GGTheMachine

GGTheMachine

Joined Member # 6528533
60 Posts 186 Replies 1,385 Reputation

**Released** Stun changes: Stuns (Phoenix, Falling Star, Stasis Hammer) no longer stack. If a unit is stunned while already being stunned, the cooldown for the stun is reset. Previously it would stack on top of each other (5 things shooting would make it stunned for 20 seconds) Falling Star stu

0 Replies 15,409 Views

Your old save games won't work because it is a new game version with many changes that makes those files impossible to open. On Escalation's steam properties, under the betas tab, there is a branch for "Previous" which will revert your game back to the 2.8 version, making your save games able to be loaded again. (But you should go back into 2.9 once those save games are done and you are going to start a new mission or skirmish.)

3 Replies 25,103 Views

[quote who="Old-Spider" reply="1" id="3764037"] The Kinetic Accelerator makes no sense. It upgrades from itself. The "for" tips are for the Battery Tower and the "against" tips are for the Kinetic Accelerator. The tips for the Battery tower includes information about the Kinetic Accelerator and Battery Tower. There is no Battery Tower listed. [/quote] Oops! Yes we originally had the Battery Tower which got renamed into Kinetic Acce

3 Replies 48,688 Views

Just launched is the Hunter / Prey expansion alongside the massive 2.9 update. Hunter/Prey adds in lots of new units and buildings and I'll explain in detail their roles and some tips and tricks to using them. Overall, most of the new content is niche and situational compared to the existing content. This was to deliberate to ensure the new content opened up new and widened strategic options instead of overlapping with old stuff. <a href="https://store.steampowered.com/app/11761

3 Replies 48,688 Views

Hunter Prey introduces 6 new base defenses for the PHC that create tactical new utility. To counteract this the Substrate have access to 6 new ground units, some of which excel in Sieges. New PHC Buildings: All towers are upgrades to existing towers, or they can be built directly from the Sapper advanced engineer. <span style="fo

0 Replies 209 Views

**Released** Artillery & Base Defense Rework Base Defenses and artillery Cruisers are getting a rework to make the game flow better and be more intuitive to new players. (Rather than 10 Cruisers getting destroyed by a single Sentinel.) Previously certain units were unable to attack structures or units with their main weapon which was contrived

0 Replies 26,996 Views

**Released** The 2.81 update addresses balance consequences of the recent size rework in the 2.8 update . The larger models clump less which meant area of effect weaponry was weaker, so the following changes are mainly buffing some of the under performing splash. The size rework also made frigates more powerful relative to cruisers due to their abilit

0 Replies 17,626 Views

Many RTS campaigns have a meta-map which dictates the flow of the campaign, such as the one found in Dawn of War: Dark Crusade. Meta campaigns aren't inherently a good or bad approach compared to a traditional, linear mission structure, it depends on how well it's executed. Meta campaigns are easy to mess up and be an anti-fun grind, so they should not be tacked on as an extra feature. A meta-campaign should be the entire focus for the single player campaign or a substantial DLC like Co

0 Replies 33,893 Views

Super units are a controversial topic in RTS; some people love super units while others hate them. Some RTS games handle super units well, while in others they’re obnoxious. RTS vary a lot in their focus, and by extension, so does the implementation of super units. There’s no si

5 Replies 62,794 Views

[quote who="StormingKiwi" reply="1" id="3744887"] I think I missed the point of this. I'm not sure what the underlying question is. [/quote] The point was that many RTS games have boring base building, where the placement of structures isn't meaningful. But then some RTS games take it to another level because of how their games are designed in a way that placement of structures has consequences. I wanted to highlight the examples of

10 Replies 106,387 Views

Dawn of War 2 (DoW2) got slammed on launch by many fans of the original for its removal of base building. I found the base building in DoW1 to be shallow, so I never viewed DoW2’s removal of it to be a detriment and DoW2 is still one of my favorite RTS games. Base building in RTS is t

10 Replies 106,387 Views

**Released** This minor update has many balance changes, in particular aimed at making dreadnaughts more viable and better equalizing the power of each faction's orbital abilities. Balance is overall in a good spot so these and other future changes are subtle. Atlas <li sty

0 Replies 17,561 Views

If you have enough metal to build something but not enough rads, you will only build it as fast as you have the rads to support it. The hyper specific mathematics of that I don't know and I don't really see why it matters.

3 Replies 214,490 Views

King of the Hill is a scenario for Ashes Escalation where the player has to hold out as long as they can against endless waves of enemies. It plays out like a Tower Defense game; establish a strong defense and continue to place more turrets and upgrade them to bolster your posit

1 Replies 52,802 Views

Escalation 2.76 Update **Released** After much testing and iteration, 2.76 has launched! 2.76 is a minor balance patch to improve strategic diversity. Most of the changes are subtle, but the heavy cruisers are receiving some significant power reductions. Martyr <span sty

0 Replies 14,936 Views

Chess is one of oldest strategy games of all time, and the most successful having been passed down across generations for two millennia. Depending on how you define esports, Chess could now be considered one via platforms such as chess.com , with c

1 Replies 69,655 Views

Experiential unit design is the realm of making units and other game components feel different from each other, players have to think completely differently about Siege Tanks and Zerglings because of good experiential unit design. It may sound like a simple topic, but many RTS games have failed due to not executing it properly, resulting in a

13 Replies 219,225 Views

[quote who="Ashpire" reply="7" id="3712824"] Another terrific Dev article and continued evidence of the quality of the team behind the game and their dedication to continued improvement. Thanks for all of this work. {I am annoyingly prone to notice grammar tics so just FYI, you want "the importance can’t be overstated ". } [/quote] Ha, edited. Cheers. :D

8 Replies 161,928 Views

2.75 is currently in QA testing and will be out soon. The main hold up was our QA team was busy on Galactic Civilizations Intrigue and later Star Control.

17 Replies 107,717 Views

[quote who="Chronopolize" reply="2" id="3712617"] I think a quality a balance/design dev needs, more so than understanding of Ashes, is knowledge of design/balance from other RTS's. It's one thing to just fix everything that seems off, it's another to be able to picture things and design a relation between units of two factions. It reminds me of when I played in the Starbow community (an alternately designed sc2 mod) and everyone had ideas, but no-one had a larger grasp of rts

8 Replies 161,928 Views

[quote who="RomeoReject" reply="3" id="3711237"] " So what did you think, and what else would you like me to talk about?" I People flock to Starcraft's multiplayer because it's quick - most games average just 12 minutes in length. [/quote] I don't think that's a fair assessment. People flock to Starcraft's multipla

17 Replies 228,655 Views

These are cool suggestions but are significant development undertakings. (Why they weren't in the game from the beginning Thanks for suggesting them though. Though, perhaps you're not aware you can select all air units on screen by pressing F3.

17 Replies 252,971 Views