MajorDespair

MajorDespair

Joined Member # 6379646
2 Posts 39 Replies 334 Reputation

Yes!!! Formations and control, this was supposed to be one of the big selling and unique points about this game: "The Meta Unit". What happened? I thought it was a super cool idea and with lots of room for ideas to expand upon. With the type of units and formation your composition is made from to give you certain bonuses and penalties. Anyways, yeah I hate it when my medics do that!

5 Replies 29,872 Views

Hi all! Thanks so much for all your awesome work as always Stardock! 2.3 campaign is really fun, I like it a lot. The PHC Juggernaut is super powerful but pretty fragile. Haven't played/finished (I did look[e digicons]:dur:[/e] ) mission 5 yet. My only gripe is the difficulty(with normal) on Atwater (I hope that is the correct name). Anyways the third mission where you first use the juggernaut. I was able to get the juggernaut by eliminating all of the traps, but... ther

9 Replies 112,394 Views

PA: Bought this game in unplayable alpha, don't regret it. Good: Awesome originality and new ideas in an RTS, with the concept of planets and using planets as weapons. Titans + other new units added a little more. Bad: Not much difference in functionality of different(Bots/vehicle) units and only one faction. No research. No unit customization. No unit ranking. Grey Goo: Good:</

12 Replies 115,042 Views

[quote who="TheRealWarpstorm" reply="8" id="3590051"] I didn't actually buff the AI, just removed some bugs that were keeping it from doing what it was supposed to. At Normal, the AI has no production/resource bonuses. [/quote] I have played one game, it was on one of the large desert maps with 3 AI ffa. I thought that normal was about perfect(a little on the easy side), other than not using air.

17 Replies 733 Views

yes a campaign is scheduled, but I will be surprised if it will be live before early access finishes, which will be sometime in 2016.

4 Replies 21,140 Views

[quote who="ASADDF" reply="5" id="3587060"] Hmmm the Truth is that i won't work at all, and in a way it will be stupid if all units give a different kind of buff, Why? its because not fun at all [/quote] Yep, it might not work, even if the devs are on that track or decided to go on that track, but... every unit needs something to differentiate the meta-unit composition, going by the quote that eviator originally posted at the beginning of the thread. It doesn't have

11 Replies 44,467 Views

[quote who="bTonyd" reply="7" id="3587033"] One icon and a small number in the corner of it to show you those that are idle should do the trick. If you click it, it should cycle through them. Also a hotkey ( *points to F1 winner *). [/quote] YEEEEEESSSS!!!!

20 Replies 51,564 Views

Thanks for the post. I would love to see gunships! At the moment, ambushing could be possible, because of los, but this might be changed, mainly due to the time setting of the game like you mentioned. Basic behavior, should be solved with a solid unit interaction schema for the meta-unit I imagine.

3 Replies 13,141 Views

[quote who="HateDread" reply="17" id="3587026"] In a strictly-gameplay sense, limiting long-range units to only engaging via LoS stifles them; as I said earlier, I feel like they become long-range tanks rather than proper, awesome artillery units/structures. It's also a defining feature of this more modern brand of RTS - LoS-only is so '90s! [/quote] I imagine, they will do something to address this issue. Maybe scout + archer/artemis = better sensor suite for

18 Replies 24,660 Views

[quote who="HateDread" reply="15" id="3587016"] It doesn't make sense, though, for a future military to rely on visual line of sight for missiles. I mean, the missiles themselves aren't likely to be using optical recognition (lest they fail in poor weather conditions), but instead heat, radar, etc. We can already shoot far beyond the horizon now - it seems odd to restrict all attacks to visual LoS in such a large-scale futuristic war game. [/quote] yes I totally agre

18 Replies 24,660 Views

Yes! I totally agree with everything you said shurtugalll, as far as it is possible, one way or the other. But that is why we have early access after beta release and can then start to really work on balance. Also, if you have ideas I would highly suggest you post them, because they will inspire others( I have been inspired by something everyone has posted thus far, that I have read). And if it is not the right time because the game still hasn't progressed enough wouldn't it still hel

11 Replies 44,467 Views

One of the things I like about this game, is the vision aspect aka LOS. Units can be shooting you that you cannot see and target. Your archers, artemis and nemesis may not be able to use there full range(like tat mentioned) because they lack LOS. So what provides better LOS?, I think it should be scouts and air to name a few(or other?). The reason I don't wan't to change the radar schema without upgrade/research, is that the current vision aspect in this game allows for better ambushi

18 Replies 24,660 Views

I totally agree with eviator's quote from your Gameplay page. To me one of the biggest differences will be what buffs/bonuses each unit brings to the whole and to specific units. Here is my take: T1: Hermes (scout): Adds a 1 time (non-stack-able with additional Hermes) range bonus to both brute and archer at the expense of not using its weapons while attached to groups with either of those units in them.

11 Replies 44,467 Views

I'm Mackey, A yard supervisor at a lumber yard. I am basically looking for the same things that Frogboy mentioned in AotS, but with some sort of intimacy attached to your army through customization, which should generally lead to a victory assuming proper strategy and play style was attached to that customization. The first RTS game I played was Red Alert on the PS1 '98. My favorite RTS/RTT are World in Conflict, followed by Sins of a Solar Empire & Supreme Commander FA and then W

11 Replies 60,596 Views

Quoting Frogboy: "But I do think more needs to be done to make unit composition matter. Let us know what sort of unit differentiation you'd like to see that isn't already in the game." I re-posted

1 Replies 25,227 Views

[quote who="tatsujb" reply="12" id="3585622"] The way I see it they could be fused and there would be no utility added to the fused result compared to the mass point making the turinium point plain and simply redundant. [/quote] I agree with this, but I also believe that turinium needs a role, in some way, as it is the resource we are trying to acquire the most of (turn the planet into?) and it's used for expanding an individuals meta-physical power and consciousness as

51 Replies 89,037 Views

Yes a reinforce/replace losses button or queue for each group/meta-unit would be awesome. Otherwise I have just been doing what jawa105 mentioned in this thread, and adding the leftovers from the old to the completely new. Sometimes that can actually work out to because I will have more resources at that time, to make my meta's stronger with different units.

10 Replies 23,965 Views