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Showing content with the highest reputation on 2022-11-28 in all areas

  1. For me, either no nerf, or the small damage nerf for skirm cav and archer cav only. For the reasons I already wrote in this thread, I think cavalry is in a good place currently. It's already very hard to have an effective rush if the defender plays appropriately. Infantry is still plenty useful. Etc
    3 points
  2. yes, so better to focus on individual components of the problem. ie Seems like everyone agrees to nerf skirm cav from 18 to 16 no?
    2 points
  3. Honestly, it sounds like no consensus exists and the solution depends on who you walk to if you want a change (I, personally, do) then I would address each type of cav one by one. Talking about “cav” overall seems too divisive
    2 points
  4. Same i don't see problem about cav (except cav skirmish have 2 more damage than infanterie skirmish for exemple)
    2 points
  5. @chrstgtrYes it's skill level. But skill level is defending from opponents' side. I assume skills are similar. Point is that it's risky build and can work only if opponent make big mistake. On other side, you are on bigger risk of making mistake b/c of much micro. Maybe recent Tournament game ValihrAnt vs Feldfeld is example? Vali's attack failed against lower rating player (idk about "skills" tho). Yes, I watch every ValihrAnt game and watched nice Cav play in Vinme vs dakeryas (again vinme more rating than dak). It mostly end up in mid or late game as someone already said. TLDR; I am still new so I will not insist. But I just scared that we will make P1 game more dead. It's already pretty much dead in 99% of ~1400-1500 rating games. Dude you must build cav and do some micro/scouting early game, you can't just boom to 250, send entire army + rams + hero and see "gg". Cheers!
    2 points
  6. Don't like damage nerf. Don't like inf speed buff (maybe it's needed for other reasons, but its application doesn't make sense here). Would do cav speed bonus instead. One of the most frustrating things with cav is when you "trap" them in a ball of infantry, but the cav still escape with minimal losses. This happens because cav have enough health to survive dealt damage and are fast enough to limit the number of landed hits. Slowing cav down means more hits can be landed on cav. Lower cav's health means those hits do more relative dmg. To start, I would slightly lower cav speed and lower champ melee health (melee champ cav shouldn't be able to fight with impunity against CS spears--otherwise there is no counter for them). I wouldn't change anything else unless cav continue to be a problem.
    2 points
  7. Too chokepointy imo. From my experience, chokepoints make it too easy to defend and leads to stalemates. If not for that problem I'd be advertising my Alpine Mountains map for multiplayer. Some civs only have rams as siege capabilities, pushing with rams can be incredibly difficult against a well defended position. If there were some other siege options, or if walls and towers could be disabled in some maps, this could maybe change this situation.
    1 point
  8. Not only can you turn this off, you can also set a hotkey to have both worlds. (in my setup, I can Alt-Shift to select units out of a formation).
    1 point
  9. I like the "stickiness" feature in AOE4 (and Rome Total War), where if cav are hit by spearmen they temporarily lose aa small amount of speed. It's more pronounced in Rome Total War, which has more realistic simulation-mechanics, but it's also there in AOE4.
    1 point
  10. My guess would be that an infantry speed buff has a lot of knock-on effects on the eco and such (one of the weaknesses of the citizen-soldier concept).
    1 point
  11. I don’t have any problem with skirm cav other than I don’t think that a small group of skirm should not beat a small group of spear (ie, 5 spear vs. 5 skirm cav with micro shouldn't result in 5 skirm cav surviving) (ie, there should be a speed nerf). Others have said they don’t see a problem with skirm cav too.
    1 point
  12. I remember noticing from a25 that added value of champions was greater for cav than inf. it's like buying a minigun that can be either carried by hand mounted on a pickup. the minigun is expensive, but the pickup is cheap; if you can have the pickup, why would you carry the gun by hand? I must say I played a26 very very little though.
    1 point
  13. I support the damage nerf for ranged cav. If something could be done to make it easier for spearman to poke escaping cav that'd be great. Like faster turning, acceleration, and/or attack prepare time for melee infantry. But not faster top speed. Or reduce acceleration and turn speed for cav.
    1 point
  14. Glad you're beginning to play with more diverse play styles. But what you describe mostly has to do with your skill level and that won't be changed by any of these changes. I suggest you watch some games with high level players to get better and see how units can be used. This is skill level. This is untrue, if used correctly.
    1 point
  15. Please don't nerf P1 cav. I use them a lot early game recently. They are expensive and you are on big risk of being overwhelmed just for small mistake. It works only if player is veeeeery slow with reactions to pull gatherers. On other side it's so hard to keep eco going and you either forget housing, resources balancing or unit production. So, I basically helps only to confuse opponent since no real damage can be done. But you are on risk of being confused b/c of a loooot of microing on other side of map. Or you can send them into blob of opponent's infantry during some work around CC and lose them all - I think I saw it in the recent Vali vs Feldfeld tournament game. That's quite disaster. P.S. We talked about that starting from this message: https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/page/17/#comment-529865
    1 point
  16. amantia.zipNew Map And this more hardcore than the previous maps. I sat down this weekend and fiddled with the algorithms for ramps and rims, and made the terrain even more ragged than before. Ramps are now smaller and more reliable, though, not all ramps will be fully passable, a tradeoff to have a parametric map with a certain amount of randomness. The rims are also narrower and make the passage of large troops more challenging. You should be able to play every size of map with any amount of players. The terrain around the all bases should always have the same conditions for every player. Of course eight players on a tiny map will not be that interesting. I only played against the machine, i was able to win on a small map, but so far lost all games on a medium map. Up to now i didn't try any larger maps. amantia.zip
    1 point
  17. I saw that page already and ignored it thaught it is outdated . I'll see what i can update. I don't know the units pushing code. It would be great if we can generalize it to optimize range queries.
    1 point
  18. I understand about historical battles but even for non-historical scenarios like Caribbean Island and Northern Islands? It would be good to have the freedom to chose by default rather than modifying the maps in Atlas.
    1 point
  19. 0.0.26 was just pushed in bullseye backports: https://tracker.debian.org/news/1383190/accepted-0ad-0026-2bpo111-source-into-bullseye-backports/
    1 point
  20. I think we requested for chat moderator in another threads . We can extend the lobby moderator chat bot to in-game chat as well. Something that can be done easily and fast. Now coming back to Shyft_sierra, sometimes he does trash talk a lot. I can't upload gameplay videos whenever I'm playing with him becasue too much abusive language. I did upload last game while playing TG with him, only to realize how much trash talk he does during game. Although, I don't trash talk to anyone including him, but I think he went extreme to some players in some cases. To prevent such cases, we can work towards extedning lobby bot support to in-game chat. The next level of moderation can be worked upon accordingly.
    1 point
  21. Thanks for posting this info. It helps to inform the player base so that a decentralized justice system can be effective. According to user1, lobby moderators aren't responsible for moderating player conduct within the game. The "jurisdiction" of a lobby moderator is public lobby messages, user names, and game room names. The in-game conduct needs to be moderated by the game host and the players in the game. My recommendation is for more hosters to establish rules for their games, and for more players to join such games. Here is a forum thread with my advice about how to choose and enforce rules for the "pro" or "OP" team games. In addition, I would like to see lobby bans become more effective, and when lobby bans are effective then in-game bans are effective. We need a C++ software developer to volunteer to help with that.
    1 point
  22. Greetings Fellow Creatives, If you find my free music helpful, please consider making a small donation on my website to help support my efforts. I don't allow advertising on the site because I feel it would be distracting to my visitors so I pay for everything myself. Support from the community is literally what makes this possible. Thank you in advance! :-) That said, this week's new free music tracks are: On my Funny 8 page: "MONSTER MERRY-GO-ROUND " https://soundimage.org/funny-8/ And on my Sci-Fi 12 page: "CYBER STREET MARKET" https://soundimage.org/sci-fi-12/ Enjoy, stay safe and keep being creative!
    1 point
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