I would search for game videos on youtube, a few people post fairly regularly. Watching some might open new ways to play to you.
Ticktoc
[quote]When I run Ashes benchmarks for DX11, I end up somewhere in the realm of 45fps overall, with 53.2fps for normal batches. (on the whole, the game plays perfectly fine for me, and I never have a problem, not recently anyhow) Seems like I should be running faster than that with my hardware, but I'll set that aside for a moment. [/quote] Can't really say whether you should be getting more as you didn't specify the settings. T
Balance tweaks we can see on the patch notes, but perhaps you could share some of the AI tweaks you have made? Thanks
[quote who="SteveMoza" reply="13" id="3663447"] Balance changes should have been fixed a long time ago. As many have stated there's no shortage of people highlighting the issues and it's simple .txt changes and inputting data a process that takes minutes. We should have really got past the balancing by now but they seem to come in drips and drabs which I personally don't understand the reasoning behind. [/quote] As I kind of explained on Steam, that is not
[quote who="TAG_Utter" reply="10" id="3663376"] Quoting Ticktoc, reply 9 No, this is a good thing. It means if your units capture the node, then other units you have sent there but haven't yet arrived will currently just stop in the middle of nowhere. They should complete the original order, wh
[quote who="TAG_Utter" reply="8" id="3663372"] Quoting , quoting post Status: NOT RELEASED YET Units will longer not stop moving if their destination region is captured before they arrive. Stay tuned! </d
[quote who="Quesocito" reply="4" id="3663358"] while we have new issues (that never existed) like the OP athena spam. i still dont get the justification on the mauler not damaging buildings while the OP athena can? [/quote] It can't. That was an issue when Maulers and to a slightly lesser extent Athenas, tore through everything, units, T3 and buildings. Now they can only use their secondary fire vs buildings. (Sorry, I didn't mean to thumb up your comment, wa
The PHC strategic bomber is pretty tough so may still be useful with those AA buffs. But the Harbinger gets fried even with the current AA, at least the Substrate AA anyway. I watched some of the streamed game last night with Creature and rrfarmer. Rrfarmer's aa tore Creature's Harbingers up and talking to Creature about it later he said he had 19 levels into his unit HP upgrade... Otherwise, very nice to to see bug and crash fixes with some UI improvements. Good to see new la
[quote]A big frustration for me is units not attack buildings. I give an attack move order into enemy territory. When the group arrives certain units will not attack building. This happens with Tier 2 units only. Tier 1 units are real go-getters. The Avenger and Nemesis are the 2 I notice sitting withing attack range but not attacking. I am not sure if this is by design, but it makes very little sense. If a unit has a gun and something is shooting at, why would it not return fire? With
[quote who="RomeoReject" reply="10" id="3663131"] Quoting fantstc1, reply 9 No replays in the mix for January? Last I read, they were "almost done" Not sure where you got that, because they pretty clearly said they were focusing on singleplayer stuff first: ht
Heavily buffed factories can survive a nuke. Once we get replays it will be easier to track down this sort of thing though. I was your ally in a game and your thought the other side were cheating. You were mostly against Creature of Existance I believe and I really can't see him cheating at all. What he does do is put more quanta into upgrades than anyone else so his stuff is really tough. Anyway, as I say, once we get replays people can show what they mean
Have you turned shadows off? Does that make it playable? Perhaps try different settings to see if you can find one where the shadows are OK?
1) As Deutchland says, get Amplifiers before refineries. And then boost those amplifies with the relevant orbital ability (keep growing your quanta supply). But start on refineries on your Radioactive node relatively early. The more resource spots attached to a node the better the return from the refinery. So for metal it is normally good to build refineries around your HQ as that often has the most metal spots. For Rads normally best around the starting one so you can protect it better and m
[quote who="Ashpire" reply="4" id="3662383"] Thank you, Tictoc. I've now tried the graphics tweaks mentioned there and see little improvement in the cases I was mentioning. So it may be that my basic problem is CPU load, not GPU. Reducing the drone swarm density, especially when there are bunches of dreadnoughts, still seems to make sense in terms of reducing unnecessary load. I leave it to the devs to do what they want. [/quote] I wonde
It is fixed now
This may be useful to you, should show you how to go in and turn some things further down than the game's options allow: http://steamcommunity.com/app/228880/discussions/1/371918937285800251/
Things will build slower if you are in the negative as you aren't feeding the demand fast enough. Perfect efficiency would be the eco remain around the 0 mark. Dropping into negative a bit is certainly better than losing resources forever due to full storage though.
All good points. I think many of these should be a major priority. If they want a MP community with gamers playing several times a week then these and other control issues needed to be added/fixed asap. Playing regularly can get frustrating as you continuously bump against these kinds of limitations and issues. I do think many will be addressed in time but the devs have to know what that means in losing players in the meantime. Regarding ranges. They only show up on the selected build
This thread has become silly. If I was the OP I would be well put off this community. Why attack him over what he considers good or bad RTS or micro or macro? They are his opinions, the same as Utter or whoever. Arguing with them because you are worried about the direction of Ashes? Yeah, because one post by a SC player is going to swing the devs around... Just drop this, it's just unnecessarily aggressive. Tis the season to be merry after all :)
Well, I think everyone is going to pay for the next big expansion, which seems to be naval, but the smaller DLC should be free. Tbh it currently looks like they are going to give it free to most people, probably a lot easier than creating and sorting through registration stuff. This may change, but if you got Ashes early you should get all the stuff free, I wouldn't worry too much.
Yeah, you do a lot more 1v1 than me so I won't disagree. In all my recent custom games the vast majority of players have been PHC so my complaints are particularly noticeable. Aye, seems mobile nullifiers still unreliable. Very expensive too, and now fragile too. orbital nullifiers is another odd thing tbh, a mini game of creating overlapping nullifiers every game...
Can someone tell me unit or missile is the Centaur one? I can't find it. Do you mean the Cronus? Seems you have made T2 air stronger which was certainly needed Destructor has some serious range there, will have to see how that plays out. Hera looks a lot tougher now so might finally make it to a defended line before dying. Unless it is the Centaur you have done nothing to nerf the artillery post? At the moment the artillery is a bit of a fun killer for me t
Have you tried playing in Full screen mode if you are in windowed mode? Or vice versa?
At the moment people just put links to them in the Modding sub-thread. We are expecting Steam Workshop support soon and then everyone can share maps. I would guess January/February time, so not too long now. They have also said they are adding in-game support for map sharing too. So if the host has a map that the others don't have, then they can get it from within the lobby. Really looking forward to map sharing as the current ones are getting a little stale. If you decide
Aye, custom/team games ftw :)