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BreakfastBurrito_007

Balancing Advisors
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Posts posted by BreakfastBurrito_007

  1. Its already possible to do this, but I think the key difference would be the cases where the answer the spec has to give is very simple answer such as "champions" or even "yes/no" in response to a more pointed question. 

     guess it comes down to a choice: specs accessing global chat and not reading team's chat, or specs being able to read team chat but not write to global chat. I am not sure which is better/ which people would want. I just think the entertainment value of spectating games would be a lot more if specs could see what teams are planning/discussing.

     

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  2. I wonder if Nazism is something we can moderate within hosted games? I am quite tired of seeing it as it brings down the fun of a game. I wish more hosts would ban adequately when it is in chat but it seems not to happen except for 1 or two hosts I know.

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  3. If you independently target units, you can avoid being distracted by heroes. In other situations killing the hero is extremely valuable. Hero raids in your base is just something you need to notice. Another thing that helps thwart hero raids is loom which prevents hero from killing women in 1 hit.

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  4. 3 hours ago, Helicity said:

    Let's assume both sides are reasonably skilled with similar army composition and have all of the military techs. Then the side with more numbers will win, very quickly massacring the outnumbered side. I'm not saying that one side shouldn't win, but the issue is the massacre happens too quickly.  It's just 30 seconds of complete chaos and lag then one side is exterminated completely. There is absolutely zero chance for reinforcement after all techs are researched and champions are involved, which removes the reinforcement aspect of the gameplay completely, making battles just gambles on unit numbers and not well-prepared tactical confrontations.

    You don't always need to commit everything to a fight, if you start fighting and you realize you are losing you can retreat. An extremely common way to reinforce an army when playing infantry versus infantry is to retreat toward your production buildings as your units trickle forward from them. This way each step you take toward your base you are increasing your army size and you can eventually take a fight versus your enemy who is chasing you. I hope this helps!

    I definitely agree that briton chariots do far too much damage and skirmisher cavalry should have their damaged reduced from 18 to 16 as they usually wind up being the all-around best unit in every game. 

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  5. 1 hour ago, Helicity said:

    Now, the disadvantage of fast battles is whoever comes with the most numbers and / or champions wins

    Nope, micro, uprades, unit choices, heros, civ bonuses also matter. 

     

    1 hour ago, Helicity said:

    This is especially the case in 2v1 situations

    If your team works well together this shouldn't happen so this in particular is not a fault of game design.

     

     

  6. I am not sure how I feel about battle tactic game mechanics that just rely on the player to choose "wedge" or some other tactic to execute. My worry is that some of these pre-made tactic options could take away from the player-controlled battle tactics that organically exist. I think there is a number of ways to design such mechanics, so it certainly doesn't have to detract from organic battle tactics. 

     

     

  7. I also think the spear throwing with a cooldown is something fundamentally different to simply switching between two weapons. That is also a champion ability so I think if the romans had something with the pilums--> sword, then it would need to be for a champion and use a different mechanic.

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  8. Acceleration is an astonishingly simple calculation compared to the pathfinding and ranged combat. One major improvement acceleration has made for the game is making the movement advantage of cavalry less than total. In alpha 25 cavalry were so fast and agile that it was too easy to mitigate losses by selecting when and where to fight. In a26 if you make a mistake with cavalry you will lose many more units as you run away, and this is due to acceleration. This is why cavalry have slower acceleration than infantry. Other changes could be made to improve how infantry accelerate as well and perhaps considerations can be put in for ranged versus melee units.

     

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