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Showing content with the highest reputation on 2014-10-25 in all areas

  1. The unpairing of techs in A17 is a great thing, in my opinion. Also, you get more of them. Big fan of this change!
    2 points
  2. Alright, I made a collar. I'm done. Go texture it mastiff.zip
    1 point
  3. I think the pairing with cheap techs asks the player to answer an easy A/B question. With unpaired and expensive techs you have yes/no questions which involve at least an estimate whether and when a tech is worth the investment. Also that decision sits on any tech not only on pairs. In short there are now more and even more difficult decisions to be made.
    1 point
  4. IMHO the tech pairing system added another layer of strategy,... How can pairing add layers of strategy? Please explain. Imho it reduces strategy depth, due to the nature of pairing.
    1 point
  5. Really? I can understand that they were removed for the sake of easier rebalance to set the new gameplay direction, but I hope they come back. IMHO the tech pairing system added another layer of strategy, also it was a nice personality touch to the game, and in top of that increased the replay value of the matches.
    1 point
  6. As much as I love fortification, I don't think these ideas would fall in with the current direction of gameplay, and feel a little disjointed. It would make for a fantastic mod though, a lot of work for the artists though
    1 point
  7. Maybe it's not my role to answer this because I've not been an active part of this rebalance, but the big idea is: we "violently balanced" the gameplay to remove any over/underpowered unit strategy. That's debatable because we also removed much depth along with these imbalances, but that way we have a sane base to improve on. This is still the balancing status of an Alpha release, in which we corrected "bugs" and regrettably introduced new ones, and we will do whatever possible to eventually fix them
    1 point
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