Surely what is viable or not depends on the map. 15 seconds here or there is not going to lose you the game on a huge map. Also if you don't know the map and you have terrain obscured you may play differently too. Under those conditions I get a Pan out much earlier so I can see and get a feel for things. (I really hope random map maker a-la Civ makes it into the game at some point as exploring unknown maps in-game are fun and add to the experience, for us casual players at least)
Ticktoc
oops, wrong post.
Agreed that defensive structures either take too long and/or are too weak. A little bit of the former may be mitigated when you can conveniently tell a bunch of engineers to work together to build some point defences but it is broken at the moment and takes far too much baby sitting to achieve. Smarties don't take too long, but Drone bays and repair bays do take a very long time. If they were several times tougher the length of time to build might be closer to the mark. Or
Ashes is still in development, DX12 is new and DX12 drivers are still in development. Problems are bound to be popping up, solved and then new problems will appear and these in-turn will get solved until things are smoothed out. If people find a problem a description of the problem may be useful to the developers who can try and do something on their end or pass it along to the driver developers. This has mostly been the case. Then sit back and in time the patches will come. (
[quote who="quadrium" reply="31" id="3612848"] Well, partially, but they have issues. The way victory points currently work seems somewhat "soulless" to me-- it isn't always clear who wins and why and when, judging from how the game felt and looked. Plus I sometimes get surprised by the "Victory!" or "Defeat!" dialogs, and then am somewhat disappointed that the game is over. (As a sidenote, an option to "continue playing" would help there, at least against AI.) VPs ("turinium") do fe
I think they played it (too?) safe. Generally the PHC units have similar general dimensions to a car/jeep/tank, i.e. rectangular and relatively flat. They could have made some more vertical units (Engineer is the only one)or, long front and short sides units (think The Can in TA) etc. for greater and immediate visual distinction even from a distance. The new faction may be an improvement in this area. It may be that they designed the game to be closer to the action like TA and have gi
Yeah, I thought the post was funny and showed well the ridiculousness of it all by EA, but also risky going by the Business Man aspect of Frogboy revealed in the original post. It seems my fears were well founded! [e digicons]:O[/e]
Good catch! I also hope they change the cruiser factory a little as it looks so similar to the frigate one. I'm kinda assuming it is stand-in art but I don't know.
[quote]After Stardock sold Impulse® to GameStop back some years ago, it had all the money it would ever need. As some of you know, Stardock is over 20 years old and has one founder: Me. I haven’t bothered to take a real salary from Stardock since 2009. I’m here literally for you guys. My income comes from my stock portfolios. [/quote] That is pretty cool. Is there anywhere we can read the story of how you started Stardock, created and
[quote who="cosmiccensor" reply="4" id="3612462"] I have found that when clicking near a resource node that you control it will sometimes interpret that click as an attack move on the node, which causes your army to do nothing because you already control that node. [/quote] That's not quite right. You are right that it does not go there and it is frustrating and an inconvenience and I too hope they sort it. However it is not an attack move. In fact you want</stro
[quote who="Frogboy" reply="5" id="3612424"] you need t build more than new quantum relay. You should basically always be building them. [/quote] As soon as I get radioactives I start building Relays, not long after that I'll add another engineer and have two Relays building throughout the game. I also make grabbing radioactive nodes a priority, and I suspect everyone does. The early to mid game is still all about the logistics. Apart from making each logistics upgrade j
I think they are going to have to provide information about which continent each player is on, or show player ping or do what most games do and let the player choose USA, Europe etc. for their multiplayer. Otherwise they risk a lot of people on their forums complaining about performance not realising it could well be a symptom of playing against someone on the other side of the planet. For your situation I guess you can try more games and see what happens.
I've seen it happen occasionally a patch or two back with individual units but what you say sounds exceptional. Did you find out where you opponent is geographically in relation to you? Just wondering if it is lag. Your system notes the damage but theirs doesn't hence they stay alive but go into negative. When I used to do long distance online ARPG games I would face invincible monsters at times when the lag/packet loss got too bad.
They sound very cool and very tough to deal with. It would be interesting if you did a similar write up of the PHC to get an equal perspective on the two sides from the same author. From reading this I hope the PHC get a few buffs, or that the T3 upgrades help them out more. Can't wait for Beta, it's gonna bring the game alive having to face more than 1 faction in battle. Edit: I would like to add that I am available and am willing to relocate to the Stat
No way of doing it as far as I know. Hopefully something they will add!
Your biggest weakness is the GPU. While the AMD 6950 has 2GB of RAM it is a slow card by modern standards. I think you will be able to run it but likely on the low settings. More optimizations to come so perhaps wait and see? One dev was considering releasing a benchmark so that people could try it before buying the game. I don't know if that will happen but it would be pretty ideal for people in your situation.
You have been spamming this stuff all over the Steam forum. It is so tiresome. Today I ran a full game on dx12 on Crazy settings (or whatever max is called) with my 970 FTW at 1920x1200. I could not see the FPS as I use Steam FPS counter and that is not working yet with DX12, however the game play was completely smooth. There is a problem with shadows flickering if you zoom out beyond a certain point and perhaps some projectiles flickering, but this is obviously a bug which will be quashed be
https://forums.ashesofthesingularity.com/474283/page/1/#replies If you are a founder there are a few pictures and a video in that thread that Brad wanted feedback on that might interest you Eviator. I just noticed my Founder Badge has gone? Dunno what has happened there.
A small thing, but when you win the Nexus should blow up in a massive and satisfying explosion before the end game screen comes up. Need a moment to soak up the victory, or indeed reflect on the loss. Are you sure you don't want to give T1 a simple AA unit? If all the air units can shoot ground units then everyone is just gonna have to build air at the beginning. Building AA turrets everywhere is too costly and time consuming and it also takes a while to g
I think we have given a lot. At this point it feels like more of a wait for Beta and then we can see what they have incorporated or not and then start to get really picky with the finer points of the game :) Edit: I should clarify that feedback is obviously great, it is just that it is hard not to get repetitive at this point. I hope Beta comes soon and we can get cracking on the balancing. And hoping that many of the control bugs are fixed so they don't come up again [e digicons]
They have said elsewhere March is the tentative release time.
Haha, yes, it is an interesting imagination exercise. What killed SupCom2 for me was it being designed for weak consoles which made the game so much smaller. The economy really took a horrible step back with the initial release too, though the expansion improved the economy a lot fortunately. Also the lack of a map editor for the community. I think they said it was a 3rd party too so couldn't release it. 2022?! That is a long tail indeed. I am really glad to hear the game will gro
I should also add that the unit cap needs to go up more each time you upgrade it. At the moment there is no choice about what to spend the Quanta on until late game as early to mid game you essentially always have to increase the logistics. +1 for transports. If you added rivers then I would suggest you somehow make it so that only T1 can cross certain size rivers. It would add a lot to strategic options in the game and would keep them more relevant longer. No rivers and all h
[quote who="Frogboy" reply="29" id="3612066"] SupCom took one annoying feature of TA (super long-range bombardment) and made it a core design choice which I really didn't enjoy. I never felt clever bombarding someone and I never enjoyed having to build shields or being subjected to the slow destruction of my base or what have you. [/quote] Amen to this. In TA we would turn the long range stuff off or perhaps limit everyone to one big bertha so that things wo
I like the idea of being able to toggle the node connection lines on and off. They yellow bases were very evident on the buildings in this build. It might be because the buildings have been scaled down a touch but the base hasn't been yet. I also hope they change though to be honest. I don't mind if unit construction slows down, would play more like TA then but it is also OK now too. Slowing production down is not a quick decision as it would have a knock on effect on