[quote who="MegasAlexander" reply="6" id="3631045"] What I really would like to see and maybe it is in the game already and I just don't know how to use it: Shooting while moving backwards. So even though your troops are slowly retreating to safer areas, they keep dishing out damage to the enemies. -pac [/quote] Yeah, that's the "withdraw" feature that's been mentioned by a few of us on the page. It would be pretty sick.
Acejhm
[quote who="Chopstick33" reply="7" id="3617925"] I would like to see scouts extract materials. So, you may have a radioactive metal deposit somewhere randomly. At the top of a mountain or something This would be a T3 unit. [/quote] Eeehhh, I doubt that would be something that could be balanced. I don't really like the idea that an enemy could just cluster resources around their nexus at tier 3. Even if you captured the map they would
[quote who="Rafo_" reply="2" id="3630233"] This usually happens when you are trying to build something and it is gated by some of the resources. If you are building something and lacking radioactives, the game still counts the metal per second you need but start gaining it because production is waiting for the correspondent amount of radioactive to use the metal [/quote] While this makes sense, shouldn't this be addressed as a bug?
[quote who="MegasAlexander" reply="3" id="3630891"] Lots of good points here. But a "flee" system like in the Company of heroes games for example doesn't seem right for a high-scale strategy game such as Ashes, in my opinion. -pac [/quote] [quote who="awuffleablehedgie" reply="4" id="3630938"] Really like the idea of "withdrawal", but i do agree that "flee" doesn't make sense for Martyrs, for example, who should sacrifice themselves for the
I agree with every single point you made. I was gonna post a similar topic, but you beat me to it. This game has the framework in place for greatness, it just needs tweaking. Medics, especially, need some tweaking. Often times they will go to the front lines for no reason and heal right next to a unit when they could have easily stayed back. Retreating is a pain. I think it would open up a lot more doors for strategy if you had an extra couple of commands.&
Omygoish, I don't know how many times my army has been formed and my units spend like 30 seconds re-positioning before moving to attack. I always form armies because if I don't the units stand around doing jack-squat. As far as economy goes, yes please. I just look at a unit cost and shrug and figure "Well, I guess I'll find out if this is too expensive or not."
I have had this happen multiple times with both races and various maps. I will look up to my income rates and see the metal displaying something like -6, yet I'm not losing any metal. I've had it say -22 when I was gaining something like 25 a second. It's not constant, as it does finally adjust to the correct value after a few minutes, but it's quite annoying when it happens. Radiocatives doesn't seem to have this problem, but I may not have n
Yep, I agree with all points you made.
I agree with all your points. Was about to mention something about the resolution settings myself. The description of the game says it is being developed for today's and tomorrow graphics cards. Well, can multi-monitor support be enabled then? Cause, I play a lot of games in 5960X1080 resolution which is handled by my graphics card (which is already a few years old anyways). When I load up Ashes and start a game with that resolution, it puts the build UI and
For the love of all that is good, can we get extractors that don't explode when hit by anything? It is incredibly easy to take a few bombers and just attack extractors. They die in one bombing run, so there's no way to kill a bomber before he can get his payload off most of the time. Especially if you have like ten. I don't want nigh invincible extractors, just enough health so they can survive a couple of attacks. That way a drone bay can have time t
I can confirm I've experienced the same thing. It would also help if half the icons weren't the same as well.
Slight off topic commentary, then back to the discussion at hand: Wow, I'm actually a little surprised and happy that people with opposing opinions can voice them in a way that doesn't insult everyone else, and that other people are willing to concede their own points in light of opposing evidence. It's fantastic. Usually, by now this would have turned into a flame war. :) Anyways, as far as engineers go, I think the last post by si
I agree there should be an attack move. Honestly, at the moment, I'm not real happy with the minimap or camera options, but it is beta.
There is a know issue regarding audio input/output. It's most common that the game studders for several seconds when plugging in or unplugging audio devices. This is likely related.
I have played several rounds of Ashes, and while I love the concept of "zones of control", there needs to be a sort of exploration function of some kind for scouts. They don't have to uncover EVERY dark area, but at least follow the lines of power to generators. That way, while I'm capturing a few generators and setting up a few defenses, my scouts can be getting the general lay of the land. I like that this is not meant to be a micromanagement game, but I still feel
Hmmm, I think engineers should be in this style of game, as they make an important target. Without them, you have basically no way to stop your opponent from building things unless you destroy building being built. Sins of a Solar Empire, like egelon suggested, is a good mix of both having engineers and less micromanagement buildings. They would auto build whatever you placed around a planet, but they still have to build and made perfect targets for slowing down construction
I concur, some ping, notification, or something is needed to help players keep a handle on all the action.