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Dakara

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Everything posted by Dakara

  1. You are right, the beginner are the base of a game. they mainly have to play between beginner and for this they have to host game for beginner. Because when you are beginner your first goal is take fun, not win 100% game. But a training system would be a good thing, achieving objectives in 1-3 minutes on a personalized map with a score out of 10 or another rating system would allow the beginner to have a solid foundation.
  2. Will 0AD build a professional army to defend its players?
  3. do it = kill balance lol you know romans have free champ if melee unit upgrade level for example. I don't see the issue of blueprint-modelled units Nothing prevent to have unique unit for each civ like fanatic, dog etc
  4. The total freedom, for the best and the worse, like a wedding ♥
  5. I was just trolling, of course you are right
  6. Who cares about the events of the past when atrocities just as terrible, or even worse, are still happening in the 21st century? The real problem is not learning from history to prevent it from happening again. I don't make the difference between burning someone alive and killing them with a bomb while they sleep, when they are innocent it's the same atrocity
  7. Idea number 453 : infantery and cav same stat except speed Make simple changes -> Standardize cavalry and infantry. Their only difference would be their gathering and repair capacity and move speed. This would be balanced by an additional food cost of about 60%. So now the only advantage of cavalry is speed. We remove all specific anti-cavalry counters, it a noob feature. The train time is same as infantery too. Later we can think about giving cavalry units as already exist for the Persians with the axe. cav cityzen example : 50 food 50 wood / 50 HP / 1/1/0 armor 16 pierce attack 1,5 speed / attack capture 2.5 / Move speed no change 80 food 50 wood / 50HP / 1/1/0 armor 16 pierce attack 1,5 speed / attack capture 2.5 / Move speed 16.8 champ cav example : 80 food 60 wood 80 metal /200 HP / 3/3/0 armor 16 hack attack 0.75 speed / attack capture 5 / Move speed no change 120 food 60 wood 80 metal /200 HP / 3/3/0 armor 16 hack attack 0.75 speed / attack capture 5 / Move speed 18 For civ good in cav we have a new tech : HP Cav +10% for a cost +10% cost food. Of course we delete the basic tech of life for all civ. Resume and strategy goal : Make cav a strategic choice and not the best op choice. You still have to produce more food for have a cavalry support Give to noob Attack capture is same as infantry, train time too. Of course they will melt ! but you can runnnnn with them, choose when you want to fight. Delete counter feature, your natural damage without counter or multiplier should be use at good target -> more snipe and move cav where you want to maximize your damage. Reduces classic tactical errors and make the game more noob friendly with this infantry buff. An all-cavalry army will always be stronger than an all-cavalry army, but not in a noisy fight, the units will be equal. There will be ways to differentiate gameplay, don't worry.
  8. I don't see any problem for this thing actually. It is not about the game but players. It worse in a lot of other game. In 0AD people try to balance in most of the game, even matchmaking is full random ouf of ranked in a lot of RTS game. I'm just wondering about beginner and intermediate players. They don't have the knowledge to balance the games and smurfs can crush them easily. We must be careful with non-elite players; they are the solid base of the game and they keep the lobby alive, they are useful for balance btw. We could consider developing the user profile, for example with a multiplayer game counter. Of course, the player would have to be able to choose whether or not to display this information. I'm personally in favor of including a team ranking for the moment, but it's an alpha, so anything can be done. Maybe even through a mod.
  9. Don't use it except if you have a plan or a good map for it. Plus if your opponent is low no cata civ maybe you can do some. About tower is nice in early but after it low efficiency and easy to capture , except if the tower are surround by building
  10. a second group with ctrl + number for siege, and shift right click and make a way
  11. 45 meter around this heroe all cav have +2 armor (take less damage) in french translate it type +2 attack but it wrong
  12. #74 - Increase the default capture regen of structures - 0ad-community-mod - Wildfire Games something is plan for the roman camp ? or structures 0.5 to 5 is enough?
  13. did you remove the wall change? bcs it was too much op in my opinion i propose few change : reduce melee armor of cata , they tank too muchhh, impossible to snipe easy with melee unit. Balance heroe bonus , some civ have @#$% heroe with no bonus or one only good heroe.
  14. So like immortal you propose a cheap one version?Kush and Athens still have the gold version so? why not I already like the current unit but your change seems interesting In normal version : range is 60 , how much now? like crossbow han? i suppose it become skirmish archer champ. Do you think a expensive tech in castle could add a slow on enemy target for 6 sec with the poison ? for the swordman it was already the best one with ibere
  15. In the current configuration, the catas are powerful. We should not balance the game on this wall hypothesis. Especially when we can lose the allegiance of the walls if the enemy pushes its border. We should nerf the cavalry by choosing some of the ideas from the thread. It's important to keep in mind that a single Citizen Lancer shouldn't be able to kill a cavalry champion. So this won't be a miracle solution. We need to focus on the "invisible" strengths of this unit. Their ability to stack, take up very little space, and move in close quarters isn't really realistic. This way, they decimate enemies. Change this. And their ARMOR!!!! I think that if we nerf this unit too much, the cavalry mercenaries will be the new hell of the game so take care
  16. Building a second city center is equivalent to giving it to your opponent! Moreover, with the number of military improvements too high in the forge (I still don't see why there are two technologies at age 3) building a CC puts you behind from this point of view. On the other hand, the cc have a lower cost than before, now it is possible to make them.
  17. this is the best idea , specially for cav! chariot champ have already this kind of feature
  18. We read you, but you know about all the 100 possible ideas. If you don't put it in the form of code or a mod, people aren't necessarily convinced.
  19. PLEASE delete this topic and send in private to staff not in ffa without spec , noboby know, but in market we see something wrong. NOW how abuse market, without cheat purpose?
  20. The game is a bit deserted... but it's still enjoyable.
  21. wtf no, it so fast 11Min you can be 120-200 pop in tg , if we boost the boom, we destroy more cav rush
  22. warcraft 3 and aoe 2 is 0,25 sec if i'm right, so it's ok
  23. did you try in 1vs1 with someone of your region? you will see , it's good
  24. I'm reading some strange comments. Of course, cavalry should be faster; that's the principle of the unit. It already has minor penalties, such as reduced capture attack and suffering damage multiplication. The solution isn't to have a common citizen unit with a lance destroy a very expensive champion unit! The champion cavalryman is one of the most expensive units, so it must be one of the strongest units. Furthermore, I believe it's necessary to balance champion units between each civilization. If I'm not mistaken, the Persian and Selucid champion cavalrymen are better suited to long melee combat than other civilizations because they have better range and armor. Their range needs to be nerfed and made sure they can't stack too much in a small space. For example, champion chariots already have this feature. This will allow the infantry to do their job. Additionally, it is absolutely necessary to remove the 20% extra life tech on champions.
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