DanailLazov

DanailLazov

Joined Member # 6621986
12 Posts 51 Replies 4,422 Reputation

Agree. Game should start, map load, get the Thumbs Up from both players's computers - meaning all is loaded and good to go - then initiate countdown of 5 to 10 seconds.

3 Replies 2,630 Views

Nerfing mauler was correct decision and now there is a gaping hole where substrate's anti-building cruiser should be. Destructors are bad due to lenghty projectile travel time, low range and substrate's radar being AA fodder. Please consider: -Reworking Destructor in terms of projectile travel time, range, vision, damage & more HP & probably less shields - more EMP resilient, already mauler and eradicator suffer 70 - 90% loss due to EMP. - &nbsp

2 Replies 4,443 Views

Rather frequently these days I get a visual bug I would call "Exploding black bubbles". Wherever something related to lighting is happening these bubbles would appear around it and flicker with rather high frequency. Once it starts to happen it does not go away and I have to restart Ashes. Windows 7 64 bit, i5 2500k, radeon r9 270, 16 gb ddr3 is my config. I have ashes configured at low settings. Any suggestions what causes the problem and how to fix/avoid would be appreciated

7 Replies 31,227 Views

My opinion on the shared ideas: 1. Facing is a must. I am unsure about formation width. Total War feels kind of weird because width was also determined in every move command - would rather avoid t hat. 2. This could create big advantage for long ranged units - skirmish mode long range could be dominant if current move speeds are kept. Drone hives in skirmish would own. 3.I would like to be able to focus and kill a dreadnought. More than that seems to contradict the game core

11 Replies 17,101 Views

Just to add - the meta unit behaviour in terms of orientation and pathfinding is worse the bigger an army gets. I have had huge problems squeezing mixed t1 and 2 units as a flanking force on most maps with choke points. Rather than pasing through the choke the units on the sides go at different altitude level just to keep the formation. This often leads to a large force engaging poorly and fighting creeps instead of getting where commanded. Needless to say - t1 and mixed forces get to

7 Replies 57,306 Views

Indeed. There is something off with t1 and t2 feels like it is best bet vs all. It deals easily with t1 except rare cases with masses of t1 vs only nemesis/mauler/artemis and t2 vs t3 feels like an even fight. I really like the way t2 is going for substrate with the introduction of eradicator. 2 min production time and 1000 resources feels right and in my opinion thats is the way to go. I think there would be gameplay benefit by simply increasing production time for cruisers.

7 Replies 57,306 Views

It bothers me that people jump into ranked play and expect to do well. When I picked up the game I spent 20 hours single player on two maps vs AI until consistently beating "the one before last" difficulty. Then I felt like I had the necessary understanding to go MP without suffering damage to my self-esteem. Having measures like the one proposed would break the game. It would interfere with any game sense about what production can be sustained considering regions & nodes

20 Replies 67,817 Views

True, Neinhalt. Same players & same bad maps is eating out of my positive game experience. Both issues must be addressed urgently or the game will decline.

30 Replies 94,543 Views

In my view the problem with ranked play lies elsewhere. Starcraft 2 has many flaws and I can write chapters about each but we can give blizzard credit for developing an outstanding match making system. In its core it came down to this: Each player has a match-making rating (MMR). Winning increases the rating. Losing decreases it. Both happen in relation/difference to the MMR of the opponent. The system tries to keep a player at 50% win rate - meaning if you keep winning

30 Replies 94,543 Views

Thumbs Up! It is quite a bother finding the dreadnought that raised a level the selecting then upgrading. I would even go a step further and even suggest using a side pannel with each dreadnought's icon and health/shield indications + indication wheter it is in combat(taking damage) or not. Would like it small & customizeable.

5 Replies 36,274 Views

Retreating is a wider problem. There seems to be a problem with command priorities - user given commands are overided by embeded behaviour. The same issue/feature that makes dominator/fury target the wrong enemy also prevents an army from retreating promptly at given command because a unit really wants to attack another unit - e.g. marauder run melee and vaporize a zeus holding the whole meta unit due to formation constraints.

13 Replies 45,880 Views

Well, if that is the case indeed it is quite disappointing. The common practise, for obvious reasons, has been to have the community generate maps and chery pick the best for ranked and tournament play. Having to pay for the "privilige" of playing on not so poorly designed maps is disappointing.

8 Replies 28,624 Views

I am also concerned about the new maps that have been introduced with the dlc-s. I get matched on them rather infrequently. Is it the case that in order to play on them one of the two players must have bought the dlc?

8 Replies 28,624 Views

Hello, I would like to open a discussion on Maps. At present there are few good maps and many bad maps. Why do I say that? Any map should allow for different game choices. Different game choices mean that after the initially captured 2 resource nodes the player should have the option to chose: Do I go for metal/rads/turinium next? Do I go towards my opponent directly or go for the flanks? Where do I fortify positions & where do I push? How much quant

8 Replies 28,624 Views

Hello. ( EDIT: speaking about: brute, archer, martyr, reaper \\ IMO capacitor, sky cleaner, medic, hermes are ok) In my opinion, at present T1 units are under-powered and rather uninteresting. The cannon fodder types are simply too weak both in damage and health. The archer/reaper have some situational uses but it is a big gambit - if the opponent sees a mass of T1 there is an obvious and safe way to defeat with minimal losses. It feels like T1 units are lac

13 Replies 45,880 Views

The Air unit mechanic is both interesting to play with and kind of tedious. Air to Air: I dont really care about stats comparisons. If I manage to be behind your fighters I win simply by mine being able to fire and yours not. Air to Ground: Once you get the hang of weapon cooldown, turn speed and fire angle it is somewhat entertaining to control Ground to Air: The hit & miss is a questionable design solution. If at a point somebody gets really good with thei

47 Replies 196,471 Views

Marauder's blast has always been more suitable in cracking through defenses before big numbers appear on both sides. Now with Eradicator's long range gun I don't see a role for destructor.

8 Replies 7,773 Views

@ Neinhalt_Sieger, It might come as a shock but I have never ever used Overcharge. Just reading that it is a temporary boost I skip and don't bother. Same reason I am rather rarely using avatars and mostly 1 or 2. I do boost frequently though. People are over-estimating the value of abilities that expire or have set value and under-estimating small % in

47 Replies 196,471 Views

"Small maps are really imbalanced: I lost a game with 2xZeus Medics 1xIncursion 1xAthena and a few T1 against 2x Annihilator turrets and a lot few t1 units. Over time the ratio of the fights will be better but by the start phc is not able to handle the substrate. Why is Substrate able to run into defense and win the game by both players having the same ammount of minerals." The game was vs me on that stupidly small map with 2 nodes each and 4 gener

47 Replies 196,471 Views

2 of my 5-6 games this evening crashed in similar manner. Frustrating to have something like this appear after game release while not having any troubles during the beta :S

15 Replies 11,081 Views

I am unaware if this is the proper thread to give feedback and share problems with the current patch but since I see none more suitable: - Visual bugs - black bubbles attacking Turinium generator with Drone MRV spawned on Deneb. - Visual - flickering below constructors while building anything with zoom out above a certain point. - 2 out of my 4 games after the patch my keyboard did not work - no shortcuts no anything.

4 Replies 32,344 Views