[quote who="GeneralsGentlemen" reply="2" id="3706785"] It's not exactly a nerf though, the rate of fire of its main weapon is halved so that it instant kills most frigates faster, while having more damage on its secondary. It's about making its performance more consistent and not nuking other Cruisers when they stack up to focus down a dreadnought for example. [/quote] I'll take your word for it, and I guess will see. The numbers are a bit meaningless
fantstc1
I can't say tat I'm a fan of the zeus changes. I use zeus to clear the swarms. They are already only marginally useful, living only long enough to pop a couple of shots. They tend to clear most, but not all of the swarm. I think of the zeus kind of like the tank in starcraft II. They are the hard counter to swarming, forcing opponent to use different strategy. The are already relatively useless against other units, taking 3-4 shots against them, and killing one or two. Pretty sure this is how
heh. Nice shots.
Couple of things. First, it's a great game, and very much worth every penny. I would recommend it strongly to anyone who has any appreciation of RTS whatsoever -- although I'm not entirely sure what this might mean in your case, if you're really more of a 4x guy. But it's a lot of fun, especially for collaborative play. As to APM, I only partly agree with what the other folks have said. My own experience is that the game's APM requirement
[quote] the more revenue it makes the more resources we can invest in it [/quote] Give the community the option to pay for it to speed things up. I think we would. I know I would. If you assume about 115K for a dev, after all is said and done (guessing this would be roughly "cost"). That would be about 13K per month??? No idea what the game's sales figures are... but $13 per month for 1K players doesn't seem impossible. Couple
I admit it. I haven't played in a while. I am just curious if there was a change to sappers at some point? Do they no longer drop the turret thingies? Seems like they are just used for building advanced defense without upgrades now... Or have I just forgotten how the interface works? :)
I've said it many times before. I'll say it again. why even contemplate stuff like naval when the biggest single thing that people ask for, again and again and again... ... is smarter unit behavior, and more options for army settings (i.e., aggressive vs. passive, formations, etc.) My own recommendation is that these features should be delivered in the form of custom configurable command settings. From a post a while back: [quote
how about units that do stuff at the metaunit level? Ex. Put five of these in a meta unit, and they make a shield around the whole army. Or cloak the whole army. Or whatever. ... give metaunits a purpose. ;) (Woa. Did I say that?! Heh.) [insert trollface here]
Turinium leach. build lots of em. Stackable effect.
I thought about shield unit too.
1) T1 equivalent of nemesis, weak at battling other units, but capable of swarming a dread.
[quote]Battleformations - Circle around the biggest, strongest or designated unit, Featherformation (bit like a half circle but more open then that. Square, spearhead, Turtle and so on you get the picture. Stances - (aggressive, passive, defencive, retreating and so on) (especially important for smaller units) [/quote] So many people have asked about this sort of thing. I am scratching my head as to why stuff like "navy" makes the
I wonder how these items would place... 1) Improved Unit AI 2) Formation Controls / Behavior config & control Naval is in lead right now. I have OCCASIONALLY seen people ask for naval. I feel like 1 out of every 10 posts is something about unit AI and behavior/formation control. There have been a LOT of good ideas. So anyhow, I voted for the graphic pass, in the hope that the NEXT vote integrates the abo
I'll +1 on the base upgrades too.
+1
[quote who="igncom1" reply="15" id="3688309"] Unit micromanagement should still be rewarded in my opinion rather then just making all of combat fully automated. It's a skill like any other. [/quote] Couple of issues with this: 1) units aren't fast enough or responsive enough to be totally microed, like in Starcraft II. 2) The game was never supposed to be about micro -- rather focused on strategy. 3) There would still be PLENTY to click, and LOTS of d
[quote who="Jythier" reply="11" id="3688280"] What we need, maybe not in Ashes, but in the next 'grouped unit' sort of game like this, is a programmable unit AI that you can set up however you want. [/quote] This is yet another intriguing idea. It would give purpose to the meta unit in a way that would make the ashes meta unit fairly unique. It would just need a UI that would be accessible to everyone. And th
[quote who="NJJediZ" reply="10" id="3688236"] Totally agree that Unit AI is fairly attrocious. [/quote] I don't want to annoy the devs, but squeeky wheel and all that... We appreciate everything that you guys are doing, but please give this issue some love.
[quote who="igncom1" reply="1" id="3688196"] The nest is such an effective one unit army that it's mental. Units like Athenas don't target it on the attack move and often get stuck trying to kill the frigates and other escorts before trying to fire on the nest it's self. Attack moves often leave armies stuck trying to kill the rapidly re-spawning swarm that they forget to shoot at the nest, often requiring a manual command to focus her down. [/quote] Just anot
[quote]If I have an army with artillery I want to stay out of range with all my units from the defenses while bombarding them. It would be nice to have an 'attack ground' or 'bombard' command that causes artillery to attack without moving everything in, particularly I've seen Zeus units moving in and attacking turrets and getting themselves blown up. [/quote] Yes. This. Smarter unit AI in general. In this context and many others. People have been asking for this forev
[quote who="GeneralsGentlemen" reply="5" id="3687200"] It's on the list. But this list is very big. [/quote] Ahem.. great. Also, am happy it isn't the top of the list. I would hope to see some other things fixed first, like... ... as I have mentioned in other posts... That darn bug that deselects everything, and then stops you from boxing again until you click off, or double click a unit. This is just so darn glitchy. It drives
Thing is, you should have a replay ;) It records every game, I'm pretty sure.
AI has access to whole map, but there is honestly no reason you can't expo just as fast. In theory, a win is definitely possible, but, OMG it's a hard setup!!!! I hope others give it a try too. I'd love to know what happens with players who are more skilled than me.
I think it is medium or large.