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chrstgtr

Balancing Advisors
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chrstgtr last won the day on November 27 2024

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  1. Balancing with how quickly/cheaply you can get a hero and wtf. I personally find hero-dedicated buildings annoying and cluttering of your mental space (i sometimes forget to make the building for civs I play less often, for example) and game maps (it takes up actual space in your base and basically never matters if captured/destroyed). I would rather heroes just train slower/more expensively from the CC than from a dedicated buildings. But I think others disagree and it’s not a hill I’ll die on. Already having a fort makes it easier to eventually get wtf. I don’t think that should be placed in a fort either but that’s a different issue and a relatively low priority one too.
  2. They are. I should they should match speed. The counter doesn't really work otherwise--when enemy has a speed hero fana are basically useless since they lose against inf spam and can't engage cav. Anyways, the easiest way to counter fana is with inf spear becauce fana are too expensive to match spam. I'm pretty sure @Seleucidsmade this post while watching me play fana earlier today. I've been playing fana a lot lately. I've found that they're actually strongest in champ cav games provided that enemy doesn't have speed hero. Fana easily beat enemy champ cav and make that player effectively useless while still being able to do raiding damage.
  3. Also probably makes sense to only clock idle time when a player is below max pop. Anyways, these are cool graphs.
  4. Right. I read a bit too quickly and didn't realize when you said idle time you were referring only to barrack idle time
  5. This should be really easy for you self diagnosis and correct. Just look at the idle worker count in the bottom right corner of the mini map. If the number is above 0 then you made a mistake. Keeping an eye on this counter, pressing the period button to find the idle worker, and assigning a task to the idle worker is eco management 101.
  6. It is true you (usually) do not use your mod when I host (or other hosts) tell you not to use it. But I would hardly say that doing this is changing your behavior to address other players’ concerns if you only do it under threat of a room ban.
  7. This is clearly wrong. @guerringuerrin has already pointed this out as "awareness." I would go further to say this is actually multitasking, which @borg- has already identified as the primary skill in R(eal)T(ime)S(trategy) games. It is also not just "repetitive meaningless actions." First, your mod doesn't repeat the same thing. It optizimies based on how many you can make to reach your ideal population composition. Without the mod, you would have to decide what batch size to make and of what units to make. At all times, do you know how many jav inf you have at all times? Do you know how many sword cav you have at any moment? Do you know how many slingers you need to make to reach your ideal population percentage? I don't know. But I can make guesses informed by experience (i.e., skill). Your mod does this all for you. If you truly want something to eliminate repetitive clicks then that already exists as part of the base game. You have created something that does more and creates a competitive advantage. Most importantly, you've been told other players don't like it and choosing to use it anyways
  8. When I google "0 AD" the first result if the game. When I google "zero AD," the game is the second result. What you're claiming doesn't appear to be empirically backed, which makes sense since 0 AD is not an actual date.
  9. My understanding is that it is the current plan. But there are exceptions to it. This most often comes up in the context of whether Rome should represent parts of the Roman Empire or just the Roman Republic.
  10. Most of what you're describing could be fine. But it doesn't match the resource cost of cav, which is 50% more than inf. Champ melee cav, especially, is very difficult to justify the cost of if they die so quickly and cannot effectively capture/kill CCs. Cav rushes will also be easier to defend (because CS cav is nerfed) and come with a heavier cost since cav cannot simply go back and go eco after a rush the way the inf can. Also, I don't think the bolded was ever the intended purpose. The problem was always champ cav--not CS cav. The community mod simply uses to blunt an instrument that nerfs all cav when a more tailored approach was necessary.
  11. I played several com mod games today. I basically only paid attention to cav balance, which I think is off. Champ cav balance seems ok-ish. CS cav dies way too fast to inf, though. Cav is very easy to counter by just making spear and using formations. CCs seem to be much more difficult for cav to capture. I think this is probably a good thing. I, again, state that I think the bonus multiplier should be added for champ cav but not for CS cav.
  12. Sounds good. I'm a little worried the 3x counter will be too much against CS cav. But we will see and adjust, if necessary.
  13. Speed. I think all cav could use a nerf. Setting their speed an about equal to fanatics seems about right with melee cav being slightly faster and range cav being the same as fana (also, would make fana a better counter, which I think it needs to be) also, what exactly is the 3x counter? (Just want to make sure everyone is on same page) kind of related, but melee inf should get a speed boost too. But that’s more of a range vs melee balancing issue.
  14. @Dakara is just trolling you. the only counter to champ spear cav are mustangs. Create them by typing “how do you turn this on?” into chat
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