proposition.<
Have to agree with Never
Points sometimes buggy, it's possible to achieve need amount of Quanta for 3 Avatars and 2 Drone Swarms by 10 min but by spamming Quantum Archive ASAP... In anyway hard to really tell without replays.
Each tiny drone from Drone Hive and Drone Swarm counts as unit. He must really invested on Quanta. I mean that was at least 3 Avatars and 2 Drone Swarm.
1st screenshot is in terrible quality.
[quote who="Never123" reply="11" id="3645387"] i dont agree with you the avatar is a better engineer and it should cost that much; on the big new maps its needs too long to capture bases in the meantime; i can capture max of two than there so many creeps that the avatar needs to much time or dies... and with the nerf you can just build smarties and the avatar has to run away and sometimes even this helps not because the avater is sometimes slow an
[quote who="Neinhalt_Sieger" reply="1" id="3645642"] Play substrate that way you will have focus and control when using air. Problem solved! [/quote] Doesn't seem that they any better https://youtu.be/ZJvTrewxa1k?t=7m20s
Air units need overhaul. Right now they are completely unreliable do to how poor their targeting/damage output is since their preference is to do random shit instead of following players commands to attack X target. Improvements should focus on how air units make their attack run and if target is not down on how they re enter for another run.
It's not that i don't like your post, it's the format that makes wall of empty space. If you right click on order it's going to cancel that order. There is also X button that going completely clear factory production Q(queue). However if there is big reinforcements order it's going to take load from other factories and add it to it's Q. Generally there is few improvements to factories Q that can be added. -There should be added control that
Since you have NVIDIA card ShadowPlay should be available for you. Most people I know use it to capture game play footage since its provide good quality and not killing performance. If it's not available to your gtx1070 make sure that your drivers are updated.
So you give your factories order to build reinforcements, upon building that unit is linked to the army. If you disband army what do you expect that unit to do other than to stop? Nothing stopping you from changing factory's way point, but since it have order from you to build reinforcements, that order have to be complete or canceled before it can proceed on building units to factories way point. I'm missing what is hard or illogical here. What is real
There is no point to wasting time on development build in solution for video recording when there is so many 3rd party solutions including from GPU manufacturers. Oh and they are "plain and simple Record this playback".
You do understand that replay is tiny game data file that needs game files to recreate game? Which gives viewers free camera, fog of war control and other options. It's simply not possible to convert replay into video. Video requires to actually capture images. So what you can do is play replay and capture what ever you want, with already plenty of existing tools out there. Same way as people record their gameplay videos right now.
[quote who="fantstc1" reply="16" id="3644430"] THIS definitely needs some clarification in the tutorial. [/quote] It says so in it description, and even more it's not just dreds HP [quote]Single use effect. Immediately restores health to the entire army by deploying a cloud of short-lived nanites. [/quote]
[quote who="fantstc1" reply="14" id="3644424"] Uh.. those effect all units, right? Not just dreads? So dread abilities are above and beyond the normal? [/quote] Quantum upgrades are for all, however there is also dreadnoughts level upgrades if you haven't noticed because well... why even notice them when you have this broken heal as option over them...
[quote who="DanailLazov" reply="10" id="3644349"] It is a nice gamble mechanic. Makes the player think - can I charge this army with my dread and hope to get lvl-up before I get killed or not. In my opinion the instant heal is one of the few notable advantages making it worthwhile to use dreadnoughts. Both PHC & Substrate have enough potential in their T2 units to wipe dreads rather quickly and effeciently and it should be either instant heal (as is) or increase in (doubling of) drea
[quote who="fantstc1" reply="8" id="3644283"] I actually like the dread healing. Actual mechanics aside, I just see it as the dreads becoming tougher and more chewy. It just makes the dreads more of a challenge. It makes the prospect of taking down a dread seem more epic -- a real accomplishment. You really need to beat them mercilessly into oblivion. <br /
[quote who="LoveIsAll" reply="5" id="3644012"] Slot 1: Offensive tech tree Slot 2: Defensive tech tree Slot 3: Utility / Dread specific tech tree [/quote] I would also prefer having 3 tech trees available for then. If more dreadnoughts going to be added they can be even more mixed than offensive/defensive/utility.