chrstgtr
Balancing Advisors-
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Everything posted by chrstgtr
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Your logic/goal is starting to make more sense--you want melee fights to be a true fight as opposed to a sideshow. That seems like a valid goal. (Note, my solution of making melee units faster so they can just get to enemy range units didn't address this, so I think you might be onto something). This sounds like you can achieve it with just a hack armor decrease, right? Why would you need to increase attack? If you decrease melee's hack armor then that will make melee's attacks more powerful against other melee, which seems like your goal. Increasing melee's attack will also make melee more impactful against range, but melee is already very strong against range when they actually engage. Why do you want to decrease melee's pierce armor? That will make range even stronger vs. melee (i.e., it could eliminate the need for a meat shield because range would be more able to fight with melee head-on).
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Agree in main. Makes sense--good call out. Worried about its impact on champ spear cav, though. But the other nerf above should address that. Agree. I'm still planning to look and give you feedback from last time. We tried to talk about this before in the lobby but didn't get the chance. What are you intending to do? How is it different, if at all, from the linked discussion?
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Agree in the main. But this failed on a vote. (Also, a -2 to hack and a -1 to pierce is probably better for you state is the goal--making them more vulnerable when fighting straight up). I feel like we could get broad support for a melee champ cav nerf, which I think @real_tabasco_sauce is going to put forward in the next round. Sounds interesting. I think these inf vs cav tradeoff techs have potential. Really, this is just a buff to champ inf, which I think should happen. ---- Relatedly, this is all inspired from a game you spectated with me, right?
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I've noticed that berries disappear a lot in fog of war this alpha. You will see them and then they will disappear in the fog. Sometimes they show back up in the fog. To be clear, berries aren't getting used up--they're still there if you get them into vision.
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I've noticed that berries disappear a lot in fog of war this alpha. You will see them and then they will disappear in the fog. Sometimes they show back up in the fog. To be clear, berries aren't getting used up--they're still there if you get them into vision.
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Yeah, let's change to "strong hitting, incredible targeting."
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Both. I think it has to change--2% is obviously too low. I'm not certain 5% is right, but I'm pretty sure it won't be OP. Community mod gets it into game quicker. Phab makes it permanent. Could go with something more radical like 10% in the community mod and test first, though.
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Ministers also have to be buffed if you want anyone to make them. Right now, you're better off just making a unit that can eco because the discounts are so small. I would suggest 5% instead of the 2%.
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Thanks—appreciate it For what it’s worth, I think the bot is good because it explains why things happen.
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How do you suppose we learned that it was triggered by "wtf"? And, why would you say the bot's erroneous reaction was correct? This is simply an instance where there is an over-broad net being cast, which is why I reported it.
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@Dizaka literally just wrote "wtf == will to fight." I don't know how it is "obvious" that that isn't meant to mean will to fight--it is literally spelled out.
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Sure. How is that organic, though? I don't think it is. That would be an excuse for other behavior.
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Hard to understand how "wtf == will to fight" gets interpreted as "what the f*ck" Either way, it's pretty clear that this will lead to a lot of false hits
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GenieBot is muting people for saying wtf, which is a common abbreviation for will to fight.
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Sure. Set it at a constant, though. If dancing is bad (I agree, it is) then set it at a level than makes dancing ineffective. You shouldn’t have to do an upgrade to get rid of something that shouldn’t exist. Velocity is otherwise a proxy for accuracy (I.e., spread), which has its own, more direct variable. I think that’s what @real_tabasco_sauce was really aiming for too FWIW, dancing has been largely eliminated through a series of changes in recent alphas. Imo, that’s one of the best things that came out of a24. Edit: I know you’re not advocating here one way or the other, Stan. But I just want to clarify for everyone else
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No one reasonable will be upset with you. You did/are doing a great job. Assuming this all gets implemented into a27, there will be several new changes--maybe more than a24--and we did it without adding a new civ. That is a huge accomplishment. On this note, thanks to @wraitii and @Stan` for creating this project--I think it's been a huge success and one that makes a27 much more likely to succeed even though a27 will likely include a large number of changes. Thanks, @real_tabasco_sauce and everyone else who participated here
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Yeah, I think everything implemented so far has wide favor.
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We can call it "experimental" all we want, but for all intents and purposes--it is the current alpha. The vanilla version of a26 does not function, if for no other reason, because of the Han farming issue and as a result most regular players exclusively play the mod. The mod will also likely be a27. And, again, a single OP unit can ruin gameplay. For example, in a22, a common rule was the no one was allowed to make cav or bolt shooters. In a24, no one made anything but archers and OP defensive structures made games extremely long and enjoyable. Those are two alphas where a single OP unit was sufficient to ruin gameplay. We should not brush off just a few potentially OP units. I have other issues besides the specific ones I named, but the ones I named provide a general preview. That is also true if you add just one tech--it becomes part of the tech tree. Each of these can standalone. What requires all 23 to be implemented at once?
