I'm not looking at the 2x factor or 5x factor. I'm just looking at how fast dreads tend to exit the field. A lvl 1 can take a beating, but it goes down without too much trouble. Level 2 with insta-repair still goes down, just takes longer. Higher levels... should stay on the field longer and be much tougher. So if that takes 3x or 4x, so be it. I'm not looking a
fantstc1
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. It makes the dreads more useful as stand-alones. I
Thanks. Agree for sure with that.
I think you would only see it if you stay in the post game channel. I usually hop back to general... for the remote possibility that I am missing some chatter. So... not sure if that would be a solution in itself?? But to your point... general channel is usually pretty silent too... and perhaps making messages more visible would be a good thing (default to open panel?)
Why is there only a select all for air, and not for ground too?
Found these: http://screencast.com/t/q62dWCF1mx https://steamcommunity.com/app/228880/discussions/1/496880503060549529/ Will need to experiment with some of those keys. Was hoping to find something like "B calls for bomber pr
What is the difference between "add destination" and the shift key? I usually just use shift. Am I missing something useful?
Is there a list of hotkeys somewhere? if not, could someone post it?
Really a minor thing, but I'm curious if some of the icons in the UI could use some re-thinking. They were a bit confusing to learn at first. A few quick thoughts: 1. Plasma storm icon should look a bit more cloud-ish. 2. Laser-cutter icon should look a little more like the equivalent building. 3. Fist is very cool, but doesn't screen "drop eight units here" 4. Guard icon should be a pic
I finished a couple of games over the weekend that were awesome. And I wanted to msg my opponent gg. But it seemed like they left the post-game channel too quickly. Is there no way to DM? Am I missing something? ADDITIONAL: In some ways, lack of DM could be a good thing, because it prevents player harassment. But.. if this is the intent, I would point to games like Hearthstone, w
I've clocked a lot more hours now. And I'll add to the list that some of the buildings hardly get any treatment in the tutorial. Laser "cutter" building, for example. Great against Dreads at right time. But you don't learn to use them in the tutorial at all.
I ran into this bug hard core last weekend. Had army, leader died, units kept coming. They would just sit there by the factory, more or less, until I redirected them. Made control of army harder than it needed to be. Thankfully, still won. But what a pain.
Wow.. just found this too... was squirreled away in a corner of the steam interface: http://cdn.akamai.steamstatic.com/steam/apps/228880/manuals/Ashes_User_Manual_033116.pdf?t=1469127755 All this stuff should really be consolidated in an obvious place on the website.
Small recommendation/request to improve Zeus graphics: Make it into chain lightning that moves between effected units??? Right now, it looks a bit like a lightning bolt that is wagging it's tail over/across the enemy units. It's as though the graphics overlap (lightning overlaps with brutes), but the lightning doesn't really seem to interact with the targets much (no apparent material interaction or physics there). ALSO: There
I also get very occasional unit flicker. But nothing that gets me really upset. Still is a glitch all the same, though. But my tolerance for that one is higher.
Is really a shame that steam doesn't create a filter option to "show only reviews from people who have clocked more than 10 hours in the game." Last two negative reviews were ridiculous, with only 1 hour per player. You simply can't grasp ashes in that timeframe.
I clocked a couple of additional games last weekend. I am either learning to work around some the control glitches... or am getting more used to the pace (trusting the UI more)... or the glitches are starting to make more sense (not actually glitches), or the last patch actually fixed some of the glitches... I'm frankly not sure which... But I am really enjoying myself more and more with AOTS. &nbs
+1 Although I haven't played anything other than 1v1 yet. I honestly don't think the game needs more than 1v1... .. it's just so deliciously chessy. But if I did play 2v2 or 3v3, this would be essential. Agree.... especially because I do eventually intend to try the 2v2 and 3v3 formats..
Funny, but probably true.
Some options are: 1) boost power on AA (including possibly the inherent AA of your Command node). 2) boost cost of air to slow other expo (and I personally think it is sort of cool to have air in early game) 3) Weaken air (I think it's pretty good right now, actually) 4) Reduce cost of AA, and certainly build time as well 5) Provide access to some T1 AA mobile units (let those archer missiles fire into the sky!) <p
From another thread: Would be great to have a little more control over how literally an army responds to commands. For instance, when dealing with a command to attack a node that has another node nearby: 1. Keep strict formation, attack only the target node and its units, Totally ignore other nearby node and troops 2. Handle the combat with moderate autonomous discrimination, a
Army retreat command vs. move command, this is good idea. I have been contemplating how it might make sense to stipulate special move and formation behaviors... There are plenty of places where I have wanted to issue more precise orders (ex. ignore nearby on attack, retreat no matter what, etc.). And in some cases, I want troops to behave exactly as they currently do (guard the rear, engage the enemy to stop them from
I usually drop a couple of smarties, which serve dual purpose. And then follow with more AA later in game.
Is there a new roadmap published somewhere? Or are you just commenting based on snippets elsewhere?