[quote who="TAG_Utter" reply="4" id="3634757"] Soon when i finish my Myth Clutch Scenario ,i will start new Scenario that all Game units and builds will be in front of you ,when you pick any unit or build all information will show, and you can watch in real time how it match vs the same tech unit of other faction, you can even train tatics vs that kind unit you never win. [/quote] This sounds pretty cool. I look forward to chec
MartialDoc
Oh nice. Those resource mines always were too small. And, yes, I agree. It will be nice to see formation improvements as well as an ability to select all air units, which is a pain currently.
Ok, good to hear. Thank you for the update.
Ok, so no changes to the balance at all? Also, does the "add weak neutral guardians to early regions" means that all regions will have a creep from the beginning?
I was going to start my own thread but I figured it would simply be better to add to the discussion here. I first off agree with Danail. You can't do a 1 to 1 comparison of the units here since each race has units that fit different roles. That being said, here's my 2 cents on where the balance is right now. After the changes made during the release, the PHC really got hit hard. Their T1 frigates got the nerf along with the Zeus. Although I agree the Zeus was O
There are two aspects that are needed in Ashes that are lacking. I really hope to see them implemented soon, as they are pretty essential aspects for MP players. 1) Global Chat Lobby - This is is very much needed. Pretty much everyone plays ranked 1v1; never even checking custom matches. This is unfortunate as I know more than a few players, including myself, prefer larger games. Some have even stopped playing due to not being able to get large matches going. A gl
Just to add to my argument. If T1 frigates were too powerful, what you would see is competitive people use them exclusively. However, this is not the case. As a matter of fact, I've seen the opposite, in some cases. I've even seen one substrate player, Stormblessed, who changed his name and is now #1 in the ranked 1v1, use almost exclusively cruisers and dominate in my ranked match with him a while back. And that was even before the nerf to frigates...
So, I tried using the "unit production" on a meta-unit to see what it would do. I queued a few units into my meta-unit but it didn't seem to have any affect. I'm guessing what that does it add it to the production of a nearby factory or assembly plant? For me, personally, I'd prefer if this worked slightly differently. It would be nice if, when selecting a meta-unit, you had all available, non-grouped units, displayed on the right panel. All numbers of avai
I've put up several reviews for you all. You guys have done an excellent job with this one and I look forward to further DLCs to enhance the game even more!
I've noticed two bugs in the last games that I've played. 1) When finishing a game, sometimes the game will go from public to private automatically. I don't believe this is intentional. 2) When finishing a game, if some players have left, I get an incredibly irritating static sound. The missing players do not have their names displayed but do have their icon. If someone else joins and fills their spot, the static sound goes away. The only other way to get rid of it
Well, RTS games are not the rage anymore like they were before. Also, this game is more a niche game as it's focused a lot on strategy compared to a twitch RTS like Starcraft. That is, at least, my theory as to why it hasn't taken off. That being said, I'd suggest getting to know the community and finding people in your timezone to play with and add them as friends. As I've played this over the last couple of weeks, I've started meeting the community and adding fri
[quote who="Frogboy" reply="7" id="3632405"] Quoting MartialDoc, reply 6 Overall, looking good. You all are really putting good effort into the updates here. However, you guys are going to reduce frigate HP and shields again? Or is that the same that was done in the V1.02? Haven't they already bee
Overall, looking good. You all are really putting good effort into the updates here. However, you guys are going to reduce frigate HP and shields again? Or is that the same that was done in the V1.02? Haven't they already been reduced enough?
I can't help but feeling that PHC is really getting the wrong end of the stick between the changes in both v1.01 and v1.02. Although I do think that the PHC was overpowered previously, with all the frigate nerfs they have received (in both patches) and the zeus nerf, they now have become more difficult to work with. I'm getting the feeling that there were too many changes made at once and it has affected the balance in the opposite direction. Although it's possible I just
[quote who="Frogboy" reply="1" id="3631378"] It is somethign I've been looking at for a logn time. The solution is a lot harder than one might think because the Artemis does't want to kite the enemy but it comes up with various decisions where it'll stand its ground or go in. But yea, unit AI is something that will continue to evolve in this game. [/quote] Ah, I see. Well, I hope you all can figure something out. My idea would be that, if it&#
So, I just encountered a problem regarding the AI for ranged units. If you have ranged units, like the Artemis, ultimately, you would want them to stay out of range of enemy units and defenses. Unfortunately, the AI constantly has your Artemis close into the range of the enemy, even if you have sight / radar range on them. This creates a situation where you must constantly micro said units. It also creates problems since you have to shuffle your
Ah, my apologies. It seems I misunderstood you.
Due to time differences, I won't be able to make this. I hope it goes well for you all!
Ok, I'll check into it. Fortunately, it's only happened that once.
It seems that, when I get a lag issue in this game, it is a serious issue. For most other games, if one lags, you simply get a delay in issuing orders. However, I have just experienced a lag issue where I would lose total control of everything for about 10 seconds. The orders I would give would then just queue up once I "regain control." I could see things happening on screen but no issues could given. Although I know I have connection issues at times, I get the feeling this i
Yes, what Ticktoc said. I didn't realize this at first but the creeps don't spawn until 40 seconds in (from what I was told). So, your engineers can cap points in the beginning. If you go right for building an assembly plant, then you are neglecting the early spawn capture.
The last couple of games, after I finished my multiplayer ranked match, the game froze. It happened after the score screen appeared, when I try to hit done to return to the main menu. Just let me know what information you need to assist in debugging.
I'm not sure how decreasing the speed of resource gathering does anything to "decrease game variety." You would have to argue that fact a little more as it doesn't make sense. Maybe your argument should be simply "the game feels too slow now." That would at least make more sense. A slower paced game does nothing to "decrease game variety." The game speed is just fine and you can expand quickly as is. Anyone who says this game is too slow has no patience, to be honest. You can
I had my first encounter with a player who quickly built up drone launchers at choke points. I was, unhappily, surprised by how utterly effective they are at wiping out a huge army of frigates. I did find air to be effective against them although he was able to defend against those with other units. I will try using artemis in the future to see how those do (although I'm not sure what a PAM is - is it the radar ability?). May I ask, does the Apollo defend against them? The
Congratulations! I'm looking forward to how the game does on release day! [e digicons]5*[/e]