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
Chronopolize
Don't really notice the size change. Though yeah, the models and UI look a lot better than in vods from a few years ago.
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
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
I don't think the game supports japanese or chinese text. I can't even type japanese text in-game.
Site looks great!
That's pretty cool, a quanta upgrade that gives you a toggleable behaviour for your idle engineers.
I played it and got sucked into it for a good day and a half. It really is a groundbreaking game, providing an accessible and compelling introduction to a challenging field. Like fantsc said the tutorial and UX is simply amazing.
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
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
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.
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)
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.
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.
It would be also nice to have the resource nodes and engineer icons be visible from farther away. Sometimes I am stuck zooming out part of the way because I am relying on those icons.
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
@ 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
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
Thanks for the update and fixes! The volume changes is a nice detail.