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hamdich

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  1. It is not just a matter of realisme but effectiveness as well . As a player who play every week for a while now with a mosty havely agressive oriented playstyle i noticed that the arrows focus targeting of defensive buildings is not that effective against all kinds of rush , on papers they should be better against rush because of number of arrows and 1 unit target only but in reality it is worse for obvious reasons like arrows are in stream per 4 seconds which can be dodged easier than before with cavalry and that the max number of arrows is actually like 40% less . Beacsue of that a decent army of melée can actually sit under cc for minutes , same thing for towers and forts . i understand the reason for it to be a stream not all at a time arrows + the less max number of arrows is to avoid arrows miss all at once and avoid over kill so for that i think the best way would be to keep it random targeting as it used to before with possibilty of manually targeting 1 units when player wishes with also augmenting the number of maximum arrows and lowering to stream time to a number to be figured and tested .
  2. Members of Balancing team are a fight between each other about what w and what not to change . No wonder every new 0ad version and evey comunity mod is instantly dissliked by both newbs and pros
  3. I agree. but like or not AOe been there for long time and similar games took one or two things from it
  4. If 80 range you might as well erase catapults from 0ad . You do realise it is a catapult right ? not a archer unit, they are ment to shoot from long distance always have been , historically and in every similar RTS game . Also they have low mobility , packing and unpacking , cost too much and highly suseptible to hack infact 30 archers with 70 range can kill a catapult in 10 seconds . Nerfing range is like saying like nerf archers range to 45 like slingers but lets increase fire rate to 0.75 . more or less just to get the idea , Now it doesn't really has to be 100 , the range/fire rate ratio is to be experimented but granted you cant give catas 80 range nor fire every 2 seconds instead . for example in Aoe4 catas fire from very long range , but damage to fire rate is conciderably less than rams . as a result rams cheaper die faster do more damage if they stay alive while catas cost more less damage but mostlikly to last longer but they when they get caught mobility + unpacking = dead mostly
  5. -Catapults back to 100 range : Players already use them rarely due to low mobility , packing/unpacking , armor . -Siege towers back to normal random firing mod : i tested the siege towers and i must say they old version is at least twice stronger ( same towers number twice kills ) . the amount of arrows missing is rediculous because the target dies with 10 first arrows and the next 20 arrows fired before they realised its dead they just hit nothing . Maybe make them as soon as the target dies/destroyed they come back to random firing, otherwise leave it always random firing - elefants need more damage : i say 90-35 -25 - catas/ bolts must be able to fire from fortresses and walls . - Traders and trader civ bonuses : unless the map has very low resssources no player would even think to use traders , if traders get better gain and lower cost they would use them more often no matter the condition of the map is
  6. I suggest the following Changes analyse * Acceleration should be nerfed , . units have become much slower at formation or escaping . . A rush can easily fail . When big numbers units sometimes freeze for 1 seconds just because of a change of direction ( left to right ) due to rotation + acceleration . * New Techonlogies : Add a phase 2 tech that gives archer cavs/camels ability to shoot while walking but also gives slower mobility less DPM for expample 1.5s , less range 45m and worse accuracy . This will make archer cav less affective against infantry (towers ) but better against other cav which they are already too weak against. * Add siege for phase 2 : Smaller siege with less Hp , less DPM and armor, reasonably less expensive than the phase 3 ones. like rams + catapults the ratios between cost/ damage damage/armor+ hp and training time are to be figured out in relation with phase 3 siege having good siege at phase 2 really helps some civs and makes the game better ,faster more enjoable and faster -> less laggy for TGs for example instead of waiting for phase 3 one will be able to get rid of a ennemy tower in own or border territory or even attack much earlier . it opens new world of startegies because if doesn't work then most likely the attcker just slowing him self * Heros buildings: Civilisations with heros whom historically kings born in ruling family or leaders who later became kings should be trained from civic-centers . all the rest of civilisations train hero from unique buildings ( generals pallace ) . From civic centers : kushites , ptolemies , seleucides, persians , macedonians, hans. . From unique buildings : gauls , britons , romans ,mauryans, atheninians ,spartans , ,carthaginians ,iberians. Instead of spending long building time and ressources on expensive fortress which half of times no need for it but just to have a hero whom potentially will die in battle and can only be trained once. Thats why we see Roman or carthage or iberians heros for example so rarely despite thier greatness.
  7. you are welcome , but it is still the same with community mod 26.4 . i also added new suuggestions and changed some old ones , give it a look . good luck
  8. @real_tabasco_sauce the hero still not fixed with the new community mod release 26.3 , still only melée cavs get the bonus.
  9. i think because devs trying to make romans close to the nearby Factions ( gauls , macedonians , athenians ,sparta , iberians ) though iberians and athenians have slings option.
  10. i have explained it in the feedback , its the smaller farms 3 per each that increases the gathering efficiency by almost 10% we used to do that trick with bigger farms we put 3 per fram instead of 5 and that proved to be better , but alsothat will mean bigger numbers of farms more used space and easier raid and more wood spent for famrs. While Hans get that feature by standard because of smaller farms unlike other civs.
  11. Why are you so fixated on me? why you try so hard to just to prove i am wrong ? as if you didn't spec the whole game from start , first of all those are 18 farms which means 54 women while with other civs i make 12 farms atleast means 60 women for cav training approach . secondly even though i was training cav and units and don't have the last farming and woodcuting upgrades i was floating food juwt with 54 women and no pahse 3 yet , and since i needed to help my ally i sent ll my units to fight and sent women to wood since i m floating food whixh are thing you cant understand ofc) you intentionally took screenshot to mention that i made alot of farms (which is not true normally should be 60+ women ) but ofcouse you proved me right that even with less famrs and women gathering food with hans i was training cav and floating food and that due to smaller farms (3 women per farm) that increase infficiency but 10+
  12. i don't think pike lose 1v1 against jav cav , its just the mobility ( hit and retreat ) that gives cav the advantage. Also thats how to differenciate between spear and pike , historically was accurate too that pike are damage absorbing units with less damage than spears and swords .
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