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BreakfastBurrito_007

Balancing Advisors
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Everything posted by BreakfastBurrito_007

  1. I agree that palisades should be useful in stopping eco raids. I also think that palisades should be less useful against large, infantry armies, so that the game does not get covered with palisades in the ways we saw in a24. Because of this I would be in favor of giving cavalry a 0.3x counter versus palisades. This would mean that a good way to counter cavalry raiding would be to build palisades to block routes to vulnerable parts of the base and allow your spearmen to catch up to the cavalry and deal damage. This already is the case, but as evident by the video it is very easy for CS swordcav to break through 1 layer, and even easier if it is 15-20 consular bodyguards.
  2. Anyone remember the ptol ptol Rome iber matchup from a23? Back then civs did not give their own bonuses and Iber bonus made skirms cost 40w 40f. The two Ptolemies players could boom at an outrageous pace. And if the two best players on your team were ptol it was super op.
  3. I think we would probably need to be careful with how much damage it does per unit. We could probably also adjust this per unit. For example we could assign the critical damage to be 5% for eles since you would not want to lose 600 hp from one lucky skirmisher. I think this could be a great way to adequately nerf champions, especially cavalry champions. However, I think before this is added we would need to be extremely careful deciding which values to use. It is frustrating to see 0 enemy champs killed while they raid. You did forget one class of ranged units in your percentage chart: crossbows. Crossbows have a low rate of fire, but do large damage and are very accurate. They would need a slower recharge time, like 5 shots. Important things: Critical damage should never be lower than the regular damage dealt by the unit. For example, if a crossbowman shoots a skirmisher and does 60% damage from critical hit, this could be less than the regular damage given to the skirmisher. Or, if any unit hits a woman. Or we could choose women lose 100% health for critical XD?. Also, the numbers need to be tweaked so that there is great uniformity in gameplay and we do not see erratic or rage-inducing RNG results. See monks from AoE2.
  4. Well I suppose my writing was not very respectful, I give my apologies for that. What I meant to emphasize was that we don't need entirely new units to have unit diversification, we can also work with what is already there. This would be really cool.
  5. I am in agreement about adding some other unit types. Although I have no new ideas on that front. I think another way that we can make the units feel more distinct would be to shake up the uniformity of the blacksmith that we currently see across almost all civs (with exception of the +20% for swords and the accuracy upgrade for archers). I think there are a number of ways to do this, but I would be in favor of adding some unique upgrades that give a more exciting twist to the unit, it might be a trade-off tech or might not be depending on the civ or unit. I think these upgrades would be unlocked after the 3rd tier of the most pertinent current blacksmith upgrades. My ideas of new blacksmith techs so far: For example, britons or gauls could get a heavy shot upgrade on their slingers that reduces range but adds 1.5 to crush damage, and this would be unlocked after researching the p3 ranged damage upgrade. Another idea could be for Macedonian pikes, they get an increase in pike length over other pikes in the game, researched after p3 melee damage increase. Another option for gaul slingers could be faster movement speed, but a bit less armor. Another for seleucid skirmishers, slower movement speed but greater armor. Perhaps a cool option for sword units called "broadsword" could be reduce pierce armor but increase hack attack. The point is to introduce some differences between the "same" units of different civs. Often, the thinking of what units to produce is hardly more complicated than "melee+ranged". I think we should try to work to a point where the blacksmiths upgrades series looks a bit different for all civs. Tell me what you think of the idea. At least this idea does not require new artwork
  6. hmm, I think player selection allows for more skill here, assuming the different houses are properly balanced. I am assuming that these houses should probably be more expensive, like a merger of a barracks and house the size of the Carthaginian "apartment building". Perhaps Judeans could only train one unit from cc and unlock others by building houses. Perhaps even next phases could unlock new choices for houses. I think it is a great Idea and it is something refreshing and exciting. After a major period of time working on unit/siege balance, graphics, and gameplay mechanics, many people are in favor of adding civilization and unit differentiation to make the game more exciting and fun. I think there is already a thread somewhere about Judeans and there have been some wild ideas, like making a Jesus hero.
  7. I think it should be, and now really is, a high-risk boom. It most certainly is faster than a men boom, and I have seen it employed a few times in a25 in TGs to great success.
  8. This is quite smart actually, however, we would probably want to disable it for hunting for food. I would still like it if units did not have such a strong preference of what to attack in the first place, and at least have their next targets be close to their last target. Its one thing to be unable to kill the hero, but another to be unable to ignore the hero :I.
  9. As most of you know I am not aware of what things are challenging to make features and what things are not. I notice that when I tell 20 archers to attack a unit, they first kill that unit (with a lot of overkill), but then pass on to a unit of their choosing. It seems that ranged units have a strong preference for melee units when they are choosing what to attack (maybe its just choosing the closer units). I have tried a few times but it seems to be impossible to keep archers focused at shooting skirmishers behind a wall of pikes. If this is happening as I have observed, then it usually leads to skirmishers killing the enemy melee faster than archers can do the same, which makes them better units in many battles. What if there was a way to make units prioritize the type of unit they were originally ordered to kill?. I feel that this would not only help with hero micro/dancing and archer/slinger frustrations, but it would also add a large amount of controllability to the units that would raise the skill ceiling of fights and make them more fun. Perhaps it could be added as *hold hotkey*-> *right click*
  10. I got camel rushed 3 or 4 times by juarca, who is better than me. It is frustrating, but it seems you can go back to work fairly easily, and if you have 4-5 spearcav you can trap and kill 10 or more camels with a bit of patience and planning, I had some luck vs 8 camels with 2 spearcav and a sentry tower and 4 skirms (women stayed chopping).
  11. In my opinion, the games seem more flexibile in what your options are: this is from the availability and versatility of metal as well as the increased ways to move around the map. Games seem to be much faster paced and exciting. Also, one of my favorite new observations is that people are much less hesitant to fight. In a24, people would paddle back and forth without ever committing to anything, while in a25 a fight can happen suddenly and without a forseen outcome. Let me know what you think!
  12. Obviously in some countries where climate change is politically charged, it makes sense for governments to go after the "easiest" carbon cuts first, like renewable energy and electrification. If the two are pursued at the same time, the benefits of both are increased. Having a greater renewables percentage in electricity improves the environmental benefits of electric vehicles. Also, expanding electrification requires adding electric generation capacity to the grid, of which wind and solar are the cheapest. In the debate about environmental benefits of electrification and renewables proposals, people often forget that electric things are quite frequently better than the gas powered things they replace. For example, my car has a 200 mile range and a 65 USD fuel tank, while a standard electric car with the same range can cost about 7 USD to fully charge. Also it is worth mentioning the pace at which transportation-sized batteries are improving, both in the power they can deliver, the time they charge, energy-density, composition of expensive/environmentally damaging materials.
  13. I know that climate progress does depend at least somewhat on individual choices, but we can't forget how the governments and industries play such a powerful role in our daily life choices. I think there are many ways in which corporations could lead change or be forced to change. For example, what if industries were required to make their packaging easily recycle-able? In the USA there is a bunch of "do your duty: recycle!" attitude about packaging waste. But in order to recycle the packaging you must practically disassemble the packaging, separating plastic from cardboard, which almost no-one does because it can take minutes. If packaging took 5-10 seconds to disassemble, then recycling would be way easier. Even better yet, there could be ways to make these companies financially responsible for the waste from packaging their consumers buy with the products.
  14. To be honest, I am very exited for this Sunday :D. Since I still have not gotten the SVN build to work, this Sunday will be my first time trying it out in a real TG.
  15. Well and then theres the cav :D. Yea for sure Persians will also be good.
  16. @Yekaterina so are you more worried about pikes being OP than archers being UP? I guess either way we will find out soon enough. I think it is a good result that archers are still very poweful when used with some care and skill, rather than yeeting 120 of them across the map like in a24.
  17. SaidRdz would say otherwise lol, this is even before the new sparta spear upgrade. Anyway in a25 so far a 30 m radius can contain very many units.
  18. don't worry the other two heroes are good enough, they don't need a third XD.
  19. Yes, big agree. This is why we ought to play at least 5-6 games on RC5 before making a conclusion.
  20. My bet is Sparta 100% because of new spear technology and good heros and good skirmishers. My thinking is that if we test RC5 this weekend and if we agree archers seem bad enough, then we can do an emergency balance correction so that a25 is at least fairly balanced when it comes out. I am in favor of something simple such as a little damage nerf for skirmishers, and/or a little buff for damage of archers.
  21. @alre One thing I noticed is that all ranged units seem to prefer attacking the melee vs melee battle rather than the skirmishers in the back even if you target them. What you see in the pike+skirm versus spear+archer situation is archers wind up shooting only the pikes, where they do negligible damage, and the skirms are able to out dps the spears to win the melee fight and then pass on to the archers. My thinking is that if ranged units would "listen" to targeting orders, then the archers would be able to kill the skirms and allow the spears to beat the pikes. I am worried about archers too, and we are working on getting and RC4 (or RC5 if it is out then) game for this Sunday at 19 CET (same as before). I am hoping if we all use RC4 or RC5, then we are more likely to have the same version and we can do 2 or 3 games to see what the balance is like.
  22. Those rapids look like a great ride! Has it ever been tried to artistically represent a standing wave like that in 0ad?
  23. @MarcusAureliu#s@ValihrAnt Does anyone want to try the new RC#4 in a similar setup this Sunday at the same time? Since it appears to me that the "charging" bug was removed in RC4 I think we can get a feel for the balance of units and civs by playing this version.
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