
BeTe
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Everything posted by BeTe
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As FYI Source: https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/page/22/#comment-531609
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@thephilosopher Long-term solution is not "don't play maps x,y,z..." and install 3rd party mod. I just hope we don't lose new players b/c of that. Also I'll use chance to remind to "can't join" issue... It can be even more frustrating then balance... Sorry @Feldfeld, I missed that berries.
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P.S. yeah he had 800 from trees and 6 sheep. It's total 1400 . I had 1700 from hunt. But it's not big difference indeed. @Feldfeld
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I agree that wood/metal is priority no 1. After that, incorporating food balance from Mainland Balanced to all other maps.
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P.S. he had 2 trees (800 food). I had 16 animals (1600 food). But he had very near tree and 6 sheep. @Feldfeld
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Thx for explanation. Idk, I just think that Farmstead = 2 soliders + build (or res.collecting time), which can be huge early game. I am not sure it's good for competitive games. IDK. On the other side I understand wish to have randomness and I like that, too. I just hope there is better algorithm.
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I'd like to share my feedback/suggestion from this Topic: https://wildfiregames.com/forum/topic/93698-map-layout-unbalanced/#comment-531470 I'd suggest to put high on priority list task to fix resource balancing to make 0AD playable in competitive 1v1.
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I do, but that's not long-term solution IMHO. And it's still not properly balanced, even food which should be balanced in Mainland Balanced, right? Check my tournament match with `rm -rf`: I had much more hunt in CC range and it was near cherries so I could build 1 Farmstead and reach 3 food resources easily. I think I didn't use it properly - some better player would quickly stomp opponent. I guess if players are near to equal in skills, these balance will decide game actually, especially on high level.
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@rm -rf vs BeTe bete-vs-rm-rf.zip
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A little feedback and appeal for community. I had like 3 of 5 ruined games in prev. 3-4 days. Resources were unbalanced either in my or my opponents' favor. Winner was one who had luck to have more resources around original CC. I am not sure but I feel people talk too much about UI updates, minor unit balance, adding new civilizations, etc. while some other important problems such as "unbalanced resources" and "can't connect" are kept unfixed. Attached is game. I think I had better early and mid game, but then I just couldn't collect enough wood to reproduce units, while my opponent had plenty of that. Or I miss something? Anyways, I hope people will focus on solving these issues asap. I think it's high priority. (Sorry, I am still new and I don't want to be more smart than older players, but I just feel frustrated and lose will to play 0AD. Off course, in general game is just awesome and I will continue to play. I'd just like to see it improving and getting more players in lobby.) Cheers! bete_unbalanced_match.zip
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Maybe tag players here who didn't play?
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Ah got it, thx.
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Wait what? Lower range - more damage? Is that b/c of missed arrows? I wasn't aware of that...
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Somewhere in balancing discussions I have read that current meta is kind of spamming ranged units... Obviously, I misunderstood something... What's the best ratio ? 1:1 , 2:1 or 3:1 for ranged?
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Anyone has time and will to check again, please? I had equal number of Javeliners 16 pierce (+some P1 upgrades+2x towers) vs slingers ~11 pierce and I lost significantly. Is it about formation or what? bete-eskro.zip
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Dakara vs BeTe Dakara-Bete.zip
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Introducing the Official community mod for 0 A.D. Empires Ascendant
BeTe replied to wraitii's topic in Gameplay Discussion
I mean "build range" not attack range. Point is to reduce number of resources available without expansion... -
Introducing the Official community mod for 0 A.D. Empires Ascendant
BeTe replied to wraitii's topic in Gameplay Discussion
Question, I remember I read some CC build range reduction - do we plan work on that? It's time to punish "turtling" I would also significantly reduce resources available from main CC so you can't safely get to Phase 3 without expansion! P.S. also I read CC will be cheaper which would be nice combination with above changes. -
@Lion.Kanzen Thx man. Still confused by that number like "5.0 pierce" , one along percentage value.
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Ah sorry, I meant `5.0 pierce` , for Unit A. It's ignored? I only calculate percentage then?
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@Gurken KhanYeah I got 5.9 as well... What about "1.0 pierce" value then? It should be 4.9 then? Yeah I guess forge upgrades are where we should be equal.
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Yeah, sorry but Search function on forum doesn't help much - I already tried to find. But how you got 6.9 value? Oh, they can miss as well? Yeah, then that "dancing" technique makes sense. I could put cavalry in front and order to go left-right? Or better let them fight? IDK man.... I am trying to understand what units to build to counter opponent. I think that 5-10% more efficient fight is big deal in that big fights against equal or better opponent. It's hard to catch everything on Forum so I am trying to analyze replays and compare units.
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Hello! If we have fight like this: Unit A: attack: 10 pierce, interval: 1 sec Unit B: resistance: 5.0 pierce (41%), health 100 What that means, how many seconds needs unit A to kill unit B? And what "41%" means? And comparing to that what about Unit C: resistance: 1.0 pierce (10%) Is Unit C 5x weaker than Unit B? Or 5 - 1 = 4
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Introducing the Official community mod for 0 A.D. Empires Ascendant
BeTe replied to wraitii's topic in Gameplay Discussion
I am curious if nerfing cavalry will make early/mid game even more passive?