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Jofursloft

Balancing Advisors
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Everything posted by Jofursloft

  1. Las campañas aún no han sido implementadas Personalmente no sé cuándo estarán disponibles. Egipto no es una campaña, es más como un escenario.
  2. I agree, the fact that he is a trainer hero doesn't countet the absence of an aura: the time to train champs from him is very high. I propose maybe a way to reclute that champion archer units from barracks (more equal). I consider a good hero also Hamilcar Barca: he is very powerful against a civ like ptolemies The main problem of this is that the mercenaries can't be trained from barracks, so it is not so good if we consider we can train mercenaries only from 2 buildings
  3. I think you are right: I always asked myself how fangs could destroy a stone fort xd
  4. But the problem is that this type of ram is practically unuseful, cause it can be really damaged by a group of ranged units (65% defense to pierce). This would encourage the players to train elephants and no more rams. Also, the players would lose time (against a civ with catapults or elephants) to upgrade the rams before than train them (and also before training hero). This would be really annoying for a civ like macedons that has not access to a good unit that is not ram to counter a mass of catapults.
  5. Yes, but I wouldn't recommend you turn right and left very fast, cause it takes all your concentration and maybe you fail in it. I prefer to put the hero behind or left/right near the enemy army and move him (while in passive mod, so he runs fast if attacked) around them to annoy more (I hate Feldfeld when he does it with me xd)
  6. Well, in truth it's not so difficult to counter a mass archer: You can for example send 3-4 catapults to kill them all without lose any unit (and you can keep your army behind the catapults to kill sword incoming) You can make a lot of pikes (40-50) to create a good shield for your ranged units behind (but send them in formation). Elephants are also a good tank unit If you have just slingers or skirmishers (better skirmishers), just go with them as nearer as possible to the archers (it would be perfect to enter their formation), so the archers will die very fast against your skirmishers, even if you will some some when you are trying to reach them It can be also good to send with your army also 3-4 rams (that can kill 1 archer with a simple shot) Send your hero first then use him to dance while you wait your soldiers coming (this is op against a mass archer)
  7. What unit, if I can ask? Why not to increase the allies' territory influence by 20%? Your ideas are really good anyway Dakara: if they were applied, we would probably have more people playing these civs.
  8. I think that one problem in 0ad are team bonuses. The fact that there are very good team bonuses and shoddy ones, affects also the fact that some civilizations are more / less played respect to others. In fact, let's talk about ibers and rome. If we think about it, iber civilization is quite popular exclusively thanks to their team bonus, while rome (that is anyway a good faction) is rare in 1v1 games, while in team games is very used, widely thanks to it's team bonus. Anyway, I don't agree about the fact that a civilization like ptolemies, britons or gauls should have a better team bonus. These are already the strongest civilization, and a better team bonus would boost all players to use only these three civilizations. In my opinion better team bonuses must be given to the less used civilization. Let's make some examples: Athenians: their team bonus is effective only in naval maps (and is not so op anyway), so is it useful considering that naval maps are played really little? Carthaginians: considering that trade is the best bonus that can be given to this civilization (looking at it's story), why not to increase it? A 10% bonus doesn't motivate anyone to play this civilization even in a trade-based game (Persia has in my opinion a similar problem) Seleucids: to reduce the cost of new civic centres (that are also a building that is not so used in team games) only of 100 resources is quite unuseful: do 100 resources of each type affect the game? I know that surely some players already discussed about it, so I would also like to know if there are some ideas about it or a mod that fixes it.
  9. I try too: Norse city (I don't know why but there is no sky, even if I had the "Show sky" option on)
  10. In a certain sense yes, that is the most effective strategy usually, but there are some ways to counter it: 1) do the same with your army, 2) make sword cavarly to attack frontally the pikes with your army and kill the ranged unit at the back with the horses, 3) make siege towers (if the enemy has not swordmen or slingers), 4) make 4-5 catapults to kill fast the ranged units, 5) attack the enemy from multiple side (one part of your army coming from left the other from right to make his pikes unuseful in one side)
  11. It is not in Scenario maps, but in Random Maps (you can set difficulty and map size).
  12. Chess (very op game, I use Chess.com), Battle for Wesnoth (nub game, but still funny). 0ad remains the game I like more
  13. Some players already tried to beat gaia on Jebel: it is possible also in very hard setting: you can easily destroy the whole city with 40-50 bolts (in a solitary game this will take like 1-2 hours anyway, if the map is normal)
  14. Press "H" every time you want to hit the closest unit: remember anyway they will stop their action to do it
  15. Well, that's true, but I don't find Agis very useful in a frontal fight. Maybe for a op dancer hero. Surely that hero would be useful in Regicide
  16. In reality, archers, like every ranged or melee unit, are programmed to attack only the organic enemy units in their range. If there are no enemy units they anyway don't try to destroy a building or a siege weapon, but to conquer it. So, the only one way to attack a building or a siege weapon for your archers is to receive that order from you. Maybe the problem is that you expose your archers (a quite weak unit in armor) to catapults/bolt shooters fire or buildings' arrow range.
  17. In 0ad I noticed that there are some heroes that most people don't consider. I propose or to implement better auras for them or maybe make sure that every hero can be recruited only 1 time during the game (an idea that other players like Feldfeld already had). In my opinion these heroes are: - Agis III (Sparta): he is practically an unuseful hero, because he doesn't own an aura and his melee attack is not enough strong. Considering that there are other 2 heroes with a fight aura, it would be good to increase his melee damage, maybe to 50-100, to create a useful hero in the fight (maybe not to send against the enemy army but to send in the enemy base). - Seleucus I "The victor" (Seleucids): his +20% movement speed and attack for war elephants makes him a not very used hero. This because the elephants are not the siege unit that most people that use seleucids train: catapult spam is really better. Why not to extend that aura to every siege weapon? -Xerses I (Persia): why not to extend his +15% gather rate for workers to the whole map? There is Britomartus (gaul hero) that has a +15% global gather rate aura - Pericles (Athenians): why not to extend his +15% build and repair rate for workers to the whole map? He has not enough strong abilities now
  18. The way to capture wildlife, like elephants or camels, isn't implemented yet, and I sincerely never saw free units in macedonians barrack Do you mean sometimes you get in a garrisoned enemy fort range with pikes and archers? Because it's a suicide that without siege units (even slingers, that have a good crush damage, can't destroy a fort without die in many All this happens cause your healers are hitten by enemy shots: just keep the healers in the middle of ranged units, so they are really protected
  19. Sincerely, the women in fight ARE completely unuseful, cause they die very fast. It can happens, anyway, sometimes, that a player sends you 2-3 rams to destroy your main cc when you are fighting in another place: in that case you can use the women near fields to destroy them. This is why I prefer always garrison 10-15 units inside the rams to kill that women Well, the problem is when the siege weapons (like 4 catapults) come with pikemes + ranged units: you can't come near them (that would be a terrible suicide of more than 30-40 swords and a few catas killed), cause they are protected by the army. The only one strat in that case would be 1) retire and wait the enemy to make a mistake, like split the capaults and the army 2) make catas yourself to counter (it happened me to play with borg- or Feldfeld games with more than 6-8 catas). The real problem is not destroy the catapults (that is also quite easy with a lot of swords), but it's to destroy them without lose a huge quantity of units
  20. Well, to be honest catapults are a very good siege unit for they chance of hit and do a great damage to a lot of units at the same time: with 4 catapults and even a not so many soldiers you can destroy a very big army. Anyway, I personally think that the speed can't be fixed: in that case you should fix every siege unit: catapults would become op against incoming rams. Also, rams are vulnerable (if alone) to a good amount of women, and, don't forget, to enemy rams: you can keep for example an extra ram in your fort to garrison/ungarrison while the fort is attacked. If you like, anyway, there are mods that fix the possibility of rams to attack units and their speed
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