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alre

Balancing Advisors
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Everything posted by alre

  1. does your answer consider the quote in my question?
  2. why not consider this? is there really any downside to convert a component from js to c++?
  3. I don't see any info. some info is needed though: would moderation tools be accessible from the game or from some other software/interface? (I'm thinking about discord and discord bot)
  4. what do you mean by "enter"? why would you want that?
  5. ideally very true. the problem is when more turns add slowdown to games that already last twice the simulation time.
  6. this was my main complain to acceleration as well. I hope one day they implement units automatically rounding corners to avoid slowdown. until then, acceleration is more of a programming stunt than a feature. luckily, at current values it's hardly noticeable (I don't know about ships though, I haven't tested them lately). there is 0 slowdown for small angles (except for turning time, which still counts), but I made some tests when acceleration came up, and it's not practical to break turns manually, to avoid the slowdown. it's a micro nightmare.
  7. you know measures are meaningless in the game, there is no effective relation to real world measures.
  8. I think no switch time would be fine, 1-2 second of switch time probably as well, 8 seconds is crazy, it's literally as if you were training them all over when they switch weapon: that's about a soldier training time.
  9. there are many solutions to this problem, I just proposed the simplest, most effective one. we are not likely to see any other solution implemented soon, even if there are some possible ways that could go very far in terms of optimization and further opportunities. yes, this is true, absolute economy of resources can't be achieved without a significant rebalance of the gameplay (there is more than one way to do this too). anyway, consider level 1 CS miss ~50% of throws at max distance.
  10. I didn't like cyberpunk's gameplay. the map and the artistic direction were top notch though. I'm not an integralist for open world games, free roaming is not the most important part of a game to me, but I'm still waiting for when an open world RTS finally comes out!
  11. no, I didn't change my mind, I just don't agree with you, even if you insist. be cool with that, we won't always be all in agreement.
  12. cavalry already needs more micro than inf, and that's a reason why noobber players sometimes only play inf, and gameplay gets a bit boring under that level of skill. I'd like that level to go down rather than see it pushed up. I'm constantly saddened by people trying to make the learning curve of the game steeper, like you are doing, because 0AD actually has a good design document, that says that importance of high APM should not be stressed, but rather diminished when possible (understood, @real_tabasco_sauce?).
  13. I don't need more excitement when controlling cav. it's already micro intensive enough.
  14. ... that if ranged attacks were made to always deal damage to the intended target, lag during battles could be cut down significantly, with little effort? Consequences on gameplay would be minimal, and other adjustments would also be possible, like varying damage depending on distance.
  15. women reduced vision is indeed weird and poorly justified. there has already been discussion on this, but no patch yet for what I remember.
  16. that means more micro. if you think horse archers are op, propose a change to make them weaker, not something that makes them just as strong but more difficult to use, they are already difficult enough. if you want to nerf cav death balls, come up with something that actually nerfs cav death balls. different lines of sight are fine. the cav units stands on a horse, also the cav unit is easier to use this way, especially for nubs. these motivations are good enough for me. anyway, it's not the end of the world.
  17. the game changed a lot from A24, battles are a lot quicker now. where it was once important to stream reinforcements towards a current push, now it's more usual to just retreat when out of juice and regroup/pause to do eco/fortify. the game is different now and micro has changed too.
  18. count me as well. I don't see benefit in the added micro for exploring and handling horse archers. those things are already noob-unfriendly. many have talked about why, he may just agree. besides, your own motivations are very weak.
  19. I don't see the issue. the problem whith cavalry death balls is not vision. I guess we can equalize the vision ranges of cav and inf, but the way it is now is ok by me.
  20. I considered something like that. I imagine it's hardly impactful or worth the micro, so it's fine by me. It's nothing like that. It's just a micro play option that provides a tiny buff to the corral strategy. good, because corrals have been significantly nerfed by the animals-by-age change, but personally, I would rather have the simpler setup.
  21. I believe the values are a lot lower than they could be. but I don't like the idea at large, I don't see any fun in it, and I think it could actually harm gameplay if it was buffed. so I'd rather see it useless than used with profit.
  22. it can and it did. in A24 it was quite important to maintain constant stream of reinforcements. granted, this was mostly true in bigger maps, but I appreciated that aspect of the game.
  23. they can be edited selecting the "crossing arrows" symbol. if you need to try the same units many times, you can save the map you created, and then load it directly when opening the game with command line. there is a guide somewhere on the wiki.
  24. probably already been written many times, but yeah: - right click on "no formation" in order to have no formation in use by default (current default is very bad for competitive play, and it's going to be worse in next alpha) - only use formations to regroup your men quickly, especially at the beginning of an engagement (usually after first contact happened without any use of formations) - end formations immediately after you created it. never leave units in formation while they are fighting. you can use attack-move for that, because attack-move immediately disbands any formation.
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