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Philip the Swaggerless

Balancing Advisors
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Philip the Swaggerless last won the day on June 27 2023

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  1. I like this idea best. Just as long as you don't have to change weapons it for 6 seconds (upgrade implementation) like a persian immortal xD. Right click = attack based on distance to enemy Ctrl right click = forced melee attack I like this idea second best. @wowgetoffyourcellphone Of the suggested options in this thread or elsewhere that you are aware of, which ones are currently (or easily) implementable? Maybe once we know these we could vote on what people like?
  2. Hard disagree. Make packing or mobility better, then. In team games it is useful to make traders if you are pocket to get the diaspora tech alone. But traders have long needed a revamp. Even in maps with low resources, you can always get a lot of food, which means you can make cavalry, which means traders are not safe. Also, most maps start with 5k metal so if you have merc cav they will also make traders a complete waste.
  3. Why a switch time at all? Who ever asked for that? If any, shouldn't be anymore than 4 seconds! They are too weak to use as spearmen and it is too cumbersome switch back and forth between them. Too make them less cumbersome to use, it would also be good to choose which unit to produce them by as default. Maybe the easiest way would just be to add an archer unit to the production building and Cyrus.
  4. It seems the overall damage output of buildings was not reduced, is this correct? I thought part of the change to structures targeting units is that the overall damage would be reduced to compensate for the fact that it would be reducing the army much quicker by eliminating individual units faster. I think that would be good, because it can diminish the power of sitting under cc fire in the early game, but also reduce the turtling power of late game. Instead, it seems much more difficult to besiege a player and knock them out of the game.
  5. The Hoplite tradition tech of sparta decreases training time for all Hoplites, including champions, by 20% I believe. So there ends up not being much difference in train time. They are still the best spear infantry champion.
  6. Carth are very strong if you use the infantry mercs
  7. Previously they only had the chariots. I believe the team is working on making the chariot have extra features. Some of the ideas were making the scythes coming out of the wheels do damage and/or making it so the soldier on top can jump off of it.
  8. What is unrealistic is that you can instantly delete all of the buildings with the press of a button, as if by modern explosive demolitions. You don't have to have men walk to them and set fire to them.
  9. One of the most satisfying experiences I've had in a game is taking someone's CC, and then their superior army cames back to reclaim it, and then I deleted their whole city. xD Of course I acknowledge this is unrealistic. @alre Does auto demolishing mean pressing the delete key to destroy the selected building(s), or are you talking about how the AI deletes its buildings before you can claim them?
  10. Maybe like @Vanthasaid, the Macedonian siege tower could be enhanced. Longer build time, more cost, but it also shoots a bolt or 2. We could limit the number that can be built at one time, like the juggernaut ships.
  11. Wait, what? I think just make the pikemen (and siege?) faster. I think the siege would be a good place to differentiate them. Currently, they have a hero that boosts siege damage/range, and a team bonus that makes siege get produced faster. So they have buffs, but they don't have anything actually unique about the siege itself. In previous alphas they were the only civ that could make an Arsenal. All other civs had to produce siege from the fortress. But everyone has an arsenal now.
  12. Faster pikemen. From Wikipedia: "All of the armor and weaponry a phalangite would carry totaled about 40 pounds, which was close to 10 pounds less than the weight of Greek hoplite equipment.[1]" https://en.m.wikipedia.org/wiki/Macedonian_phalanx
  13. @real_tabasco_sauce I am a little confused. Did you mean "pop is 160/1600 = 10%"? And is the 80% boost an arbitrary number or is it based on the game pop/world pop cap? In a 4v4, a rusher may have better stats than the 1-2 people they rushed for much of the game, but the other 5-6 players likely have better stats for the majority of the gametime. It is a likely scenario that the longer the game goes, the better the score for the non-rushers (at least on the winning team). Can the population percentage boost account for this in a way that we think correctly reflects effectiveness of the rusher? Also, as the losing team's population diminishes, the winning team's kills will become increasingly more valuable in the score relative to when most players have full pop. Such a boost would be beyond what is intended. I apologize if this is all obvious, but I submit that: One of the reasons early kills are effective is because the person that loses a unit loses that unit's economic and military productivity for the rest of the game's duration. So the value of that kill continues to increase the longer the game goes on. (Or to be more precise, until that player reaches their pop cap, or whichever comes first). I don't think that ratings that don't consider time of kill compared with game duration (or time until the affected player's pop cap is reached) can capture the value of rushes. Since this mod is based on averaging scores of different frames, it may not be well suited for this. Is that right @Mentula? Actually, if we consider the value of the kill in terms of the productivity it denies the other player, there may even be a rough way to consider military and economic score as different aspects of a single dimension. Admittedly, this method would not account for the value of rushes which do not kill units but which cause a lot of idle time for the target of the rush.
  14. COLOR Feedback: The grey is VERY hard to see on the mini-map. The silhouettes are also sneaky when in the trees.
  15. @Sodaliteby the way, are you referring to technologies only or structures? The are scenarios and skirmish maps where you begin with a city full of structures.
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