Jump to content

borg-

Balancing Advisors
  • Posts

    962
  • Joined

  • Last visited

  • Days Won

    19

Everything posted by borg-

  1. Hi guys!!! I come here to discuss a change in the interface of the units / constructions. It's something that has bothered me a lot, for several reasons. You need to leave your mouse over icon for some time, until important information is shown, and even then they are confusing, have poor allocation, letters are small and not have icons. It sounds like something unimportant but it is not, in some other rts games, when you evolve your drives, the drive model also changes, so you know that drive is upgraded, and you take care of it. At 0 A.D this does not happen, so you can not tell if the drives are upgraded, you need to click them, leave the mouse on the icon for some time, and then you can see a lot of confusing information. What I would like to see is something like this: It's something simple and clean, just with a few icons, showing, atack/armors/atackrang. Of course a few more things can be added, and also, the other information does not have to be taken, they can stay where they are. This way it is much easier to see and you do not waste time looking for the information you need. I have seen some players complaining about losing fights and only then did they see that the enemy units were much stronger. And I dare you to say, that some players do not know that this information exists, because they have never tried to leave the mouse over the icon. Age of empires 2 is just one of the good examples we have, it does not have to be identical. What do you guys think? He gave his opinions and suggestions. Tnx
  2. With simple micro is impossible to lose 200 units against 40
  3. Pure Boom can win Rush, or Rush + eco, Any strategy can win other strategy, depends on the ability of each player.
  4. 1. I like this change for now, but think he should be more skillful. Maybe Pierce (7) (also would not kill women instantly as it is happening) Atack Speed (2) (With faster attack it would make it easier to micro) I agree on walkspeed 21. 2. I would like to see them in 2/2 or 3/3 armor, but that would be strange because have many quick units with 1/1 of armor, so why would a dog with no armor be more realist? In fact these hounds were slow, but strong and large, and almost always had armor, so I would like to see new models with armor, so we can increase their armor to 2/2 or 3/3. While we have no new models, we can increase you hp for 120. kennels 200w, 50s, 50m, seems more realistc for me. 3. They certainly need a speed bonus. I'd rather increase its overall damage, instead of just giving more bonus against cavalry. hack dmg 2 4. Need increase hp for 300 or 400.
  5. It would be great, i would like to see someday.
  6. 1° It would really be a small area, maybe 3 - 5 max units. 2° I think it would be good with some tactics such as rush, or horses rush, this technology should be open at p2
  7. One of the less usable units at the moment, and rarely used. Basically it is: high cost and very slow cure. My proposal would be two changes. 1°: Now priests can healing in area, every 30 seconds, you can choose the area in which heals. Little area but fast heal, maybe 50 or 100 of life in 2 seconds. (Cant individual healing now, only aoe) 2°: You can build small medical centers in neutral territories. Healing works for all units near the center like church. Healing only works if you have priests inside. (max 5 priests, 0,5 hp per sec for one priests) These are my ideas, I would like the opinion, tnx
  8. Today I will bring more ideas about other upgrades that I see needing reformulation. tnx
  9. I end up leaving many upgrades out of the fact that they always leave a weaker side, especially infantry upgrades. I'd really like to see upgrades that help you 100%
  10. I like your point of view, it's easier to search for any of the other upgrades, and that's one point I'd like to make a bit more difficult, where you should choose more carefully.
  11. Tnx LordGood!!! In the next days I will put the rest.
  12. I have noticed that a lot of technologies are not being used by most players. I will put some of them here, and propose some changes, I would like to count on everyone's help. THE LOOM: + 50% life for womans, cost 250 food. The aim is to make women less vulnerable, especially to early attacks such as romans rush cav. With 250 food you make 5 women, i think it expensive for the beginning of the game. Changes: cost 100 food and 30% increase life. And maybe new tech in p2, 200 metal and increase armor in 2 or 3. This would make it more viable in the beginning of the game and making the game a little more balanced mainly against cav rush. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Garden: Increase 20% houses capacity populational, cost 500 wood, 100 stone. Not bad, but would only be useful when you have a fair amount of houses. At that moment you probably already have a good economy, being able to build new ccs, castles and others, which also give capacity, making it a little useless. Changes: I no have much ideas, but maybe lower the price for 400 wood and 0 stone. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Servants: +15%/15%/50% speed in collect stones. cost 200/250/1000 food, metal 50/50/150 and 150 stone(last). For me it should cost wood and not food like the others. Changes: Same cost, but change food for wood. Our maybe, change values to 5%/5%/25% and gain 3/3/10 soldiers - mercs. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I particularly do not like upgrades that improve something and draw on others, example: Infantry recruit: All infantry -10% time of training, but -5% in life. cost 100 food. Changes: -10% time of training, no changes in life. cost 300 food. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Only four at the moment, but I will put some others that I think need changes. So guys, what do you think? xD tnx.
  13. Map: mainland Players: borg- vs Liberty Summary: I got in trouble in this game, I almost lost. Liberty used rush skimisher cavs, and i fast p2. He came with many horses, and I had nothing to defend. This game was a lesson in patience and how to turn a game almost lost. borg- vs Liberty.rar
  14. Im my opnion dont work. Exemple: Spearmen cost now: 2 food, 2 wood, ok, but now we need buff, how would it be? 1 food and 1 wood? Its is -50% less. This would apply to everything. And the soul of the game is exactly this, to look for new resources, to expand etc.
  15. They are useless at the moment, have little damage, die easy, and their locomotion is very bad. Need buff maybe in HP, low HP compared to others elephantes.
  16. In others classics rts games is: Spearmen = Anti-cavalry (some "special" units can tank also) Swordsmen = Anti-Spearmen (some "special" units can kill ranged) Ranged = Anti-Spearmen and Swordsmen Cavalry = Anti ranged units (kill some light infantry as Swordsmen due to its higher hp)
  17. A - I particularly like this option, I think it's more realistic, and it will make the player make better decisions. B - Maybe instead of increasing the time, why not make them all more expensive? This would limit the player to raise them all the time.
  18. This is a feature that helps a lot more because in this game soldiers also collect. I miss that a lot.
  19. Map: Mainland Players: borg-, fpre, Uran23, JorgeGijon, merlin1, ycswyw. Was a good game, but the goal is to show that Ptolemaic has a lot of potential, much more than just rush camels. I managed to pop 300 in 18 minutes, it could be before. Pto is a best civ haha xD pto best civ.rar
  20. Catapults are really useless now. My proposal to them would be a slight increase in distance, hp improved maybe to 200 or 250, and most importantly, their speed, it is slow for everything, to move, to mount / disassemble and mainly to shoot, I would like to sail More agile, especially at attack speed. I would like to talk about the darts catapults too. These I have never come to be used, are totally inute in all alphas. Needs a total refinement, especially in its accuracy and damage, and one thing that would be very cool and realistic, the dart could cross more than one unit in line.
  21. Map: Mainland (normal) Players: (borg-, samba) vs (Vercingetorix_, drunkadius) Summary: A basic strategy in 2v2 games in some rts games, one player rush the strongest adversary, avoiding that it grows and the other attacks a little later with a more powerful and numerical attack. 2016-12-31_0003.rar
  22. Map: Mainland Players: borg- (2020)(Seleucids), maxticatrix(1322)(Athenians) Summary: Map for 2, Conquist, Normal Resources, 1x Speed. Very good game, max rush me with slingers, hard to defense. borg- vs maxticatrix - mainland.rar
  23. Map: Mainland Players: borg- (2020)(Romans), ffm(1627)(Ptolemaico) Summary: Map for 2, Conquist, Normal Resources, 1x Speed. Great game for anyone who wants to learn how to rush/defense ptolemaicos and romans. hf borg- vs ffm - mainland.rar
×
×
  • Create New...