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Jofursloft

Balancing Advisors
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Everything posted by Jofursloft

  1. I don't think they are better units, you have just to use different strategies. In a open fight in a open field it's obvious that macedonian pikes + skirms beat pikes + archers. My personal experience is that ranged units focus their attack on the nearest unit. I don't like the idea to make units prioritize the type of unit they are going to kill just because it would kill micro: 1) there would no be reason to have a shield of pikes to protect the ranged units (in particular for slow melee units such as macedonian or ptolemy pikes); 2) rush would became so easy that even a medium player could easily destroy the eco of a pro player (just imagine ordering the cavarly to focus only on women when rushing a woodline: the only skill required would be being clever to avoid the enemy pikes); I really like this idea but I think it should be implemented only for heroes, not every unit in the game (for the reasons expressed above by @chrstgtr). In regicide games moving back and forth the hero during the fight is extremely risky. Maybe in regicide games this "max number" could be turned off by default.
  2. In a lot of tg matches I've played recently I noticed that some players get annoyed by my usage of heroes during the fights (not only mine of course). What I do is basically moving back and forth the hero, distracting a large amount of the enemy ranged units. These technique allows me to win a lot of fights. According to some of these players this usage of the hero is "dancing", and it should not be allowed in the match. First of all, I want to underline the fact that "dancing" was a term that was originally related to a bug in the past alphas: moving the unit with rapid clicks could allow it not to take any damage from the enemy ranged units (so you could do it even with a unit with very low hps). So, I believe that this kind of skill should be considered micro and not a cheat, because 1) It is something you could do also with a fast unit with less health like a champ cav or a gaul fanatic 2) the unit still takes some damage from the ranged units. All of that said, I believe it still represents a major problem in the game, for 3 reasons: - even if the unit takes some damage that damage is practically nothing compared to the excessive hp of a hero unit (so the unit can be healed easily); - it is historically unrealistic (I cannot imagine a hero whose purpose was that of moving back and forth to distract the enemy); - if every player did it, every fight would last hours; In conclusion, I think there are 2 solutions to this problem (connected one with each other), and I hope you can help me find more or make these ones better 1) Lowering the health of the heroes in the game (in my opinion it is exaggerated): - Infantry: 1000 hp -> 500 hp - Cavarly: 1200 hp -> 600/700 hp - Elephant: 1500 hp -> something around 1000, because the slowness of this unit makes it much more vulnerable to ranged units 2) Implementing a "headshot" damage in percentage for archers and slingers (maybe not instant kill but something like of a 70% of the enemy unit health). I would really like this "dancing 2.0" to become something realistic and usable by most of players.
  3. Dancing with patrol is clearly a bug, so it must be fixed. Only infantry units should dance (manually obviously), because in real life it's impossible for a horse. In my opinion, manual dancing should be reviewed too. Maybe it should be possible to dodge some arrows but not a 100 archers army...
  4. Select your units and while attacking press "Ctrl"
  5. I love it. When will this mod be avaible? Are you also going to implement new maps or they will be default 0ad ones?
  6. Please balance units in order to obtain better attacks for melee soldiers, so it's avoided to have only ranged units armies . Maybe for an interesting (and faster) game set better attacks for melee units respect to default 0ad (like 6+ damage at least, arriving to even 16-20 for a maceman, maybe). I'm anyway loving this mod
  7. I wasn't into the enemy base, the enemy just sent me the two rams followed by some sword cavs and pikemen. The sieges so weren't focusing in killing rams
  8. The current problem for siege towers in my opinion is that they are easily killed by rams, catas or sword units. This is what makes them not so useful in the battle. I personally thing that, if the speed has to be decreased, the damage should be increased or noone will even train them. For example, 2 rams from another player could easily kill 7 siege towers in a game I did, that is quite exagerated. You mean that they are slowed because they have to defend with shields from the shots? Ships can't pass a ford. In a low height water map it would be impossible to kill the enemy then... Anyway, I like really a lot your opinions, so thanks for the comment
  9. But how can enemy units kill him? I don't think archers have the precision and the range to do it, but maybe I'm wrong
  10. A mass of slingers is not what makes you win a 1v1 game or a team game. There are too many variables to explain in a comment, but I don't personally think that the best civilizations are op only because they have slingers.
  11. This number is really really variable, so I don't think it can be usefull during the gameplay. For example, every second I change something in the number of people gathering res, so it would be in my opinion a total mess stat. Maybe it can be more interesting a stat that makes an average of how many resources of one type you collect per second, but also this is too variable
  12. Boudica Valihrant borg Phyzic camelius chrstgtr Feldfeld RolandSC2 Emperior faction02 (And I didn't want to put myself on the list)
  13. I personally think that instead of a nerf for celts there should be an improvement of the other civilizations
  14. Yes. Something like 12 walls on the same place are OP because behind you can put a large quantity of catapults to destroy attacking bolts for example, while the enemy takes a lot of time to destroy them and your units a really low time to build them I appreciate a lot the question mark man anyway XD
  15. When there are some people that are not correct as you in placing defenses for their base... ...
  16. Mass of catas and bolts are surely op, but remember they need a lot of time and resources to make, so I don't think we have to work in this direction, but to fix some thing that are clearly op in games like 1v1 or team games in mainland
  17. I personally don't know. I "was born" where people were even fooling around if they player with cavs, bolts, siege towers or walls. So I was really weirded when alpha 23 was released because I had to learn again how to play in 0ad, and it wook me a lot of time. So, I really don't know why we passed from a rule-based alpha to a everything-free new alpha. ANyway, I personally prefer games with no rules, because they are more realistic and also more funny
  18. Building multiple walls on the same place is cheat
  19. With the new alpha 23 there are no more rules. Walls are part of the game and of the fun, and it's sometimes annoying this bug, cause it allows to some players (that maybe are weaker in game than you) to win for example a wonder or relic game
  20. I wanted to ask if it's possible in the next alpha to fix this bug, that allows to the player to build multiple strats of walls in the same place. Pls stop this that makes always @Hannibal_Barca invincible on some types of maps -.-
  21. The advantage of a cavarly army is mostly the fact that is really faster and manovrable than a infantry one. So you can easily attack the enemy from different points with all your army without spend a lot of time. Also, the damage of cavarly units is higher than infantry one, so they are particulary effective even against a good normal army (obv if we are not talking about max ranged upgrades + pikes) What I generally prefer is to use cavarly units in early game or to use them in late just to annoy the enemy attacking his eco at base or to defend from rams attacks
  22. @mysticjim I am avaible to teach you how to play. I already teached some players that lately have become medium level players. So, if you like, I will be happy to teach you Jofursloft (1700 player)
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