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Everything posted by BreakfastBurrito_007
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Teamwork Team Bonus Concept
BreakfastBurrito_007 replied to Philip the Swaggerless's topic in Gameplay Discussion
@Philip the Swaggerless if the britons were a civilization that developed rapidly, then you could give them a -50% phase up time and cost team bonus. To make use of its value, you would need to maintain close communication for rushing different phases, perhaps one player rushes to p2 another tries to go fast p3 and the other 2 borders rush from the start (of course it could be applied in many ways). There is much complaining about iber and ptol bonuses and I think there need to be more creative and particular team bonuses that indirectly foster teamwork and challenge the throne of the existing good bonuses. Perhaps a team bonus where men could farm would be cool too, or perhaps one that increases cavalry carrying capacity. -
Looking back on the balancing strategy
BreakfastBurrito_007 replied to Stan`'s topic in Gameplay Discussion
Perhaps when there is a situation that calls for a vote, the vote can be mandatory for "Balancing Advisors" (perhaps with a reminder sent by forum message) and optional for others. Most votes on balancing discussions I have seen have very low participation. An example of a vote could stem from something people broadly agree on, for example: CS archer inf need a buff, vote for one of the following: return accuracy values to a24 add 1 or more pierce damage give them 1 pierce armor -
suggestions Thread for posting suggestions for Alpha 27.
BreakfastBurrito_007 replied to Lion.Kanzen's topic in General Discussion
KD ratio is for people who can't divide kills by deaths in the units category. LUL. No seriously, KD ratio can stay even if we add value ratio or something like it. -
suggestions Thread for posting suggestions for Alpha 27.
BreakfastBurrito_007 replied to Lion.Kanzen's topic in General Discussion
I think this would be good tbh. It helps show more relevant statistics for who won the game. It might help players improve too. -
Wow's new unit countering ideas
BreakfastBurrito_007 replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I agree that a bonus against infantry is not needed in this case as there is already the damage advantage that swords have. Perhaps it is because people want to have a game and not a historical military simulation. I would not denigrate the people who have worked on the game far longer than you and who made those decisions about units. You are also quick to assume anyone with a differing opinion holds that opinion because of some mental deficiency. You seem to be ok that soldiers are born out of the barracks, so I don't see why this makes you so upset. Gameplay can't be reduced to waves of spearmen poking each other to death just because it is more realistic. @wowgetoffyourcellphoneI look forward to testing these changes if I can. -
Wow's new unit countering ideas
BreakfastBurrito_007 replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I don't think thats what swordsmen were defined as in this discussion. In a25, there are situations where swords are better and where spears are better. The shorter sword is more maneuverable and it makes sense that it has a higher attack rate. Before tactics and formations are considered, which varied from place to place and time to time, it makes sense that a swordsman has a higher damage output than spearman. In one era and place it may be that spears were the more elite weapon, but the game is not modeled after one era and one place. -
Wow's new unit countering ideas
BreakfastBurrito_007 replied to wowgetoffyourcellphone's topic in Gameplay Discussion
The thing is, javelineers usually never range the horse archers. Javelineer inf are already highly effective at beating horse archers without the counter if the horse archers don't run away. This is a good example of a situation where counters don't provide a benefit to gameplay. An example of where counters would be a fantastic change: catapult bonus versus fort. ram bonus versus walls. both still do good dmg versus houses, production buildings, ccs ect. -
Wow's new unit countering ideas
BreakfastBurrito_007 replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Perhaps, this is the best way to do those "anti building" units. Since you gave swordsmen a speed boost in your run-down, perhaps clubs/axes would not get that speed and instead be the same speed as other melee inf. I like these ideas and would be happy to participate in testing for them if it were a mod. Although I am a bit concerned about the extensive use of counters. Counters are great for particular unit roles, but I am not sure about creating particular roles out of originally multipurpose units, few civs get all of those basic units, so the problems of not having a counter would be very frequent. I also like the idea of champions not being massively powerful but closer to the skiritai cost/power proportion. Not sure how I feel about the population amounts, if it were implemented we would probably want to adjust house occupancy size and start using a bigger pop size in games. I do think pop capacity is an under-utilized balancing tool though. I also think a 1 population size for women and traders compared to 2 for inf would cause them to dominate eco in all games, turning matches into raid-offs. kiting effect sounds OP and/or artificial. I think people cause enough frustration with manual control of those. -
Damage types should be refined or simplified.
BreakfastBurrito_007 replied to AIEND's topic in Gameplay Discussion
Its a lot easier to understand why slingers have crush damage if you understood or had any appreciation for the gameplay role they play with their unique ability to take out light structures from a range. You can't just come in to a game and say everything is wrong because you have an idea about what is "common", as if that is some great merit. While I like the current damage system, I would not be opposed to counters for particular situations. For example: palisades can hardly be used to slow down melee cavalry to stop raids, therefore give 0.3x counter for melee cav vs palisades. -
suggestions Thread for posting suggestions for Alpha 27.
BreakfastBurrito_007 replied to Lion.Kanzen's topic in General Discussion
This is something I have suggested before. 0.3x multiplier versus melee cavalry damage to palisade walls. I think it is currently too easy to raid with cavalry and the counter play is usually to make your own cavalry. Players often build palisade walls to restrict movement of raiding javelin cavalry, and this works fairly well. The issue is that sword cavalry can take down palisades so quickly that infantry can hardly catch up to deal any damage. Making palisades able to slow down all varieties of cavalry within the base would allow palisades to be genuinely useful. The counter would not make palisades OP of course and it would not make them frustrating in late game (a24+pathfinders). Melee infantry would be a better choice to break palisades in rushes and so it could give some value to infantry rushes (they have been bad in a25). -
suggestions Thread for posting suggestions for Alpha 27.
BreakfastBurrito_007 replied to Lion.Kanzen's topic in General Discussion
Units that have crush damage as part of their attack are quite weak due to their overall dps being reduced versus regular units. What if we reconsidered the crush armor values of some units rather than them all being 20? -
Some interesting similarities to 0ad things. In the video there are: buildings to build along trade routes, which heal and speed up traders. Garrisoning livestock in mills to generate food at a slow rate. Rath Chariots (can switch weapons from archer to swordsmen) elephants that are used more as rams than general battle units. Hmmmm. Tell me what you think.
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"Arson" attacks should be added to cavalry and infantry.
BreakfastBurrito_007 replied to AIEND's topic in Gameplay Discussion
I agree with @faction02 that the citizen soldier system makes this a much more complicated thing to balance. There is still plenty of unfinished business with this next alpha like CS skirmcav. @AIEND I would be fine with such a system and would test a mod if one was made. I just think it is very important to consider the current anti-building units and the overall balance of strategies. -
"Arson" attacks should be added to cavalry and infantry.
BreakfastBurrito_007 replied to AIEND's topic in Gameplay Discussion
The system in aoe3 and 4 is primarily to satisfy people who care a lot about realism in the game, it does not add very much gameplay value. As far as designing one for 0ad I would say be careful not to displace the roles of units such as slingers, club men,hyrcanian cavalry, and axemen and firecav. These units take on buildings in unique situations and adding a basic arson capability to most units would render these specialties useless. Another issue is different units resistance to cc arrows. Obviously skirmishers will die in a fraction of the time it takes a pikeman to die from cc arrows. If the arson mechanic is balanced for spearmen, then it will be OP for pikemen who won’t take losses while burning the building. -
All Civilizations are my favorite.
BreakfastBurrito_007 replied to wowgetoffyourcellphone's topic in Gameplay Discussion
The whole world known to themselves? so basically the whole world is territory they control. -
Excuse me, did you just say:
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Tips for Players Who Dislike Turtling?
BreakfastBurrito_007 replied to thephilosopher's topic in Gameplay Discussion
Well truthfully, this is the simplest advice. If they are 100-150 pop and you are max pop, you will be able to get all full ugprades and op everything and smash. If you were trololololol you could go for a ludicrous amount of slingers and simply crush all his buildings from range XD. -
Tips for Players Who Dislike Turtling?
BreakfastBurrito_007 replied to thephilosopher's topic in Gameplay Discussion
Early in phase two, the turtler has only sentry towers which are easy to capture. If these players prepare for a rush every time, then you could just boom to p2, quickly get the first military upgrades and attack with as many units as you can. Another thing you could do is build a forward base in p2 and build scout towers so that you can see most of his territory. Then, when you both reach p3, you will see where he places his first fort, and you send all men to deny it. This is a big problem for the turtler, because they want to get the fort up, but also not lose all of their troops who are building it. -
That would make sense to me, as when units climb hills, they do not slow down in horizontal velocity components, which indicates that the vertical dimension does not affect the pathfinders. This results in a greater overall velocity when climbing the hill. This is not a problem, it looks weird but it is in almost every game.
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Double mauryans on the left side made it very hard lol. Also, a mod should be made where the eles say "hey guyssss" when they attack.
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faction Xiongnu 2.0 (reconsiderations) gameplay
BreakfastBurrito_007 replied to Lion.Kanzen's topic in Rise of the East
no. Mercenary strategies often use women because even if they are 60% as efficient as men, it is easy to have 60% more of them. I am not sure, but I would assume a large, flowing garment to be harder to animate for mining/chopping animations than other garments. -
We did not reach a conclusion in that discussion, but the current patch after some more discussion for them is https://code.wildfiregames.com/rP26667 The changes were reducing pierce damage, and reducing their accuracy. There will be more opportunities to beat them if this change is put through. I was one of the people who was against a plain damage nerf. But after I saw players using firecav as infantry hiding behind walls of spearmen, I knew that the damage simply had to be reduced. Damage went from 30 to 25, which is not horrible, and with their great inaccuracy, they will have a harder time versus other cavalry, or even slingers/archers who could snipe them with proper micro.