
Atrik
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Everything posted by Atrik
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Modern vs Older RTS Discuss
Atrik replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
If you simply execute a predefined plan, then there is little thinking involved, so I was simply agreeing with @Lion.Kanzen that executing a predefined sequence of action is tactics, not strategy. You absolutely can make strategies in this game, but it's not when you are executing a build order. In fact, you need to have good tactics and build order already to be able to make successful strategies. -
Modern vs Older RTS Discuss
Atrik replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Strategy is using intel on your opponents and allies to establish a plan. Just like Alexander vs Darius and Marathon battle etc, the winners always relate to scouting because it is the way of gathering such intel; along with communication with allies. A predefined way of preparing and fighting is a tactic, I think it's just accurate to call it that way. One could think this maybe. It's rarely the case, I think the very vast majority of players barely scout the border but just to know who is border, and then no scouting at all until 'they are ready'. So it's very likely to not know all players position until min 15. This is because scouting is expensive if you do nothing out of it. If you hide resources depletion, you mechanically decrease even more how "worth" it is to scout. Anyhow, the only resource depletion that isn't hidden is currently hunt so idk why we're debating. -
Yekaterina's duplicate accounts - Guide for recognizing them
Atrik replied to Norse_Harold's topic in General Discussion
I know Yeka purposefully caused harm and (attempts) to reputation damage to some, especially to Norse_Harold. But please consider not holding grudges as he's not a fundamentally bad person... -
Modern vs Older RTS Discuss
Atrik replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Proving the point, this is build order, not strategy. Strategy would be using gathered information after scouting and then sketching how you will outplay your opponent(s). Rushing the first player nearest to you in a tg without other consideration is not strategy, it's tactic. I'm not against the idea since 'it make sens' but it will definitively nerf scouting by a lot. Since scouting is widely underused already I doubt this kind of modification will incentivize more scouting. -
Modern vs Older RTS Discuss
Atrik replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
This mod is pure personal preference, in fact all games have graphical settings, "skins" and that kind of stuff that you can theorize they give an "advantage". Ofc you can maybe place a woodcutter a tiny bit better/faster with theses trees models, but it's less impacting then having a fly in your room while playing => you can consider it negligible, epsilon. If you prefer playing with theses settings i would just say good for you... lol. I personally prefer realism and I'm sure I play better with high graphics then low because it's my personal preference. Agree that 99% is tactics in competitive gameplay. Even players often pretend to have a 'plan' prior to ANY scouting. This is maybe in part because of how some approach the game with predefined build orders, timings to do such or such etc... -
Modern vs Older RTS Discuss
Atrik replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
It's hard for me not to bite to this thread and ask: Why so much people pretend that the priority is to keep a very steep learning curve of mechanical skills (arguably the less interesting part of Real Time STRATEGY)? Every time I post about increasing playability of micro like sniping, training.. someone comes up with an argumentation that makes it look like it's something great to have minimal features to make it the hardest as possible to achieve any basic thing... My opinion is that, more focus on mechanical skills means less emphasis on strategy, teamwork etc. -
Maybe one could mod simulation/helpers/Attack.js to get this resistance, right now only bonus to attack is supported which can be used to make melee cavs dps x0.5 vs palisade or something. To give ideas to @Emacz, below the implementation of the bonus multiplier vs cav for spear cavs.
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There is some "wooden pikes" models in the game maybe they would be good alternative to palisades where infantry can cross them without harm but cavalry would get speed debuff in addition of damages.
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You could create an aura for a easy solution. Ex: { "type": "range", "radius": 25, "affects": ["Cavalry"], "modifications": [ { "value": "Health/RegenRate", "add": -1 } ], "auraName": "Empaling", "auraDescription": "Cavalry -1 hp/sec", "overlayIcon": "art/textures/ui/session/auras/blood.png" }
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Unusual high sniping activity of very few players
Atrik replied to ffm2's topic in Gameplay Discussion
"order 1 unit" have use cases beyond sniping and eliminating features isn't suggested here. The problem is, if you want to control the attacks of a large group of units, "order 1 unit" isn't adapted. When you are expected to have up to 200 units in selection, one could wish you had other means to control unit targeting then using alt for in loops of 200 clicks. -
Unusual high sniping activity of very few players
Atrik replied to ffm2's topic in Gameplay Discussion
Best solution would be to get rid of weak mechanics, usage of alt for targeting is clearly not adapted when you need to click 100 times. -
Unusual high sniping activity of very few players
Atrik replied to ffm2's topic in Gameplay Discussion
Rly? What about the auto-sniping script that was the only explanation of why sometimes i lost for reason i couldn't grasp? -
Yes you can do it with autociv. Add this to your user.cfg to create a hotkey selecting only elite rank units as an example: hotkey.autociv.session.entity.by.rank.3 = "[Your hotkey]"
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Unusual high sniping activity of very few players
Atrik replied to ffm2's topic in Gameplay Discussion
It's less prevalent thanks to the melee re-balance, but in some cases it's still very important, and will 'force' you to snipe even if you would rather not doing it, your example with hans is one, another is when enemy has pikes, or even just if you have archers. I don't think it would be possible to avoid either: 1. accepting sniping as game mechanic (I don't like it) even with workaround this would still give a big fighting efficiency boost to players sniping. 2. introducing a feature that replace alt-clicking for sniping by a less spammy one (in this case, this thread wouldn't have to exist). -
Unusual high sniping activity of very few players
Atrik replied to ffm2's topic in Gameplay Discussion
I'm ofc not talking about removing the ability to make a single unit attack, but rather to add a feature to make sniping less spamy. In my opinion too much workaround are considered when any fun micro feature could just make a great fix for this spamy meta. Example of feature I suggested in another workaround tweaking by @real_tabasco_sauce: -
Unusual high sniping activity of very few players
Atrik replied to ffm2's topic in Gameplay Discussion
Just fix sniping... Any game mechanic that is about clicking fast fast is not interesting, and subjected to create unbalances if anyone has 'gaming' mouses/drivers with click multipliers or anything. -
I also think that champ cav shouldn't be nerfed too much, just having more viable counters is needed.
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Besides the hurdle of having to find the good limit to population of allowed units, I don't think it is fun to make a limit on any unit. Champs are a great way to 'coil up' and invest some economic advantage. The problem is the lack of counter options and their efficiency against specifically: melee champ cavs spam. As I said above, even champ spears are meh... not that good of a counter. In short, investing in champ cav is too safe, because of the lack of counters and the amazing versatility of cavalry. Hence the suggestions to nerf capture rate, and increase counters.
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As chrstgr said, they get slaughtered even when you have a big number's advantage. In some cases where i had a bunch of spears champs from sparta or athen (note that they require special, costly buildings to make compared to champ cav), they merly counter the champ cav. They deal x2.5 but champ cav have x2 hp (when they have the buff hp), it's just not fair counter. Spears should slaughter cavs, not the other way around. They already have mobility they can use at their advantage.
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Yes exactly, when 100+ cs spears get slaughtered by cavs it's just non-sens. You would think you are playing counter and therefor, even if you can't kill the cavs (because of their mobility), they also can't just run into your spears and kill all, but that's what they do actually.
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If you need a reason to nerf cavalry capture rate you could also say that it's not as convenient to raid a buildings with cavalry. As for swords vs spears, of course against infantry, swords are better. But spears are still the 'alpha' cav as they would counter other cavs, and do pretty much well against infantry in the same time.
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Champ spear cav is just more available and is also the champ cav for the civilsations who have buffed champ cavs; such as Persians, Seleucid and to a lesser extent Gauls. I guess champs cavs are really just slightly too good of an option too often, because of the mobility and strength, and capture rate. The problem really is that the critical mass of a champ spam being unstoppable is reached too early. If some suggest that they should cost 2 pop, I think it would be too much of a nerf. Spears could have increased counter damage (restore it to x3 in com mod as an example, no idea why it was brought down to x2.5) and maybe cost slightly increased, like 100metal instead of 80. Also all cavs could have 50% only of the capture rate of their equivalent infantry.
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The end of unit overshoot?
Atrik replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
If the prepare time is reset every time a unit receive a order like halt, target, or move by itself, as I I think it is, then it's the main delay during witch overshoots occurs. -
The end of unit overshoot?
Atrik replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
I've tested for pikemen and crossbows and both overshoot cav running away. Pikes still hit in the wind and the cav far away takes the hit. Again not complaining about it, this is better then if the pike would never land a hit, but if your patch impact performance for no effects, then I don't understand the point. Maybe limit the range check for only the units that have the slowest attacking units (crossbow and pikes aren't included).