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real_tabasco_sauce

0 A.D. Gameplay Team
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Posts posted by real_tabasco_sauce

  1. 2 minutes ago, alre said:

    that's just false. a larger group of infantry if managed well can negate a cav rush.

    no, its not actually false for the following reasons:

    • all cavalry do more damage than infantry (ex. 16 pierce vs 18 pierce for jav cav),
    • javelin cavalry have double the health of javelin infantry, (not double for melee, but almost),
    • javelin cav have +2 armor compared to infantry javelins (other cav has more armor too)

    all in all, you need much more infantry than your opponents cavalry if you expect to win. This is hard to do in the early game when the limiting resource is usually wood, not food. Importantly, you are often unlikely even to get kills on cavalry in an early game situation due to how tanky they are (and their speed). This is why cav are often needed to defend from a "chicken" rush.

  2. @eTrey

    If I recall correctly same warning on older operating systems just said something to the effect of "this application isn't signed, it could have malware, are you sure you want to open?"

    I presume they make the warning sound dangerous so it is harder for users to make use of applications they don't make money off of.

  3. 6 hours ago, BeTe said:

    I am curious if nerfing cavalry will make early/mid game even more passive?

    5 hours ago, alre said:

    right. cavalry rushes are not quite op I believe. many players never ever do them.

    Well currently, the reason all in "chicken" rushes are so effective is because a small number of cav can pretty easily beat a larger group of infantry and because you can get the extra food required for cav very fast. Instead, success in these rushes should be earned by the skill of the player, so thats why the cav have less HP.

    The use case of the unit should really be its mobility, not because of its innate strength compared to infantry. Don't get me wrong, cavalry will still be stronger than infantry (because they can't gather every res) but they will be less tanky, less forgiving when mistakes happen like running into spearmen.

    The expectation I have is that you could instead see aggression with infantry as well, which would be more interesting. Currently you only see this if two players are very close.

    1 hour ago, Nobbi said:

    I really like that players have more control over balancing now, but right now I worry about the pace of the changes.

    I imagine we will play version three for at least a month. I just put those out there so you guys can give feedback to me, so I might change things.

    • Like 1
  4. 28 minutes ago, chrstgtr said:

    The root cause is that a lot of patches have multiple components.

    yeah I think its good practice to make patches as concise as possible. So ptolemy nerf and iphicrates nerf probably should have been two patches.  its generally good practice, but where to draw the line is debatable. For example, I have both Themistocles and Pericles in the same merge request because they are both weak athenian heroes, and they go together. However, it might have been better off as two patches.

  5. 24 minutes ago, Adeimantos said:

    I submitted a merge request, but got a message saying "pipeline #681930164 has failed." What does that mean?

    For cavalry, I'd recommend dropping jav cavalry fire rate to 1.5 seconds, and having a horse housing system where you need a corral for each ten horses just like you need houses for units.

    I think the pipeline failing is just because we wait for the merge requests to be approved. I could be wrong here tho.

    I already have a branch made for balancing cav vs infantry and I'll add it once the next version of the mod releases. You can see the details here:

    https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/commit/e33bc27f79c7e5f3d94ea83c363e711272d33f42

    It basically makes reconfigures cavalry balance from scratch:

    1. Cav damage equals their infantry counterparts,
    2. cav get a 40% health bonus compared to inf (melee: 140hp, ranged: 70hp),
    3. infantry +0.5 walkspeed (effects skirms a little more, pikes a little less).

    I know this is a huge hit to cavalry, but this is intended on being a starting point for balance. We may need to adjust counter-cavalry damage multipliers and perhaps melee cavalry damage. (I could see a 20% or so "mount bonus" being worthwhile for melee cav). Notice that instead of making cav slower, I made infantry faster.

  6. 55 minutes ago, Philip the Swaggerless said:

    Woodtower upgrade to Stone

    One thing people do at the beginning of border fights is quickly build a wood tower, then immediately click upgrade to stone.  They do this because:

    1. they will lose too many soldiers if they build a stone tower, and 
    2. the enemy will lose too many soldiers if they try to capture the wood tower.

    I think it's more reasonable that the upgrade function should turn the tower into a foundation that soldiers need to build to completion.

    Another option would be to increase build time of the wood tower.

    56 minutes ago, Philip the Swaggerless said:

    CC within enemy territory

    Another thing people sometimes do is they capture a barracks or a temple in your territory, the proceed to build a civic center right next to it, fully encircled in your territory.  I think it would be better if it was not possible to build a CC in that situation. 

    Yes, I agree this shouldn't be possible.

    • Like 2
  7. haha yes, some kind of boarding mechanism would be an awesome feature in 0ad. But I am sure it would be very,  very difficult to make that happen, especially considering the animations required. Also, I imagine even giving ships turret points would be difficult task, as in that case you have to make compromises in terms of the ship's size compared to the units occupying the turrets.

    now, one way to simplify the above task to fit 0ad's scope could be to give whatever ship does the "boarding" a capture attack, with some constraints. Even in that case, you already have plenty of conditions/concerns: Does capture attack depend on units garrisoned? should capture be a "recharge" ability? What ships can capture, what civs have access to this ability? How do you stop both ships? Will this be frustrating to players? (likely yes)

    one concern is that "boarding" could gamble on what units the enemy's ship has garrisoned. I am not sure if this would be good or bad.

    Don't get me wrong, I do not dislike the idea, it is just that the implementation and balancing both sound difficult.

  8. yes, I am familiar with the AOE ship system. Fire ships basically serve as melee units in AOE naval battles, the system is simple but entertaining enough to make water fights interesting.

    The problem is I can't think of an appropriate close-range ship in the 0ad timeframe. Also, it may not be necessary to try something like that.

  9. ok, if we did a "ram attack," one could make ram damage proportional (by some function to balance) to the speed of the ship. I think it would also have to be in the form of an technology for some mediterranean civs (which imparts an added metal cost). I think it should also only be possible for certain ship classes, perhaps only triremes, ie ships of the "heavy" class for the following reasons. 1) biremes would probably be too light to ram well, 2)siege ships are too valuable to use this way, 3) most importantly, players need to be able to anticipate what ships can ram them.

    Unfortunately, that probably means the ships that have access to rams would need a version of the model with a visible ram. <- maybe its not worth it, idk.

    • Like 2
  10. yes, I think a naval overhaul in general should be in the works for a27, probably starting with some ship classes instead of just bigger = better. Ideally naval combat should be more diverse (different ships with different qualities), easier to handle like @Philip the Swaggerless said.

    light, heavy, siege, transport, special

    where special includes the fireship and maybe the ptol juggernaut.

    from there we could balance things, add a couple new "special" ships, and maybe implement some ship mechanics of interest.

    • Like 2
    • Thanks 1
  11. 1 hour ago, Philip the Swaggerless said:

    One of the things I find frustrating with naval maps is that you have to meticulously garrison your soldiers onto different boats.  It would be nice if there was a button that functioned kind of like the town bell, but triggered from the boats. 

    1. Select a boat or boats
    2. Press a "board boats" button in the gui panel.
    3. Nearby military units evenly distribute themselves onto the boats.

    This could be good, but I think we should avoid adding too many UI buttons/mass action hotkeys. For example, there was also a discussion for some button to garrison all barracks evenly.

    There is a pretty simple way to do this with the alt or option hotkey, ordering one unit at a time out of a selection to do something. So select 30 or so units, hold option/alt and click each boat that should be garrisoned until no more units are in the selection. (similar to sniping method).

    I think would it be ideal to decrease the garrison space of fighting boats to 10-20 depending on the ship, and add a dedicated transport ship. This way you would only need to garrison a few units for effective ship battles

  12. 2 minutes ago, chrstgtr said:

    Making inf, specifically spears faster, would be a step in the right direction. (I think spears and swords should be faster anyways bc of their lack of range). 

    yes, I also find that it takes painfully long to get infantry armies where they need to be. Ok, I could start to put these ideas into a branch, which could be a merge request for later.

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