atmorell

atmorell

Joined Member # 6438771
4 Posts 14 Replies 409 Reputation

Compared to the SupCom and PA alpha/beta this alpha is a technology masterpiece! Fast loading times and stable framerate. (40-50 fps, i7 920, 770GTX, 16Gb, Windows 7) The interface feels sluggish, and it's difficult to see if units has accepted a command. I would recommend pinning the build bar, and select nearest factory/engineer when clicking on something.

56 Replies 65,010 Views

[quote who="ledarsi" reply="9" id="3567355"] It is my understanding that the reason for teching up in games like TA/SupCom is primarily to reduce the number of models in play. For example, in SupCom what invariably happens is that one player techs up, increasing their units' stats and resource costs. The other player typically does the same, unless they lose in the interim. This results in both players building more expensive units in smaller quantities. Even though

30 Replies 79,021 Views

[quote who="psychoak" reply="6" id="3567261"] The experimentals may be broadly liked, but they're like super units in any other game. They take the existing balance between the rest of the fleet/army, and piss all over it. Did you build a carefully constructed army, heavily defended behind shield walls with three layers of regenerating defense, missile countermeasures, and range supremacy? No problem, we'll just walk this spider bot over and it will blow them al

30 Replies 79,021 Views

I loved the SupCom Experimental units. Nothing more satisfying than surprise your opponent with a T4 freedom robot! :) They where challenging to build and use effective though.

30 Replies 79,021 Views

My suggestion would be that ALL units should be researched and that the player should not be able to research everything. You would have to commit to your decisions.

18 Replies 45,497 Views

I would really like to see some T4 Prototype units. Nothing more satisfying than completing a really huge robot and crushing your opponents. The research buildings could be used to unlock certain hulls and techs. You should be force to select a research path so you can't just get everything.

30 Replies 79,021 Views

[quote who="ledarsi" reply="23" id="3567018"] A really basic way to do it would be to allow players to issue construction orders without any engineers selected. Any engineers in the region that are not building something else would make sure it happens. This would mean you don't need an exhaustive list of every engineer you own- you would have a list of regions and a number indicating the size of the constructor team in that region. [/quote]

26 Replies 555 Views

[quote who="ledarsi" reply="1" id="3566782"] How would factories assisting each other result in a different outcome than having them each build their own unit at their production rate in parallel? Being able to pump out units from exactly one factory extremely rapidly sounds like a set of serious glitches waiting to happen without any real benefit. I think Ashes should instead expect players to build a very large number of factories, and

4 Replies 17,193 Views

Engineers could be changed to "Combat Engineers" that would only be used for repairs, reclaiming and capturing. Imagine playing the game and placing buildings and defenses without the old school Engineers driving around the map. Nothing would change besides letting the player focus on resources, expanding, defending, attacking etc. - fun stuff. Keeping track of engineers is really annoying on bigger maps. You could still raid your opponents base by destroying production faci

26 Replies 555 Views

Hello, Engineers does not really add any enjoyable gameplay besides waiting for the unit moving slowly over the screen and start constructing something. Why not allow players to start constructions in captured zones right away? Game looks really promosing btw :) Looking forward to spending many hours building and destroying stuff!

26 Replies 555 Views