GGTheMachine

GGTheMachine

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

[quote who="Bannereus" reply="2" id="3687246"] I'm OK with some of the Dreadnoughts leading the armies, but some of them don't do well in the lead position, specifically the Overmind, Nest of the Queen & Leonidas (Cronus too, but I believe it kept its rearward position?). They attract way too much damage (especially since most heavy weapons prioritize T4/T3 units), and have enough range to be perfectly effective from the rear position. Also, the units that default to

4 Replies 69,613 Views

The Juggernaut has secondary weapons which are decent against Cruisers, but I can assure you the main beam only hits 1 unit. The Leonidas will be able to duel the Eye due to better range and more health.

11 Replies 124,030 Views

[quote who="RomeoReject" reply="7" id="3687070"] Quoting GeneralsGentlemen, reply 2 Quoting RomeoReject, reply 1 Update

23 Replies 224,258 Views

Vulkan will generally be a downgrade in performance compared to DX12. However, it will often be an upgrade for DX11 users on Windows 7 and 8. DX12 is only available for Windows 10. But as we said in the release, it is still early days for Vulkan support and will continue to be improved and optimized.

6 Replies 10,924 Views

Yeah, Sapper is the PHC Orbital. The Substrate Constructor would also have the Engineer heal ray, but it's super weak repair.

23 Replies 224,258 Views

[quote who="RomeoReject" reply="1" id="3687015"] Update 2.4: How to F#@ balance the Substrate. [/quote] Shields for early creep clearing, no storage limitations and cheap, flexible Assemblies is no trivial advantage.

23 Replies 224,258 Views

G'day! For the past month, we've been flat out working on the 2.4 update , which is being released later this month and is now available for opt-in. There's not too much to talk about here, since we already went over both 2.4 and and the 2017 roadmap in detail in our July Dev Diary , but we do have one big announcement to make for the 2.5 u

11 Replies 124,030 Views

[quote who="Darkiller1337" reply="2" id="3686717"] Quoting igncom1, reply 1 Depends how you define dead. There is still dev development going on, so there is still stuff to look forward to. Okey, that sounds good! But im also woundering about the community,

6 Replies 39,665 Views

This has come up before. We're looking into it, but it's not guaranteed as there is some concerns with it such as splitting player base and increasing queue times.

3 Replies 7,977 Views

Escalation 2.4 Changelog <p dir="ltr" style="line-height: 1.38; margin-top: 0pt; margin-bottom: 0pt; t

23 Replies 224,258 Views

Radar is currently lacking in the level of precision that you get compared to Supcom, where you can tell if a radar contact is a land, air, naval or building. To make Radar occupy a bigger part of the game and be more of a strategic consideration, it really needs to be reworked to deliver that level of information. This is clearly what would be an amazing improvement to make, but like everything, the issue is developer time and the opportunity cost of it. Lowering the cost of

15 Replies 72,783 Views

[quote who="fantstc1" reply="9" id="3685657"] Quoting Ticktoc, reply 7 (assuming I haven't imagined radar helping ) @generalsgentlemen, Two questions: 1. Can you validate whether radar currently helps AA and artillery? 2. Incidentally,

15 Replies 72,783 Views

Upgrading the Radar building seems a little unnecessary when you can upgrade Radar range via Quantum upgrades, which will be reduced in price to 75 Quanta in 2.4

15 Replies 72,783 Views

[quote who="MrPhalanx" reply="1" id="3684979"] Good to hear, but please focus more on the engine, the game still crashes a lot, rendering the game unplayable sometimes. Even on a full AMD rig. [/quote] As mentioned, DX12 stability (Make it crash less) will be part of 2.4 and we will continue to work on it.

10 Replies 169,768 Views

I am not sure how exactly range factors into engaging air targets. I played around for a while and I noticed tripling the height of Furies made Sky Cleansers miss every shot against them and incapable of damaging them despite firing at them regularly. I realised I would need to examine and measure the performance of AA units extensively in changing this, so I have left it for now.

20 Replies 110,520 Views

I've experimented with modifying height values for planes. I tripled the height of the Fury, and the Sky Cleanser seemed completely incapable of hitting it. This no doubt effects performance of anti-air weaponry.

20 Replies 110,520 Views

[quote who="fantstc1" reply="10" id="3684690"] Wouldn't third faction be nihilon? I mean, "genesis." "In the beginning..." Am I missing something??? Expecting some "advanced nihilon" ... the alluded to it on last level, right? "He's processing and evolving faster than we can..." ... something like that. <b

15 Replies 108,955 Views

Oh, flocker templates (what effects movement and height for planes) is not yet supported for modding. The file in the mod folder will not be override the one in the base game. Allowing this is already done and will be a part of the 2.4 update. This is what we mean when we keep saying we are working on modding support. In the meantime, putting it in your steam directory will work, but backup your files first or prepare to validate game files when you want to go bac

20 Replies 110,520 Views

Hey guys! Lots to talk about here. Last month I was at Stardock headquarters in Michigan, USA all the way from Australia. I had an incredible time, and while I was there we crafted up a roadmap for the rest of 2017. Here's a dorky photo of Brad (Draginol) & I. ##Upcomin

10 Replies 169,768 Views

[quote who="fantstc1" reply="2" id="3684492"] before I tweak stuff based off only a couple of peoples feedback Just curious what "tweaking" means in this case. I thought normal level was just the AI working exactly like the player, with no bonuses or penalties, and just plain smart/efficient AI. So what gets tweaked? [/quote] The difficulty setting on the campa

15 Replies 108,955 Views

Hey guys. For the 2.4 update coming in August I have done some tweaks to the existing campaigns and scenarios. One thing I would like to include is standardising the difficulty settings of the Genesis campaign. I think I did a good job on making them all balanced on the Much Harder difficulty, but it's much harder to test and gauge at lower difficulties when I could breeze through them. So what I would appreciate is for everyone who has played the Genesis campaign missions to

15 Replies 108,955 Views