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thankforpie

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Posts posted by thankforpie

  1. No idea if its just me but when I drag right button to create a semi-formation, usually the game skip first 25% of the line i drawed (unless i do it very slow)

     

    anyone knows about it? maybe changing mouse settings or something will help

     

    (btw, 100% of my rightclicks in-game are working, its just that usually im losing first 25% of formation line when i use the right drag feature)

  2. 5 hours ago, ffffffff said:

    @thankforpie u idiot

    why u dont start making use of them or try strats at counter before open mouth complain cry u nub

    Thanks for concern, I use them and know how to counter.

     

    Still they seem a bit too op to me so i made a thread about it. Thats not crying or complaining. If players will report things that are way too strong or too weak i believe it will make gameplay better

     

    6 hours ago, borg- said:

    In my patch siege rams has only pierce dmg, no bonus vs bulding, it's just a mobile tower.

    Thats very good start but they will still kill elephants with pierce damage.

    • Like 1
  3. althrough im fan of siege towers, i think they shouldnt deal crush damage. i never make more than 4 in same time due to:

    1. its cost

    2. time required to make them all

     

     

    but i just saw @Grugnas using 11 siege towers in same time (lol) and they literally killed rams and everything before they come close.

     

     

    (i mean that no matter how many rams or eles you send, with current move speed of siege towers (and eles/rams) they all will die from crush damage siege towers deal.)

     

    its even stronger than stacked bolts and catas

     

     

    (on other hand, if crush dmg was removed from it, they would still kill elephants almost instantly when stacked)

     

     

    i think people may start abusing siege towers soon

  4. 5 hours ago, FeXoR said:

    If you select a unit and hover the mouse over the sword and shield icon you can see the armor values of that unit for each damage types (hack, pierce and slash) and the corresponding rounded relative damage reduction in % (1/100) behind that in brackets.

    Considering a unit is hit the damage formula that is calculated here is:

    [current health reduction of attacked unit] = [damage of attacking unit] * 0.9^[armor of attacked unit]

    So the damage reduction shown in the game is: round(0.9^[armor of shown unit] / 100).

    yeah i already calculated using nani's formula. but I didnt know that theres number showed in brackets. will help a lot lol. thanks

  5. Whats the damage formula?

    is it, for example:

    skirmishers have:

    - 50 hp

    - 16 pierce attack

    - 1 pierce armor

    so skirmisher attacks other skirmisher for 16 - 1 (dmg - armor) = 15 therefore on every hit skirmisher loses 15 hp ?

     

    or theres some other formula for damage?

  6. Is anyone else getting this issue?

    2019-01-05_17-59-48.gif.5c48f734dd7c4152a4ab011686627b3b.gif

    I get it once per two games or something like that. its very harmful because i didnt notice and my fortress was slowered by 1min

     

    what I did, just selected lot of units and sent them to build fortress. this happens with any building afaik

    im mainly getting it on fortress and storages so I assume its because I use too many units?

  7. On 11/10/2018 at 5:12 AM, Philip the Swaggerless said:

    If the interesting options discussed in this thread are too hard to implement, ranged units could crudely be nerfed by just increasing their production time, reducing their accuracy, or reducing their general dps.  If historically a civilization was known to fielding a particular ranged unit as the majority of their army maybe that civilization alone can have a in bonus production speed, accuracy, or general dps for that unit.

     

     

    yes, lowering slingers dmg by 0.2 and javelins by 0.1 (or some similar values, where slingers would be nerfed more than javelins) and leaving archers as they are would be simple, quick, and "not breaking anything" fix (current situation in 0 ad: slingers>javelins>melee units>archers)

     

    directional defence/dmg, obstacles lowering accuracy etc are all very nice fixes but imo simply lowering the dmg of slingers and javelins (slingers more) would already change the gameplay tomore ballanced

    • Thanks 1
  8. On 11/19/2018 at 3:35 PM, ValihrAnt said:

    The only real threat to siege towers are catapults and cavalry swordsmen/spearmen, and war elephants. All siege weapons should be made slightly slower and all civilisations should be at least given swordsmen (Macedonians don't have a single sword unit). Giving siege towers ability to capture buildings would be interesting.

    Losing 7 siege towers to 2 rams can only be summed up to very severe user error. Siege towers have good crush damage and easily destroy buildings, siege machinery and units, while outrunning swordsmen, spearmen and rams. The reason most have an impression that siege towers deal low damage is that they send the siege towers into the middle of the enemy base where the siege towers are firing upon 15+ buildings and probably some units, making them appear weak.

    The real reason they aren't used is their cost. Each siege tower costs 500 wood and 300 metal, and also requires to have 10 units garrisoned in it for maximum efficiency. That is 1800 resource cost and 13 pop for each siege tower. It's simply just a bit too much for most. 

     

    its also very troublesome to constantly separate 10 soldiers during fights and put them inside siege towers.

     

    (slows you a lot and enemy is not waiting)

  9. On 12/6/2018 at 6:38 AM, Philip the Swaggerless said:

    Some people complain that this game favors army compositions featuring a majority of ranged units and minority of melee units.  Well guess what?  Ranged units are also better for your eco, so all the more reason to spam them nearly nonstop!

    Is the fact that Skirmishers have a significant eco bonus factored into the balancing of this game? 

    They dash from the CC to the woodline like it's an olympic race!  Whether its moving from an exhausted woodline to the next one or returning from a battle to gather resources again, their speed is a significant economic bonus.  As they gather they continue to have an advantage economically because they go back and forth to the drop point faster.  Slingers are slower than skirmishers, but at least in early P1 it helps that they don't require as much wood.  But archers...

    Archers lose fights 1v1 to every citizen-soldier in the game.  An all-archer army loses to all-skirmisher and all-slinger armies.  If it's not bad enough that they're the worst ranged unit in combat,  they are also worst ranged unit economically.  I understand that if they are faster than the other units they could just kite the enemy all day since they also have more range, and that's undesirable.

    I've thought of some ideas that might help to mitigate this effect

    • Units carrying resources all move at the same speed.  Not a complete fix since it only works for half of the journey between the resource and the drop point.
    • Archer combat buffed ((increased damage or accuracy) or skirmishers/slingers nerfed)) so that even if archers are weaker for eco their superior combat ability makes up for it.
    • Increase gather rates or carrying capacity of slower units.
    • Less wood cost for archers (50 Food + 48 wood) and maybe also some other slower units.

    Maybe not all but some combination of these things could even the playing field for archer civs.

     

     

    can relate. ecoing with pikes on 5-15fps game is worst thing ever

     

    using anything slower than slinger or javelin for your eco is very detrimental (+ the fact that ranged units are also stronger in fights than melee units)

    just another reason to make everyone spam slingers or javelins since start

     

    IMO good fix would be letting pikes, swordmen and spearmen get more resources each time they mine/chop (lets be honest they are grown men and wear heavy armor, it would be realistic to let them work faster and harder than these scrawny ranged units) and the slower they are the more resource would they obtain

     

    so it would be somehow balanced

     

     

    oh nvm just noticed u suggested it lol

  10. oh i didnt notice this thread, i have balancing some suggestions

    1. OP CIV META

    my sugestion would be nerfing gauls, britons and ptolemies - that will let players for more competetive play (and more fair play), players in multiplayer wont be forced to play these 3 civilizations if they want to win.

    there are lot of civs that i like but the urge to pick OP civ is ultra big. above mentioned civilisations are too fast

    I played many competetive games MOBA included and it is unavoidable to not have stronger and weaker civs/characters/champions but the gap between these 3 and rest is so big that most players started 'maining' celtics and ptolemies, to the point where at least half of each game on multiplayer are celtics and ptolemies (sometimes all players)

     

    if these 3 civs were growing at same pace that other civilisations do, it would be great

     

    2. RANGED UNIT META

    Althrough point 2. and 3. arent as troublesome as point 1, I noticed ranged units are much stronger overall than melee units.

    maybe with small dmg nerf people would start using melee units for something else than for human shields supposed to die instead of ranged units lol

     

    3. SLINGER > ARCHER,JAVELIN

    one could think if archers have biggest range then they are strongest,  or vice versa - javelins, because they have biggest dmg.

    thats not the case. slingers can kill javelins before they come close.

     

    Javelins have bigger dmg than slingers, but it doesnt do anything because slingers already have enough dmg to kill. why would you need more?

    ranged units are often hitting same target, so if u have 60 ranged units together, theres HUGE chance they will atk same targets, and only 5 attacks would be enough to kill, but since it was the closest target, theres often situation where 60 of ranged units hit exactly same person instead of splitting their arrows for targets, therefore a lot of arrows are wasted.

    thats case in fights javelin vs slinger (not with archers, they have low dmg),  javelin just die before they come close, and when they are close they also atk slower so the 'bigger dps' isnt really bigger, its much smaller

     

    slingers somehow have perfect atk range and atk speed, so the supposedly bigger javelins damage isnt helping them at all, because they are slower and need to come closer, and they will die before that happens

     

     

     

     

    my few thoughts

    • Like 2
  11. is it just me or this happens to everyone? units lose on speed when chasing in formation because when they meet obstacle theres a chance they will go back once or twice then again try to pursue enemy.

     

    using them between buildings is totally a no-go. theres A LOT of DPS lost if there are 2 armies fighting, and the one in formation is low range/melee and there are obstacles on its way, as they will bug and go back few times before reaching enemy (not always but often) and that will cause whole army to take dmg without casing it

  12. On 11/28/2018 at 6:17 PM, nani said:

    version 0.2.10

    Added:

    • Now works for host with different language (will auto-assign civ in the language the host has set).
    • Will also work with custom civs names (no vanilla civs) if most JavaScript code is compatible/unchanged.
    • Bug fix : start word won't set civ as "spartan". @thankforpie
    • ???
    • Profit.

    see we did good job together

    • Like 1
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