jawa105

jawa105

Joined Member # 5975158
2 Posts 9 Replies 123 Reputation

I honestly wouldn't mind seeing some more research in the game. Either a tree system or just more overall additions to it would be cool. But I also read that they are trying to reduce some of the micro to allow for playres to focus on combat so I can understand that feature not becoming much more developed. As for the turinium generators...I don't like the victory point ending but I also don't like turtle problem it would probably create. The generators currently functi

51 Replies 89,046 Views

Since the latest patch my micro and attention has been freed up to notice that the simple strategy of throwing units isn't going to cut it anymore. Now that resource gen comes prebuilt and smarty systems are...well...smart, the unit composition and delegation of forces is a necessity to win on any AI above Normal. I was originally not in favor of prebuilt resource collection but I've found the game more enjoyable now because of it. I also suggest seriously spending a

9 Replies 20,359 Views

Hey just booted up the game this morning and I'm loving the changes made to the lobby. Much cleaner and easier to navigate just like the new in game mini-map. There's now a lot more color in the UI and Lobby which does move away from the heavy light blue tone that existed but it's easier for me to find positions. I haven't tested every feature that was dded in the lobby like turning on and off the defenders or pre-built extractors but it looks like it'll add some variety a

0 Replies 464 Views

Quick question Have you experienced anything odd in their prioritization of the generators? It seems to me regardless of the difficulty they focus on map control and will often not focus units on the generators anymore than any other point often leading to their lose. Responses: 1 #2 I have been flanked by enemy units but only after they completed their original objective. They sent one force south to capture another AI's node and another to take

8 Replies 75,917 Views

I've had issues on Seton as well as Aven where I can't place on radioactive nodes because they are on the beginning of a hill. There is one Metal Node Directly north on the players starter base that is on top of a hill and thus unreachable. I've experienced the insta build bug that many players have reported. I've also seen commands that I've given go null, for example factory way points will sometimes turn off or units I've ordered to move to a p

124 Replies 96,920 Views

#1 couldn't agree more. #2 I have had this same feeling and when I have more than three factories it becomes the only thing I do. #3 I don't even bother, I literally just send a fresh new battle group #4 This issue isn't one I share. although it's slightly annoying I feel like it's part of my micro responsibilities to order the construction on nodes similar to SupComFa engineers, however I wouldn't mind having building templates like p

10 Replies 23,969 Views

I see your point on the array. Now that they give 100 it seems much easier to justify them rather than when they were 10 points. Compared to other RTS some games have and don't have the logistics and considering how many units will eventually be on the map the Logistic array seems to serve two purposes: 1 it adds micro demand on the player 2. Drains power I'm not really sure where I sit on the array being in the game. It's annoying having to bui

4 Replies 21,420 Views

So I'm not totally sure that my title is true but I've logged about 10 hours after DX12 came out and each game I've discovered that my AI don't seem to want to win. On each map I've played on various difficulties they seem to just want to capture territory from me. I've watched them willingly give up flanks to focus on my guarded areas and do not pursue the generator on the map, often to their own defeat. It almost seems like as long as I lose the match they feel valid

0 Replies 11,604 Views