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Player of 0AD

Balancing Advisors
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Everything posted by Player of 0AD

  1. It could also reduce them: Only the host can be a "quitter". People will prefer playing with trusted hosts. Hosts will have a big audience so its not good for the reputation to quit such a match.
  2. It's possible to measure map sizes with the help of a unit (if there are no obstacles): Velocity is in "meters" per second.
  3. As each 0AD player knows, female armor looked exactly like this:
  4. Actually its good that the Seles have this bonus as they are not very strong. It can also be a weakness: If you lose your hero you have to rebuild a cc sometimes. Sele? Ok, makes sense. But ptol? No. Nobody needs to play macedonians in that case and Ptols are already OP Or both.
  5. Last alpha which was compatible has been 23.
  6. Or make it possible to select hostile units so you can see how many they are. It should also be possible to select much more units than 200. If units overlap there is less lag
  7. Mainland balanced is a very good map, but I suggest to create a variation called balanced plainland which has no cliffs at all. Even better, no height differences at all, it should be perfectly plain, thats why it is called plainland. The balance could be even improved by making the map rotational symmetrical, so every player has the same starting conditions as every other player (if you divide balanced mainland into 8 "pieces of cakes", each piece looks different. If you would divide balanced plainland into 8 pieces of cake, they would all look the same, which creates an excellent balance)
  8. Maybe because there are so many smurfs so its hard to ban them all, and because not enough people report them?
  9. The spearmen are as durable as rank 1 pikemen (if you use sparta team bonus and armor hero). The rank 2 units also rise rather quickly to rank 3 which makes them even more tanky. I remember that the costs of the army camp had been an issue in A23. That you can build it in hostile and neutral territory is also a big advantage. And I wish that we wont see them Yes, maybe remove one of the units. But in a way that only one unlock tech is needed. Seleucids need 2 unlock techs too, maybe that could be changed as well.
  10. I agree. Sorry, devs, but thats bad game design. At the other hand its good that unlocking spear cav champs also unlocks archer cav champs. Disagree. Army camps cost less metal and train rank 2 units. Unlocking champions is cheaper now and allows Rome to be quite a force with its cavalry champions. Try to cure your depressed mood with mods? Lol
  11. @vinme This thread might be the right for you
  12. Yes. The lower the spread, the higher is the accuracy This is what happens to ranged units. They also get 25% more health per rank. Melee units also get this health bonus but also 20% or 25% more attack. Addionally +1 pierce and hack armor. All units lose like 29% gather speed per rank.
  13. I'm a top 20 player and I disagree. It's the other way around: Artillery is rather weak, its close to useless. Monks: Healers / Priests They can be annoying but they are less and less seen in games Artillery: Catapults, Bolt shooters, perhaps siege towers
  14. In my opinion many aspects of this match are a pain to watch
  15. Pretty sure they are ctrl+rightclick and ctrl+rightclick+q Its handy to switch them
  16. You can also exploit the bug that "attack move, units only" lets the soldiers also destroy buildings if they are in formation.
  17. Maybe its because enabled / disabled mods @Kakutstha For example if I disable autociv the same happens to me
  18. I doubt it. Local rating is not only skill-dependent, but also win-rate-dependent and rushers tend to have lower ratings while boomers have higher.
  19. They place your units in a certain way. For example the box formation puts your melee troops at the edge and your ranged units in the center, even ranged cavalry. The closed formation puts your melee troops at the front and your ranged troops at the back, but maybe it puts ranged cavalry in the very front. The battle line puts your cavalry at the flanks. Etc
  20. Most important core problems of 0ad are about Multiplayer - ddos - loading doesnt work - joining matches not always possible - no replay if rejoin etc
  21. My ratings, based on resources (creating a resource gives a point, sending resources to allies too, destroying gives a point, capturing resources which are buildings gives almost 2 points (not exactly 2 because you often cant keep the building), basic loot is considered (its hard to consider the loot which results in units carrying resources))
  22. If someone will play only 1v1 vs much weaker players, the player can get easily a very high "rating". So you can think that its rather like a win rate than like a rating. Just saying
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