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BreakfastBurrito_007

Balancing Advisors
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Everything posted by BreakfastBurrito_007

  1. 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.
  2. It’s not a proposal at this stage, it is a working concept. Next steps are to evaluate the results rather than speculate.
  3. @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.
  4. 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.
  5. I would like to offer a correction to this statement: "... being decided by whoever actually reached enemy ranged units with their melee" should be changed with "... being decided by whoever runs out of melee units first" because the main deciding factor is not that melee units can now damage enemy ranged units, its that ranged units can now shoot other ranged units. Sniping in no way solves the meat shield problem because the focus is all on the ranged units, ignoring the harmless melee units even if they manage to close the distance to attack ranged units. Now imagine the same scenario with higher dps melee units: the sniping player ignores the melee units and the melee units kill his army. Now both players need to make a value decision of what unit they want to kill first melee or ranged, as well as whether or not sniping is the best micro they can use, (as opposed to unit control micro).
  6. javelin cavary. Before sniping, pikemen were great due to being the highest armored CS unit. This is what made Ptols so OP, because their pike health hero made it impossible to damage the slingers since they were behind pikemen. The introduction and proliferation of sniping only means that ranged units can now bypass the meat shield. Sniping works because there is no value in killing melee units by and large. If melee units dealt more damage, then they would have increased combat value. Many people are frustrated with how simple fights are because of meat shield and now sniping. It is worth noting that people who are not complaining also don't know that things can be better. I agree that in @real_tabasco_sauce's mod swordcav will likely be quite powerful, we can test them and further reduce hack and/ or pierce armor if need be.
  7. @Atrik They will now die faster to buildings because their pierce damage is lower. We will have to see how fast they kill rams and potentially give 1 or 2 hack armor levels to rams.
  8. Hopefully there can be a happy middle ground. I think this could make unit compostitions way more important.
  9. Nice work! I am hoping that this produces fights with more variables.
  10. fractional armor is ok by me, fractions came in math update like 2 or 3 so modern humans should be able to run with no compatibility issues.
  11. If the script can do this it needs to be changed to not do this.
  12. This script from @Helicity is different. I think it is only accessible from replay storage, not live. If defcon can do this in game, it is absolutely cheating.
  13. In many games you need to consider whether you actually need these or not. It costs a lot of stone and the other resources are more useful for attacking your opponents. Gauls can use the least stone of any civ since their barracks don't cost stone and they don't need a fort for p3. Gauls can be very powerful with cav and other fast units, so when I play gauls I don't mine any stone the whole game and instead barter the 525 or 750 stone I need to go to p3.
  14. archers are amazingly strong if you can "snipe" with them. Also if you have a decent mass of archers in your base for economic purposes, then it can be very easy to defend against skirm cav or archer cav rushes as long as you outnumber them significantly.
  15. AoE 4 is a bad reference for this, previous AoE games have done this quite well. Counter systems make for good gameplay and we can have some in 0ad too. Hard counters are challenging from a balance perspective in 0ad because non-cavalry units are the primary economic units.
  16. I agree they seem more vertical, but I actually think it looks great.
  17. Shyft boomed and fought usually 2 minutes before yekaterina accounts do. I know you are a good enough player to easily beat both of them, but I am not so I think its easier for me to see the differences. If yekaterina was able to change seamlessly from behaving like shyft to normal, I think it would be a multiple personality disorder situation.
  18. "yekaterina" might have a ton of smurf accounts, but there is still a huge gap in playstyle and more importantly behavior between them and shyft.
  19. I am just unsure how much of the game you actually want to play. Researching techs is part of the game and so is building buildings, if you don't want to spend time and resources getting techs I don't see why you would want to wait for buildings to be completed. Well the end of the story is that the best way to achieve free and instant tech researching is with in-game cheats, I am aware that there is a variety of them so perhaps there is another cheat that better suits your interest. As for a mod that you suggest, someone has to make it for it to be there. no
  20. What is wrong with this? With this cheat you save time on everything, including buildings. Cheats can be used online too.
  21. you can always just use in-game cheats if you want to do sim-city. just click "cheats enabled" and when the game starts write: "gift from the gods".
  22. Ideally the fun comes from figuring out how to win vs other players and with other players. Ultimately this should not be stressful or else its not fun. I agree some people take things too far, I am not concerned about @Atrik's setup, I am just suggesting that we decide what things can and can't be automated before we lose parts of the game.
  23. main concern is the meat shield meta now applying to this. Perhaps if melee armor/damage values are rebalanced in the next community mod, then it won’t be as much of a problem.
  24. I think we probably want to have a target selection similar to units before it gets put in community mod, I think it would reduce ways to exploit the new building AI and give players more control.
  25. Wow! This would be so busted in gameplay! Could you imagine you are desperately chasing these archercav and losing all of your units in a tedious course of 5 minutes and you realize your opponent hasn't even looked over to control them? @Yekaterina I guess I had a lucky first guess for a cheat that is possible.
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