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Jofursloft

Balancing Advisors
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Posts posted by Jofursloft

  1. On 09/02/2022 at 10:54 PM, Lorenz11 said:

    4jofursloft

    On 07/02/2022 at 10:09 PM, sarcoma said:

    jofursloft

    On 08/02/2022 at 3:42 PM, the-x said:

    Jofursloft 

    On 08/02/2022 at 3:31 PM, MarcusAureliu#s said:

    Jofursloft 

    I really appreciate, but I think that a top player needs to be constant. I am not, in the past months I have been extremely busy. Impossible to manage doing two unis, sport, friends and playing 0ad at the same time. I'll be back in summer I hope :))

     

    • Like 1
  2. Hi, I already partecipated in a tournament back in 2018. Because of that tournament, I decided to stop playing 0AD for 2 years. I don't really like the idea because I can't think of 0AD as a competitive game. I play it just for fun, and I think that having a monthly league or tournament (= real skill ranking) would be stressful and could probably lead me to stop playing. it's just a personal thing, you can obv disagree with it :))

  3. 2 hours ago, Philip the Swaggerless said:

    Instead, there should be 1 small stone mine and 1 small metal mine having no more than 500 of each resource, similar to how there are a few straggler trees near the CC at the beginning of a game.  Then on the outside of their starting territory should be larger mines, similar to how there are large forests for wood.

    1)  With 500 of each metal and stone you will be able only to get the P2 eco upgrades and build some barracks, nothing else. 

    2) If you need to go outside your territory to get other mines, how can you do it if you don't have the resources to build a civic centre?

    3) If there are little mines scattered in your territory (that can be easily reached during P2 for example) these little mines have a capacity of max 10/12 men. THis is the heaven of any rush player, and the nightmare of any counter rush player (cavs are just so fast that can kill these small group easily before reinforcement can arrive).

    I prefer the idea of having the 5000 metal and stone mines in your territory (reachable also in P1) but not next to the cc. The main problem is that in this case you have no way to protect the fields from a possible min 8-10 cavarly rush. It's already hard to defend a cav rush in the fields with 5000 res mines, imagine to do it when your mines around the cc are exhausted even in the early game. You cannot keep 20 men idle just to defend the fields. 

     

    • Like 2
  4. 2 minutes ago, Gurken Khan said:

    Ever since I saw an camel archer chase a gazelle literally over a whole normal sized map I resent them.

    Take 1 camel and he won't deal any damage to a woodline with 40 units working. Take 15 of them and they will be both annoying and lethal if microed well (they can kill a skirmisher in 1 shot and a spearmen in 2-3 seconds). In P2 if the enemy is booming (unless he is an archer civ) he has no units to counter them, and doing melee cavarly as counter takes at least 2 mins (stables+training time), so it's a good way to slow down the opponent

    • Like 2
  5. I think archer cavalry is a good unit. It is not supposed to deal a lot of damage: it's mostly and annoying unit which purpose is to keep the enemy idle and harass his wood/mineral eco. In my opinion it's not a unit that can win a battle, so while you train some of these archers to slow the enemy eco down you should train a strong army in the back (skirms, slings, sword cavs, or any units that deal much damage). In the 1v1 I showed in the video Vali had only archer and spearmen infantry in his base, which is why when I attacked him with merchenary units mixed to slingers and spearmen he had no counter to that. If he began to train skirmishers and maybe waited to have 10/15 cav archers before attacking me he could probably survive better my P2 attack. 

    • Like 1
    • Thanks 1
  6. This felt pretty easy honestly. Only "cheat": I paused at the beginning to have an immediate start and to check the woodlines and berries of my territory. 

    I realized at the end of the game that I didn't set "teams locked", but the AI remained allies for the whole time and I didn't make alliances with them.

    I will try 1v6 too. 

    1v5.zip

    • Like 1
  7. Idk if someone can be interested in this, but here is my personal ranking (very few players) of the players that particularly impressed me in the past 3 months (from july 2021 to october 2021).   

    1. Valihrant
    2. vinme, Feldfeld, Lorenz11
    3. chrstgtr, Berhudar, borg-
    4. Letswaveabook, dakeyras
  8. 12 hours ago, vinme said:

    you cannot run from mele cavalry, they are too fast so you often cant avoid lost fights, only solution is to have large enough groups.

    How can you have large enough groups on biomes such as Aegean Anatolian, Arctic, Autumn, Nubia, Sahara, Steppe when playing in a 1v1 on a small map?

    12 hours ago, vinme said:

    try atacking carth player directly , if they are massing sowrd cav, as they will likely have a very weak base defended by archer/spear

    They have a very weak base if you have at least 30+ soldiers to attack it. When you send your army, the carthage player will likely see it coming, so he will just retire his troups moving them around his territory, building towers, garrisoning in them and barracks, slowly damaging your army thanks to the range of archers (who can be kept near to the cc if we are talking about P1 and P2). In order to damage the carthage player you need then to have a big army, and when you move it away from your territory you 1) renounce to develop your eco 2) become extremely vulnerable to a sword cav rushes (that can rush immediately after your army passed your territory border and still be able to return to the base in order to support the defense against the counter rush) 

    • Like 1
  9. 48 minutes ago, BreakfastBurrito_007 said:
    • reduce the rate at which mercenaries gain experience, so that spears will rank up faster in a longer engagement and the tide will turn for the spears after some initial losses. I think this will effect OP mercs units more than non OP mercs, because non-OP mercs do not take engagements versus their number 1 counter.

    The problem I mostly encountered with sword cav is that in order to survive I must have at least 20+ soldiers in the rushed woodline. The more the sword cavs, the more units I need to counter them (if 20 sword cavs mixed sword and jav attack me I need to have like 30 units to defend).

    This becomes a serious problem when it comes to 1v1 matches. Except from subalpine, india and savanna biome, in the other biomes I need to keep active 3-4 woodlines when I pass 150 pop (otherwise I exhaust the woodline too fast) and obv I cannot keep an army of 30+ soldiers to defend every woodline. The extreme rapidity with which the cavs move allows to the enemy to kill any group of less than 20 units in your territory, and if you move reinforcements the cavs can run away easily. This becomes really annoying because rushing with sword+jav cavs is so easy, while defending it is so hard.  

    I think that the solution you propose is not really a solution because in this kind of fights most of the units basically don't even survive to the rush (while a lot of sword cav merch arrive to r3). 

    I think a solution could be eliminating the auto-ranking r2 and making it an upgrade which can be researched in P3 or that requires other previous upgrades (something similar to a bonus that was present in the previous alphas and that allowed to mace barracks to train automatically r2 pikes). And, obviously, nerfing cavs in general. 

    • Like 2
  10. 20 hours ago, Gurken Khan said:

    I think we should stick with historical accuracy as much as we can. If there are sources for female soldiers I'm perfectly fine with incorporating them. Already there are some, although I think there is some artistic freedom taken. If there are sources for female leaders I also think it's good that we include them, like we already do.

    That's definitely the case of mauryan Maiden Guards. That units (champions!) don't absolutely make sense and I think should be reviewed. 

    Another big problem (in my opinion) is about heroes. Boudica and Cleopatra have a insane and totally unrealistic damage attack and amount of HP. 

    • Like 1
  11. 2 hours ago, Yekaterina said:

    Furthermore, since most soldier units are male, having half of the gatherers being male means even less females being produced and represented in your population composition. Not sure if that is a step towards or away from gender equality. 

    That's why I say we should also add female traders, female crossbowers and archers, female healers (and male healers for ibers). If this is realistic, why not implementing it? 

    I mean, this is not a necessity, it's just something is nice to do because it's realistic (as much as any change who is done in making the graphics of the game better) 

  12. 11 minutes ago, Yekaterina said:

    I make spearmen farm with women just in case there is a melee cav rush. 

    "Just in case", which means that is something you would avoid because men have a terrible gather rate.

    A not-trained man who works in the fields 12 hours per day and has a poor diet is far from being as strong as a man who is trained for a fight.

  13. 2 minutes ago, Yekaterina said:

    I guess killing male units also isn't politically correct, nor does it make the game less 'sexist'. So, to be absolutely politically correct, the units can't depict men or women, let's make them pure robots that look like Among Us characters or Pony Ascendant. 

    Absolutely agree, also because we don't actually know if all  the men that we see in the game are actually men or they fell themselves to be women. What I'm saying is that we should just make this a bit more inclusive (that in this case means also more realistic), just because having only women and not men farming fields doesn't make sense (as much as having only men at fighting makes sense).  

    • Like 1
  14. 8 hours ago, Yekaterina said:

    2. If you make 'male gatherers' , then someone could ask for 'female soldiers'. But if you implement that, you see women killed on the battlefield, then they will protest because women's rights have been violated... So these people will never be satisfied...

    I partially agree. Male gatherers make absolute sense. Female soldiers don't really make sense because women have factually not enough strenght to maneuver a pike or throw a heavy javelin in a long distance. This doesn't mean that nowadays there cannot be women who are stronger than the average of men, but we also have to consider the culture of that time (women basically as not for few cases didn't receive a proper phisical training) and the nutrition of the time. Only if we talk about archers/crossbowers/slingers I agree there could be also female soldiers. It's obvious there will always be people who complain about something, but I think that 0ad should be a bit more realistic in this sense. 

    The main thing I find to be a problem is that in a lot of games when I pass minute 13 I begin to kill all my women who are working on the woodline and replace that with men (and that yes, I find it to be a bit too much). 

  15. 5 hours ago, pixel24 said:

    How do I learn to place and organise troops better in a battle? Do you make groups with certain troops here? Is there any help (text or video) on this somewhere?

    Use formations (the most compact and linear ones) to organise the troops. After the units begin to fight, disable the formation and let them do their job. While fighting, ranged units will automatically dispose in a "circular" position (which is the best way to damage the enemy units). 

  16. 2 hours ago, pixel24 said:

    For practice, I started the map with "explored". I saw that all the opponents already have defence towers and others.

    Not all actually. The map is designed to have 2 teams of 3 players: only the player in the middle of each team have defence towers from the beginning because he is positioned between two enemies. Otherwise, he could be double rushed easily and die early.

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