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Everything posted by BreakfastBurrito_007
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Gameplay issue: Booming = Turtling
BreakfastBurrito_007 replied to ValihrAnt's topic in Gameplay Discussion
CS soldiers do make the game unique, and they should be kept in the game of course. The "solution" people are looking for is a way to make citizen soldiers primary role military and secondary role economic. This means that the best use for CS is for fighting and that you are inherently incurring some opportunity cost if you get them just for eco. I hope this helps explain from a gameplay perspective. I Agree here. The topic is about gameplay, not realism. -
Add more unit types to each faction
BreakfastBurrito_007 replied to Yekaterina's topic in Gameplay Discussion
I have seen different players in the 1500+ range discuss every one of these civs as being top performers. If anything, I see mace and seles less frequently than the other civs you described. Civ balance right now is actually quite good, even considering that plenty of civs are lacking particular units. -
Gameplay issue: Booming = Turtling
BreakfastBurrito_007 replied to ValihrAnt's topic in Gameplay Discussion
wait what? please explain more, I must have misunderstood. -
Gameplay issue: Booming = Turtling
BreakfastBurrito_007 replied to ValihrAnt's topic in Gameplay Discussion
This is considerably more complicated than adding a male eco unit or adjusting existing gather rates between women and cs. Rank 2 and 3 citizen soldiers obviously need to start as rank 1 with some exceptions. Champions can't be a meta since there are too few of them to create a balanced system. Mercenaries are not available to all civs. The reason I prefer creating a male eco unit as opposed to buffing women gather rates as suggested by @chrstgtr and @wowgetoffyourcellphone is that women can be made using ff from houses, they are super weak, and CS would still be needed for metal and stone. Having a male eco creates the opportunity to make the cc a more economically valuable building responsible for booming, avoiding the women- only eco, differentiating cost, gather rates, and creation time. Also, the gameplay choice of making women as opposed to the male economic unit would be interesting to me. -
Alpha26 feedback and suggested changes
BreakfastBurrito_007 replied to hamdich's topic in Help & Feedback
its point +- 158 replies
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- @stan
- @hannibal_barca @andybeauty
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[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
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Gameplay issue: Booming = Turtling
BreakfastBurrito_007 replied to ValihrAnt's topic in Gameplay Discussion
I would prefer it as a secondary role, where booming is a lot slower if you do it with cs. No, because when you make anything you need to make the best use of it. If citizen soliders are better at attacking and defending than they are at eco, then players will use them for fighting. -
Gameplay issue: Booming = Turtling
BreakfastBurrito_007 replied to ValihrAnt's topic in Gameplay Discussion
@wowgetoffyourcellphone why is it bad having different gather rates bad for female citizens and the male economic unit? I don't think that just increasing women gather rates and decreasing citizen soldier gather rates will help solve this issue, because women (two-gendered mod doesn't make male villager functionally different than a woman) still fulfill the same limited economic role, leaving citizen soldiers to be required for economy. The goal of such changes would be that a pure, unprotected "boom" would be only women and the male economic unit, with no barracks in sight. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
The citizens-soldiers would still be the best option for getting metal, stone, and acceptable for wood (they won't die to raids). Having two separate economic units is nice because the women can be trained faster from cc as well as houses, and male eco unit would be made exclusively from cc and be used for different economic tasks. I think the gather rate reduction would need for cs in this case would need to be more like 50% or 60%. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
That is not the same thing. It results in no gameplay change, because it does not change the value of citizen-soldiers. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
@Nobbi The core of the issue of the booming meta is that training soldiers is simultaneously the best economic and military process. In order to resolve the issue citizen-soldier infantry need to lose a good portion of their economic value. There is a whole other discussion on this, but the leading suggestion is to introduce a male economic unit that can be trained from the cc. -
Alpha26 feedback and suggested changes
BreakfastBurrito_007 replied to hamdich's topic in Help & Feedback
for each ranged attack? Sorry if I am misunderstanding.- 158 replies
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- @stan
- @hannibal_barca @andybeauty
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Alpha26 feedback and suggested changes
BreakfastBurrito_007 replied to hamdich's topic in Help & Feedback
@Yekaterina nice calculations. I think the main issue with the current system is determining the height "h" in the situation. There must be some reason why it is not measured with each ranged query and instead established as a constant by comparing the building location with the average of the entire map. Maybe it is for performance purposes? I don't have a good idea of what calculations are too intense to be done for each ranged attack, but I have to assume having a constant "h" is easier even if it is frequently wrong.- 158 replies
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- @stan
- @hannibal_barca @andybeauty
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I think one-click bonuses like this are not conducive to good gameplay. I think strategies and civ bonuses should require more planning, timing, and costs than a quick click. I think these bonuses are hard to balance and the short activation/ duration of the tech makes them kind of gimmicky. I do agree that temples could be a great source of civ diversification, and that their utility cases and value are nearly the same for all civs with some exceptions such as Kush and Gauls.
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If you are confusing ramirez brothers with other players, just know that they always say funny things and try funny rushes, they also argue a lot.
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[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
Is this 10% slower or 10% of the original fire rate? I sure hope it is neither -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
maybe the easiest way to do it is combine .75 x damage with adding a little armor to everything, or perhaps hp. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
I was thinking something around .75, but different ones can be tested fairly easily. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
10 dps to 6.6 scaled for each unit would be nice. Factor of 2/3 damage multiplier. Perhaps you could try 1/2 too to see if that gets something that is maybe too slow. -
Healer Behavior
BreakfastBurrito_007 replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Last time I tried guard, they would still run away when hit and follow too far behind the unit. I guess I haven’t tried it recently since healing isn’t that great overall. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
@Lion.Kanzen I think he means the official version. This mod he made is based on the community mod, so it could be merged once things are optimized, a27 is released, and people vote for it. -
Healer Behavior
BreakfastBurrito_007 replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Overkill is a thing, yes. However, in many fights you see 1/2 or 1/3 health melee units alive for enough time to make a difference, especially if the armies are spread out horizontally. Healing melee units is inherently more valuable than healing ranged units due to them having more armor, which means each hitpoint healed is harder to remove from a pikeman than it would be on a skirmisher. Healing heros are fantastic in the following cases: sniping building arrows I don't think I would like an automated behavior for healing, but maybe the ability to set them to closely follow a unit of my choosing. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
It’s not a proposal at this stage, it is a working concept. Next steps are to evaluate the results rather than speculate. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
@wowgetoffyourcellphone its an interesting idea. Each hitpoint of health healed is more effective on armored units than ranged units. Perhaps an alternative would be assigning unique behavior to the "follow" or "guard" unit commands for healers, where they follow a bit closer and maybe still consider other nearby units. -
[Community mod] Melee rebalance
BreakfastBurrito_007 replied to real_tabasco_sauce's topic in Gameplay Discussion
That is a misconception that melee units need to hit ranged units in order to be effective. Also you have to remember that if sniping ranged units is less effective, then players will be able to control their units better, so you could just move some melee units to attack the enemy ranged during a fight. You are pretending that because melee units can't catch up to ranged units they can't deal any damage and thus overall are only useful for their armor. You have to remember that every unit fights from a stationary position, which means melee units can and will deal damage to ranged units and melee units alike. You say this as if you have tried or tested the mod, which is very interesting.