[quote who="Frogboy" reply="9" id="3620865"] Sorry to those who I played. Beta 2 will make what I do less effective. [/quote] How do you know it's you using something OP and not the other player just not playing well or countering effectively? Sometimes things work the first time but then players adapt, counters are found, etc. Wouldn't it be better to have balance changes during a beta process be more open to discussion and more transparent? Like
Ekko_Tek
[quote who="mbknox2" reply="4" id="3620619"] Unfortunately, it seems the games that are better at generating narratives (from multiplayer) tend to be less successful than the others.[/quote] This is where Relic RTS games really shine imo and as RTS games go, they're pretty successful. [quote who="mbknox2" reply="4" id="3620619"] RTS is a niche nowadays, is it not?! Why not take more risks with this game?[/quote] Yes, agreed. [quote who="mbkn
I do know what you're saying. I would say Ashes does not have the amount or degree of player agency as those games you mentioned at this point. I say this as someone who enjoys the game too. The skill ceiling is fairly low as far as I can tell at this point in beta. Most players, once they learn optimal economy balance and unit compositions and keeping their engineers building, should all be able to compete on nearly the same level. It doesn't require the APM of a Starcraft II or even
Hmm you kind of lost me at "Sins combat was a non-entity". There was quite a bit of potential for micro and it wasn't just about unit composition. The units also were not strictly rock-paper-scissors - it was a little more complex than that. Focus firing was important. Timing of use of capital ship and unit abilities (like on Guardians) was important. Units responded and moved quickly and in a predictable way so you knew what you could get out of them and when. Ashes does not really
https://forums.sinsofasolarempire.com/475133/page/1/#3618546 Painful AI is painful.
+1 And they have switched Easy AI for Painful AI it seems. I think more people would actually search automatch if they knew they could actually use it to play vs a human.
This is going to sound snarky but if selecting a unit and clicking on a skill to upgrade is too much micro, you should not be playing RTS. Ashes is probably the least micro intensive RTS ever created. That said I do completely agree with you that the health bar not updating properly on Dreadnoughts is incredibly frustrating and needs to be fixed before release. You need to be able to know when to pull your dreadnought out of battle with some accuracy in order to preserve them. I also find the
My perception is that people who buy games on GOG are not especially interested in MP anyway, so no big loss as far as interconnectivity? Am I wrong? Are GOG purchasers going to be interested in ranked MP automatch for Ashes?
[quote who="tatsujb" reply="31" id="3617774"] these are for the purposes of illustration did you not read? [/quote] I see. So you made some graphs with imaginary data. The data points are time, nodes captured, and your feelings about how important they are. None of this has any relation to a real game. I think you'll find that the decision of when to capture VPs has a lot more variables that you have not considered when you are actually playing a game. How did you calcul
[quote who="tatsujb" reply="27" id="3617673"] I couldn't manage to take all 8 at once and it wasn't even within the realms of feasibility. but given an even chance of loss either by assassination or by VP I strive to balance both and neglect neither [/quote] What map was this on and who against? Were you playing as PHC or Substrate?
[quote who="tatsujb" reply="25" id="3617585"] just how??? [/quote] Think of them as a third resource. You have to choose which you want to prioritize, then protect, and which to attack. You could choose to ignore them and focus on radioactives and aim for an early annihilation, or for the VP win by spreading out more and fortifying at those points. Also, the other purpose of them is to get players out onto the map and create more conflict zones with more of a tug of war rath
Victory points are a staple of both the Dawn of War and Company of Heroes series. Alternate win conditions like that add to the strategy of the game. Annihilation as the only victory option feels kind of limited tbh. It's obviously totally viable to win that way but alternate ways just make the game more interesting - even old games like Age of Empires/Age of Mythology employed alternate win conditions. Especially in MP, they just make it way more interesting - options are great, includin
(Cross posting this from Steam forums since not everyone visits them as often) Curious to hear everyone's thoughts on how game balance is and design differences are at this stage with the 2 factions. What I've found so far with Substrate - Substrate bombers are extremely potent. If I remember the numbers right, they do twice the dps of the PHC bombers Their air-to-air fighters also function as gunsh
@mered4 That's why Victory Points (Turinium generators) are a thing. So you can't just sit back and turtle. If you're playing a custom with them off though, then yeah I could see some large, long games becoming unplayable stalemates, at least until they introduce experimental/titan style units at some point down the road.
Or at least make the AI Challenging. I would also prefer to wait longer and play vs. a person. It would also help ranked immensely to see how many people are currently searching.
[quote who="Cerzi" reply="91" id="3617251"] Here's a simple idea: add icons to the strategic view at each node to show a)how many of each resources there is, and b)whether they are being extracted. Keep it simple, like having the number of each be greyed if it's not being extracted, coloured/bold if it is. I just want to be able to hit space every now and then and see straight away if I'm missing out on resource income, without having to poke around for ages
Tried pressing space bar?
One thing I find frustrating is that dreadnaughts seem to go from 3000 or so health to zero in an instant. Like the damage and health are out of sync with each other. It makes trying to level and preserve dreads near impossible when you can't judge when to actually pull it out.
[quote who="Frogboy" reply="19" id="3615657"] The game revolves around its story and campaign from what I could say. Any question that this game competes with Ashes is now over, they are completely different genres. [/quote] Anyone who likes RTS should be ecstatic over both. We've had such a dry spell and now have deserts and ashes both! I agree they do not really compete in any way. One is small scale, tactical, more micro focused with a short story campaign
The only time I've used the Empire tree in Ashes is to find a PAN airscout. So far I haven't found any other use for it as it doesn't give me any information I can't find faster in other ways. Engineer - F1. Control groups for armies. I don't usually hotkey airscouts and their icon in the Empire tree is easy to spot amongst the others. The spacebar/tactical map helps me to quickly spot any units I may have forgotten about in some corner of the map. Right now, I don't s
Wow - have we reached peak crazy with this nonsense yet? Between here and the Steam forums (Green banana or whatever he is calling himself these days), the spam on this topic is full-blown OCD. On the off chance that it is not some elaborate, ill-conceived troll, dude, for everyone's sake, just relax, play the game, and focus on something, anything, other than AMD vs. Nvidia. When everyone is telling you you are misinformed and coming to wrong conclusions, you might want to stop and refle
Global abilities in RTS games are usually instant. That's the nature of them - a card you hold in reserve to play at the exact right moment. In Ashes the cost goes up for each use so you have to be mindful of when you really need them. As far as instant tech researches, I'm fine with them as is. The game has a fairly slow pace already so adding research time to it all seems unnecessary to me, especially because there is a lot to spend quanta on so you have to carefully plan the order
That's interesting - I like the Repair Bay idea. 10 bombers is a lot so I have to wonder in real games what the opponent would be doing while you are investing that much income into bombers and not taking any territory.
They also differ from ground units in that their projectile is very slow and can easily be dodged when units are moving. Their best use is vs. bases or eco raiding or in big slug-fests where units are standing still. Even SMART rockets will make short work of them though and they're very expensive. I think "realism" should take a back seat to game mechanics and playability so I'm all for air units being slightly larger scale wise than they need to be since you're generally just go
I agree on Interceptor size. Recon drone is fine as is I think. Nice to be able to see some detail and easily pick it out.