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By real_tabasco_sauce · Posted
That would not make the mechanic obsolete, it would just be an easier way to snipe. Attacking ranged units beyond melee and then running away when ur melee is all gone will remain. Significant balance changes would be needed to actually make it obsolete. -
Thanks, @guerringuerrin I may be missing something, but the description there isn't very clear. It doesn't really say the over-all goal of the PR, so I'm a little disoriented. It also doesn't describe how targets are selected within the group. I think it would have to be an extremely clever system to completely eliminate the advantage of auto-sniping.
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Unfortunate that adding (ranged) troops, such as archers, does not increase the firepower of ships. In "real" life, archers can easily fire from ships thereby adding firepower. I get a kick of of that. The ships, in a sense are too large for the game. I have ended up with the ships getting tangled up in a knot and have a difficult time untangling them. There have also been a few occurrences where the ships are so "long" that it is difficult to move troops (by ship) from one shore to the next when the shores are too close together.
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By guerringuerrin · Posted
Hey @RangerK!. You might be interested in taking a look at this PR. Basically, it would allow targeting groups of units using the selection box, which could make sniping as a gameplay mechanic obsolete. -
The Attached Screen shot is analysis from a recent TG. You can see a HUGE disparity in the frequency and intensity of concentrated attack commands. This can be evidence of Sniping, as I see @SaidRdz do manually in many of his Youtube videos. Or it can evidence of using some game mod to automatically snipe for you. Tatyana17's 13 attack commands per second isn't necessarily evidence of cheating, as game seconds are longer than real seconds, also, maybe all the commands were given during a pause in the game, though I don't remember having one. Regardless, it's a little sus. Playing with even the possibility of cheaters is very demoralizing. I suggest TWO features: 1) Throttle the # of allowed attacks per second which the game will accept. Either 3 or 4 seems good. And if there are additional attack commands, they are either ignored or processed in the following second. 2) Show statistics exactly like those in the image as part of the post-game data.
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