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Everything posted by BreakfastBurrito_007
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The difference between the two is that one is a choice between two options (bow or spear) and the other is a task that must be done in every situation (change from tool to weapon). The latter makes sense to be automated because the player exerts no choice in the switch from tool to weapons and it is just a waste of clicks and player attention.
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Sometimes it depends on balance. If your team is balanced with 3 noobs and then some 1800, you can't really afford to have the 1800 slowed down by rushing. The main issue with cavalry rushing is before 3 minutes, where it is easy to mass a devastating amount of cavalry and enemies will be slowed down if they prepare or not, since you can just move on to the next player if your first enemy is prepared. The chicken rush is OP for sure, but I am not sure how we should nerf it in particular.
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Phase One Infantry-Only Mod
BreakfastBurrito_007 replied to Philip the Swaggerless's topic in Game Modification
I think a very critical reason for the "chicken rush" (building up cav mass from 0:00 from cc, by gathering chickens) being so effective is simply due to how fast cavalry can be trained from the cc as well as how overtuned skirmcav are. The main reason the "chicken rush" is so effective is because it is usually too early for the enemy to even scout it, much less make defensive units. This means the only way to beat it is to prepare for the uncertainty, which costs a lot (your own cav, men, towers, early barracks) and will continue to affect the player for the rest of the game progression. nerfing skirmcav overall (they are OP in all phases and against most units), I would recommend -2 pierce attack, and perhaps an hp decrease if needed. removing cavalry from civic center: this would mean that a stable has to be built first which will delay even the fastest "chicken rushes" by at least 45 seconds to 1:15, which gives the defending player more time to prepare and scout cost effectively. Some downsides of this will be that someone seeking to just scout or hunt with 1 or 2 cavalry will be forced to buy a whole stable. I am not entirely sure how improvements should be made, but I do think that the chicken rush is currently way too easy, and players that try to prepare have to slow themselves down even when they can't know if they will be chicken-rushed. -
Swordcav are already better than spearcav at this, so I don't see how this issue gets any worse if spearcav and swordcav switch their current pierce armor stats. I think it would be nice if players were able to control or focus the arrows from defensive structures to some extent, and this would help versus melee units and raiding.
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I think in late game (not raiding, but general battles) people often complain about cavalry being OP, but fail to realize that the primary unit in those cavalry compositions is skirmcav. I think we can nerf cavalry overall by prioritizing this unit. It has 2.2x the hp, +2 pierce attack, and +2 hack armor from skirmisher infantry, even ignoring the speed advantage it has like many cavalry players do (ignoring their speed advantage is already a red flag for the unit). Skirmcav is the most OP unit that everyone accepts in gameplay to be balanced. You can tell that it is the main driver of cavalry being OP because most cavalry compositions start out with players making Skirmcav mixed in with a melee champion or spearcav or swordcav, but as the game goes on they gradually shift to make almost purely javelin cavalry as they realize it is the most dependably OP unit for any battle scenario. I would recommend nerfing damage from 18 to 16 (same as skirm inf). Its also worth noting that Unit specific Upgrades removes the "free" cavalry buff upgrades from the stable.
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if swordcav and spearcav have the same armor, (4 pierce versus 4 pierce, most damage is pierce) and swordcav have more attack, then they are the better unit for general purpose. If spearcav is only better than swordcav against other cav, then it is an inferior unit. Please also consider that despite the buffs given to spearcav they still have a hard time beating skirmcav in larger numbers because of their low pierce armor. Giving spearcav better armor than swordcav would account for them having less damage and create situations where one is better than the other. Current spearcav situation: you have less armor AND less damage, but in return you get the great benefit of barely beating swordcavalry and still losing to skirmcavalry. No, its obvious spearcav need a stat boost.
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No one plays the game unintentionally. If team bonuses are intended to be weak enough to disregard, then you may as well not have them. Keep in mind that team bonuses won't be stronger overall because of these changes, the goal is just to provide each civ with a balanced, but actionable one. How does this justify removing the team bonuses?
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Huge amount of resources added on begin - cheat ?
BreakfastBurrito_007 replied to BeTe's topic in General Discussion
I haven't watched the replay, but I can imagine what happened lol. Whoever did this is devious for sure. Yes I would recommend that selection of the cheats allowed box in the game setup automatically makes the game unrated. -
This is a great exaggeration and does not reflect how civs are chosen in real life team games. There are team bonuses that are more powerful than others, but very frequently players pick a civ such as Persians despite their lack of a team bonus. There is also more civ diversification when different combinations of civs can lead to alternative playstyles, because of interaction between civ specific bonuses and team bonuses. -15% ship construction time is not an actionable bonus since there is nothing a player can do to take better advantage of the bonus. Reduced cc upgrades cost and time is a VERY actionable bonus because a player can decide which phase to prioritize and it opens up an endless box of new playstyles. I think team bonuses are great because they can form part of the strategy of the team game. A team game is not 4 simultaneous 1v1s, and people pick their civs not just for their own interests. @wowgetoffyourcellphone other games such as AoE2 have much less noticeable civ bonuses than team bonuses, but also its worth recognizing that there is much more gameplay depth in 1v1s than TGs in AoE2 and that this is not the case in 0ad.
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The problem with a team naval-specific bonus is that in order for it to be useful it will need to be powerful (on par with iberians or gauls or ptol bonuses). If Athens has a strong naval team bonus, then on naval maps each team will need one Athens player, which will negate the effect of the bonus (if everyone always has it).
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Sniping has become more important and if more and more players use this (they want to win battles right?), then melee units' damage will become more important because they won't necessarily be the first units to die. Personally I think it would be a shame to oppose the Athens team bonus due to its historical justification, of course another justification can be found later if the current one is deemed improper. I am very excited to consider more than just 4-5 team bonuses when selecting civs in a TG.
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Others RTS - Discuss / Analysis
BreakfastBurrito_007 replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I wonder if this will be done by forgotten empires like the other definitive editions or if it will be done by relic who made aoe4. Different things can be said about the two groups lol. -
no. I will say it is interesting that he will intentionally put himself in a situation where he depends on his allies' success so that he can then scapegoat them after his team loses.
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Interesting, I encountered this player earlier and he was nice to me, but I only played one and probably did not catch on to his behavior tendencies. I would say Shyft_sierra and his smurf accounts rank as number 1 on toxicity scale. He makes JC look like an angel. It seems most people let Shyft sierra play despite his level of toxicity, but I would support hosts that ban him from their games.
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Alpha26 feedback and suggested changes
BreakfastBurrito_007 replied to hamdich's topic in Help & Feedback
Wow I have never noticed people doing this before. Maybe I should try it. Is it op enough for han to need a nerf? to be honest I think the main thing to nerf from han would be crossbow. Changing cost from 50 f 50 w to 50 f 40 w 10 m would make it more expensive to mass them, and they would be similar to swordsmen in power/cost setup.- 158 replies
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Alpha26 feedback and suggested changes
BreakfastBurrito_007 replied to hamdich's topic in Help & Feedback
That would mean that 1 woman per farm has a higher gather rate per woman than 5 women per farm, right? I have heard of this before, but I had assumed it was not in the game.- 158 replies
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Alpha26 feedback and suggested changes
BreakfastBurrito_007 replied to hamdich's topic in Help & Feedback
Ok, but is han OP for this? I am just confused what is the problem or needed change?- 158 replies
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Alpha26 feedback and suggested changes
BreakfastBurrito_007 replied to hamdich's topic in Help & Feedback
What is the source of this bonus? On paper there should be nothing to give Han a farming bonus- 158 replies
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