Ithilis_Quo wrote:
so how to fix this -> copypast equilibrium code, that remove groundfire damage deeper as -1
https://github.com/Ithilis/Equilibrium/ ... 2d106e915e
After that tempest maybe will be good as sub as well...
UnorthodoxBox wrote:
The atlantis isnt meant to be a brawling unit that can go toe-to-toe with battleships. It is a support unit.
Little Miss Murder wrote:
Your real problem is that you aren't microing your subs.
Steel_Panther wrote:
The point is it is bad gameplay to have to super carefully babysit certain units because of the interaction of the balance of the game, compounded by lag issues. Give me an explanation that says "this makes the game better because..." Given how t3 subs are already thought of as pretty bad units in many situations, I don't think making them even harder to use makes the game better.
Statistics: Posted by Derek — 08 Mar 2020, 02:14
The data and tools needed to make these minor adjustments are also severely lacking. If you want any data about how units stack up vs one another you have to spend hours sandboxing it yourself. This should have been automated away years ago using some map script to automatically spawn units and move them into each other, or at the very least there should be a balance team database of past sandbox results so you don't have to do them over and over again. There is also a lack of relative unit stats. You can get a unit's absolute stats from the unit database and compare them to the absolute stats of another unit, but you have to do a lot of number crunching to compare them and get the valuable numbers out. What you want to know are things like time-to-kill, shots-to-kill, etc. Working on balance for this game is just a really boring number crunching exercise and the balance team does it in a stupid brute force way which kills any motivation and makes progress extremely slow. I was already on the balance team before and this is why I have no interest in returning.ThomasHiatt for balance team pls
Statistics: Posted by Mach — 29 Feb 2020, 14:55
Statistics: Posted by ThomasHiatt — 26 Feb 2020, 07:37
Statistics: Posted by Steel_Panther — 26 Feb 2020, 01:36
Steel_Panther wrote:
I disagree that "this is fine, because shift-g." The reason I actually used shift-g for t3 subs is because the game can be very buggy and units literally do not move sometimes in a very full, late game setons with thousands of units on the map. You give them a move order, and only some units move, or don't at all. But for some reason, they will actually move if you make it a shift-g order. So you are sometimes forced to do so just to move your units. Why do you think it's fine for t1 bombers to deal damage to submerged units? "well, because AOE!"? I think that's a pretty stupid reason because it's both unrealistic and a poor game mechanic.
Statistics: Posted by Plasma_Wolf — 24 Feb 2020, 21:25
Statistics: Posted by Mach — 23 Feb 2020, 23:24
Statistics: Posted by armacham01 — 23 Feb 2020, 23:11
Statistics: Posted by Mach — 23 Feb 2020, 22:44
Steel_Panther wrote:Farmsletje wrote:If someone spends 30 seconds microing a t1 bomber trying to kill a t1 sub then i will gladly grant him that kill.
That's not the real problem. The problem is situations like this one time I had about 8 t3 subs stacked up and lost them in one pass to about 15 t1 bombers ground firing. That took 1 second of micro and is BOTH unrealistic and makes for poor gameplay.
Statistics: Posted by Steel_Panther — 22 Feb 2020, 18:04
Statistics: Posted by Ithilis_Quo — 17 Feb 2020, 10:14
Farmsletje wrote:If someone spends 30 seconds microing a t1 bomber trying to kill a t1 sub then i will gladly grant him that kill.
Statistics: Posted by Plasma_Wolf — 16 Feb 2020, 10:45