Chronopolize

Chronopolize

Joined Member # 6876142
0 Posts 23 Replies 67 Reputation

I probably would recommend an engine like Unity. There's basically two options: using an engine or using a library, and I think the answer for most people is using an engine (there's still stuff to program: Unity is used together with C# code, btw). Start small, and always keep learning. And for gods sake, don't try to make an mmorpg. If you want to program something outside Unity, pick any common high-level language. Java, Python, C#. Honestly, learning a game library and rel

4 Replies 86,738 Views

Re: Air units: Units move slow in ashes, so if an air-fleet could threaten a well-defended base, how would the opponent defend all the other possible locations on the map? You already can ravage a lightly defended areas with an air squad. Air rampagers used to be OP in 1v1 because it was pretty easy for a player to get 4-6 rampagers and just fly around and pick apart everything. The difference between ashes and other games is the gap between movement speed of air and ground. Air units

3 Replies 26,875 Views

I'm not sure if I enjoyed the walling in sc2 and sc1. You really have to put time into it, or suffer in a pile of crappy base layout (broodwar more so than sc2, since base layout also affected how hard it was to run through a production cycle). Ashes doesn't require you to learn base building, but it does have a similiar organizational challenge that broodwar has, because for a game with so many fronts, the level of automation provided is only slightly more than a typical rts. <p

10 Replies 106,165 Views

That's pretty cool, a quanta upgrade that gives you a toggleable behaviour for your idle engineers.

2 Replies 16,477 Views

It's actually okay to be slightly in the red for income. What you don't want to do is be super in the red for rads or metal, that means you are starved for one of the resources. If you are rad-starved, don't go air, instead build amplifiers to get more rad income. Check your total income to get a feel. Learn to use artillery cruisers and don't throw away units to static defense. The AI builds a ton of static defense everywhere, whereas players will still turtle some but only in a few

5 Replies 56,464 Views

From testing, the Zeus's weapons does circular splash around a region. However, for some reason the zeus weapon consistently does little or no damage on it's first attack. Nothing in the moddable game data seems to explain this behaviour (the weapon doesn't even have splash in the game file), so how the zeus actually deals damage must be handled as a special case code within the game. For the Zeus the graphical effect is generated differently from how the damage is actually applied. T

2 Replies 48,754 Views

I think Ashes could be accessible as a viewer e-sport but you need a good caster to communicate what are the exciting parts and also explain the units to an unfamiliar audience.

7 Replies 98,127 Views

Compared to starcraft and sc2: Power of cheese and pre-determined timing attacks are reduced due to strong static-d and reinforcement time. Scouting is accessible, but there is a lot of relevant information (static-defence count, army position and composition) and it takes game knowledge and experience to be able to process that information and decide on what to do. Orbitals and multiple armies emphasize decision making (where and when to use, which army to reinforce)

17 Replies 228,426 Views

1v1 ashes isn't slow at all. Majority of games are within 10-25 minutes game time (1.25x speed) Yes there is little mandated micro, but there is frigate harrass, splitting armies to defend, and controlling air. I think playing Ashes actually improved my multitasking.

17 Replies 228,426 Views

The air/anti-aa interaction in ashes is one of my favorites. Functional air-support means you can attack into air superiority. It also means that the air battle is not all binary and about air strength. You can fight on the ground in order to bring your aa-support in or drive their aa units out.

17 Replies 228,426 Views

Yeah, every time shimba uses punishers it seems clearly sub-par to air ramapgers. I like the hades though, it's a unit which requires micro and finesse. What sets the air rampagers apart from other air units is it's incredible dps (~143 theoretical dps). Air rampagers do enough damage such even 1-2 of them can kill units effectively even when a few medics are present. The second issue is that their dps is so high that no army can "shrug off" the damage, in they way that

17 Replies 107,535 Views

@ X-Peri-MENTAL I've played against the same strat and struggled a bit with it too. Hades are really good but he will be making dominators. Maybe it's possible to out-air him since hades really tank in an air fight. Or just falcon aa + hades. The zeus change should be a buff, especially for mixed armies where the other units can share tanking the damage. Heav

17 Replies 107,535 Views

The scan bug is caused because ashes registers a click on mouseUp. So if you press Q before you have completed your mouse click, the q will open a scan, and the mouseUp click will cast it. If you misclick a turret or press 'q' or 'w' one too many times it will also cast. Pretty annoying, tbh. My recommendation would to be change the first two orbitals to the AS keys. Another way is if you allowed multiple buildings to be upgraded at once. Then we could box or shift-select and

8 Replies 14,446 Views