This usually happens when you are trying to build something and it is gated by some of the resources. If you are building something and lacking radioactives, the game still counts the metal per second you need but start gaining it because production is waiting for the correspondent amount of radioactive to use the metal
Rafo_
[quote who="w1z4rd_r4g3" reply="4" id="3629721"] in my opinion it actually causes the opposite, each person will be forced to expand to a metal node wwith 3-4 metal off start and build there metal immediately. with each metal point on that node now worth 1.5 from 1. with 4 points i gain 6.5 metal per sec since the node is .5. before the node was 1 and each point was 1. making a 4 deposit node only worth 5. with it being 6.5 you can run 2 factories making brutes and archers solely off of
In Command & Conquer there are two hotkeys that I miss a lot on Ashes: one which selects absolutely every military unit you've got across the map. The other selects every unit on SCREEN of the same type of ones you currently selected. That is better than double clicking because not only it's easier, but it opens to possibilitys like selecting some brutes and arches and then pressing the hotkey to select both the brutes and archers around the screen. That's not possible with do
Yeah, it happened with me too, had more than a minute with no roders being issued. I also had a 3v3 match going reasonably smooth on connection till the host gets killed and the match fails to migrate so everyone get kicked back to the menu.
"Trust me, you don't need this feature" Like hell we don't. That's a fundamental feature in many RTS. There's absolutely no drawback in having more information avaible.
Nice, I really apreciate the direction these changes are going to
Two urgente features are to have the minimap flash on announced events and more importante than that is to have a hotkey which jumps your screen to the place an announced event just happened
So I really liked the concept on the single player scenario and left wondering why can't we get some multiplayer PvE modes. It is very nice to create other possibilitys to the RTS genre other than skirmish and I could see many friends giving a try to co-op challenge modes that would not have interest in playing PvP or fighting against the AI on a default map.
IMO the main problema is ashes has a very unintuitive learning curve and when you first start playing the game you'll underperform heavily. I had to play quite a few matches before realizing how the very beggining is meant to be played. Not taking at least a single node with your engineer at the game start is like starting and Age of Empires math with a single worker and no food reserves.
What the hell?
Hey, my steam just started a big update to Ashes of the Singularity and I haven't found any mentions of it yet anywhere here. Anyone got a clue on what is it about? My connection is kinda slow today, it'll take a while to find out :P
As I've explained in another thread this is not a typical "risky" strategie with it's merits. Risk should involve both players and not only one. A risky move is making early bombers, which can give you a big advantage but may lose you the game if the opponent reacts very quick and destroy your planes while building a superior ground army. There's no merit in winning against an opponent who failed to get one of the nodes, even though it was their fault, there
tbh beginner is the one far lower than the average difficulty progression. Not because of handicap but by thir code behavior. It's almost like a sandbox. I believe anyone can beat the easy AI, it may take just some concepts of the game that might still be missing. I'm sure the OP can beat the easy AI if he see's any video teaching a trick or two. Getting the first two nodes with engineers for example make the game a loooot easier. :)
I agree on the slowly paced early game, but that's solving an issue like killing a roach with a jet bombing run. I forgot to add that the worst part of this "risk taking" strategy is that if it fails you might as well surrender immediatly. It does not make the game more interesting to the opponent realising he's severly behind by not commiting to it as well as there's nothing fun on deafeating your enemy who got staggered with low funds due to one of his needed nodes to ge
That thread became a lot funnier now that this is actually the reason for his current overtune, lol
So... hey, any chances we may have increased responsivness from units in this game or is it intended for them to have such a delay before reacting to your orders and starting off with so little acceleration? I get it fits with the magnitude of each ship even though they look small from afar, but don't you guys believe it may be a bit overcompensated at the moment? specially for the smaller ones and engineers. Oh, boyt, engineers can sometimes be phsically painful to watch walking
That's a must speacially when you add dreadnoughts who can't be combined with the other units belonging to an amry
There are actually plenty of maps where the rick is possible but it's just SO hard. You must take every extra second. This game has very slow unit acceleration so the small things like keeping your engineer at the edge of the node he's getting before moving to the next one and giving your move order a bit before finishing the capture point as there's this huge delay before your engie gets the move order and starts slowly accelerating makes a difference.
The getting nodes with engineers strat is detrimental to the game meta. Those who talk about risk are missing a very important point: in a multiplayer match, risk can NOT be a one sided decision. In most RTS you have to decide between greedy early risks versus a safe start, but whoever advocates on the engie rush strat is missing one of the best lessons on game design I ever had about game balance in PvP: It's not healthy for a game to create a playing pattern which