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chrstgtr

Balancing Advisors
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Posts posted by chrstgtr

  1. 2 minutes ago, Nescio said:

    One of the reasons for that removal is to make player choices more important. Having technologies everyone would research anyway also increase other things for free is not particularly meaningful. In my opinion technologies should be simple, small, and straightforward, leaving it up to the player to decide what to prioritize.

    But it does give a choice on how to prioritize. These are real benefits--same as researching military techs. And these provide a benefit to a player who pritiozied phasing earlier than a player who prefered to build pop. 

    5 minutes ago, Nescio said:
    1 hour ago, chrstgtr said:

    keeping worker else for mauraya

    I'm not sure what you mean

    My error. I meant give it building abilities. 

     

    5 minutes ago, Nescio said:
    1 hour ago, chrstgtr said:

    I like cav health bonus for persia/sele (so I would take this away from other civs)

    Persians and Seleucids still have a city-phase Nisean Horses technology, which works on top of the generic cavalry health technology that's available to all civilizations (it was added as a partial compensation for the removal of health from the city phase).

    1 hour ago, chrstgtr said:

    This is my point, it is available to all civs now. This makes sele and persia less "special". There needs to be more civ differentiation--like it was before. 

    7 minutes ago, Nescio said:
    1 hour ago, chrstgtr said:

    I like rome camps and would give it siege again to make the difference more pronounced

    Siege engines were removed from them at the explicit request of someone who pointed out they were only slightly more expensive than arsenals but much more effective.

    Perhaps rams only could be readded to the army camp, I don't know how that will affect balance, it needs testing, as do other things.

    1 hour ago, chrstgtr said:

    This is a balancing question. Again, I like the way this differentiates civs and makes rome "special"

     

    7 minutes ago, Nescio said:
    1 hour ago, chrstgtr said:

    athens basically is no longer unique in any way?

    They still have +10% metal gather rate per phase advance (i.e. +21% in city phase), the possibility to train troops in triremes, and the quite interesting Long Walls technology.

    Metal gather rates, especially at that low of a level aren't particularly "special" when compared to something like being able to build a camp in an enemy's base (rome), getting building pop bonus (old celts), getting free buildings (old ptol, still cheaper buildings now), getting to collect res anywhere on a map (mauraya), getting to spam siege early (mace), etc. 

    Naval maps are disfavored by most players, so naval abilities aren't very relevant. 

    Good players don't use walls. Besides, as I have stated at several points elsewhere, the game benefits turtles too much.  

  2. Just now, borg- said:

    Understand that balancing is not as simple as it looks. Having hp bonuses again after passing the phase increases the amount of health of the units in late game, making champions op.  If the problem is defense construction, then we will change defense construction.

    HP bonuses don't have to impact champs. We should be able to exclude those. Or just adjust their HP lower so it doesn't have as large of an impact. For example, most (all now?) champs are only available in p3. So a HP bonus from p1-->p2-->p3 shouldn't impact a p3 unit's HP.

    Regardless, this was only one suggestion. I also like the idea of changing defensive constructions to be less op.  I still like giving phasing HP bonus, but it isn't super necessary. 

    Overall, I like the balance changes. Based on what I currently know, I wouldn't change much in terms of unit stats. 

    4 minutes ago, borg- said:

    Bonus ptol is better now, you want free cuz more difference?

     

    Yes. Ptol bonus is still nice, now. Just less significant of a difference than before. 

    And free houses with ptol is just one example of how I think civs should be modified to be more different. Other possible reversions would be something like

    1. giving celt their building pop bonuses
    2. giving siege factories only to mace
    3. keeping worker else for mauraya (and maybe giving it building abilities back)
    4. I like walls/towers for iber
    5. I like cav health bonus for persia/sele (so I would take this away from other civs)
    6. I like kush pyramid bonuses
    7. I like rome camps and would give it siege again to make the difference more pronounced
    8. I liked skirati exp. bonuses for sparta and I think this was nerfed too much 
    9. Carth and athens could use better differentiators imo
      1. carth champs from temples might be a fine strat with champs being a more viable strategy. I haven't tested this
      2. athens basically is no longer unique in any way?
    • Thanks 1
  3. 2 minutes ago, borg- said:

    Extra house would be a useless bonus in nomad games for example, i prefer the center bonus.

    The original reply was in response to how we can make civs more differentiated (again). The one of most obvious ways is to give celts back their building pop bonuses. You can layer onto that extra pop from CCs, but that doesn't change the fact that the original a24 problem (a lack of civ differentiation) remains.

    Just now, Angen said:

    so disable it

    can you disable it as default? If not, that is very micro intensive for every single unit that is made. 

  4.  

    16 minutes ago, Stan` said:

    Everything else? 

    It's obviously an overstatement. I laid out a lot of the changes I would like to see implemented. Below is a incomplete list I would like changed back.

    1. Shorten unit production time
    2. Increase unit speed
    3. change stone upgrade costs to include food instead of wood 
    4. reintroduce phasing HP bonus (not in original post but this would help units not die under buildings so fast)
    5. reintroduce civ differences
      1. don't give every civ siege factory
      2. give celts building pop bonuses
      3. give ptol free houses
      4. and probably many other change that I haven't realized yet
    6. give outposts more vision

     

    16 minutes ago, Stan` said:

    I think units are slower to rotate to prevent dancing.

    Some of it is also probably units being default in formations. So old units that used to be fasted like skirms are now beings slowed by being grouped spears. Undoing this manually is very micro-intensive. Can we not make 180 rotations slower than small turns? Can we not make minimum unit movements (even if this is done just for heros, which is where dancing is 95% of the problem) to make dancing in place less effective?

     

    5 minutes ago, Nescio said:
    1 hour ago, chrstgtr said:

    The game moves much, much slower. Part of this is because unit production is way slower. Part of this is because units actually move slower. I do not see the need for either of these and both make gameplay considerably longer. 

    As for unit production, some training times have been tweaked, yes, but not everything is slower; e.g. citizen cavalry went from 15 s to 16 s, but champion cavalry from 30 s to 27 s, reducing the gap between citizens and champions a bit, to make champions a more viable option.

    The most common units (which were also the units most quickly produced) all had their unit times greatly increased. For example, women went from 8-->9, citizen solider inf went from 10-->12, citizen cav went from 15-->16. Those are large differences. 

    11 minutes ago, Nescio said:

    As for unit movement, cavalry has been slowed down a bit, but not everything moves slower; the base speed remains the same (9), traders and female workers are unchanged, rams are a bit slower (8.1→7.2), but infantry spearmen (8.1→9) and pikemen (7.2→8.1) are a bit faster.

     

    I agree champs needed to get produced way quicker. This is a good change and has made champs a more viable strategy in a24. 

    12 minutes ago, Nescio said:

    As for unit movement, cavalry has been slowed down a bit, but not everything moves slower; the base speed remains the same (9), traders and female workers are unchanged, rams are a bit slower (8.1→7.2), but infantry spearmen (8.1→9) and pikemen (7.2→8.1) are a bit faster.

     

    Again, I suspect a lot of the slow down is actually attributable to formations being the default. 

     

    13 minutes ago, Nescio said:

    Nevertheless, the game certainly does feel slower. I suspect it's primarily because unit rotation rates have been changed to discourage “dancing”; see D2837 for more details; D3274 softened it a bit.

    1 hour ago, Genava55 said:

    I've played a few games. Quick team games (ones where one team dominated and won on the first push without any retreat) went from gg at about min 18/19 to gg at about min 25-28. Some other games that were never really close but people turtled lasted much longer than 25 mins. That's a massive increase.

    I suspect this is more likely the result of slower unit production times. Also techs are harder to get now, which slows down the game a lot. And because turtling is a much strong strategy now, which makes a ton of siege required in basically every tg. 

    • Like 2
  5. I am overall not a fan of A24. I like a lot of the balancing changes, but the game overall isn't as enjoyable. 

    Things I don't like

    The game moves much, much slower. Part of this is because unit production is way slower. Part of this is because units actually move slower. I do not see the need for either of these and both make gameplay considerably longer. 

    Because of slower unit movements, defensive buildings are much, much stronger. This makes fighting under any defensive buildings unsustainable for more than a few seconds. As a result, turtling is encouraged and fighting is discouraged. This is inherently less fun and more simcity. 

    Because turtling is encouraged, it seems like every tg ends in massive siege spam. Sitting back and passively spamming siege to destroy buildings isn't much fun. 

    Civs are too similar now. They all seem interchangeable with the only differences being that some civs are more limited. What is the difference between ptol and rome/gauls/brits besides ptol having many more types of units and buildings? What can mace do that rome can't? It was more fun when there were things like celt building pop bonuses, free ptol houses, and easy spam siege for mace. 

    There are other smaller changes that I don't like. For example, eliminating outposts vision is very frustrating in TGs where it is easy to sneak attack someone. This is made especially frustrating by the fact that capture rates were buffed. Also, I don't like how stone upgrades now cost wood. Before you would do eco tradeoffs between when balancing food/wood. Now, all eco upgrades rely on wood and metal. 

    Things I like

    Overall, soldiers are much better balanced. For example, I like that archer civs are no longer useless. And, I like that champs are integrated more. Both of these were overdue and I welcome the changes.

    We eliminated dancing. This has introduced some weird animations but overall it is a huge upgrade.

    There are some other smaller changes that I like. For example, I like how military upgrades now work. 

     

     

    • Like 3
    • Thanks 1
  6. Chill, dude. Nothing is capital 'w' Wrong with your video. 

    Alekesu posted a video to help teach players how to boom and be less vulnerable to rush. 

    1-I assume both videos were made with the intent of teach and there was no opponent so map size is irrelevant.

    2-If a player did an early rush of you with men then you did not have enough men to counter. If someone did an early rush on you with cav you could not counter. If a player did a cav harass on all your berries (which alekesu did not have) you would've lost all food production and many women (and therefore the game).

    3-Great--that is why I posted the video. 

    4-No thanks, Alekesu already made one.

    5-This is factually untrue. I've also never heard of a deadline for a rush. 

    6-I never knew all rushes come with 15 cav at minute 4.

    More to the point--there are multiple boom strategies. I personally think Alekesu posted a very good tutorial that is a better for learners (because he didn't have the berries you did, he explains what he does, and it is at worst arguably a better boom to defend rushes with). 

    • Like 1
  7. Here is a more realistic build order with an explanation of how to do it (I know this number can be improved because I did it once in about 14:30 with a similar build order, so tweak the build order around to maximize your build). There is also thread out there with how quick you can reach max pop too, but I think most people cheated and did it with all women (not that it would've made a difference after like 100 pop). 

     

     

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