You mean in f3?smoth wrote:smoth wrote: To answer yans earlier question, sorry about that yan. Yes that bug was fixed.
I played f2 yesterday and i had the resource bar on by default and the widget removing it off by default.
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You mean in f3?smoth wrote:smoth wrote: To answer yans earlier question, sorry about that yan. Yes that bug was fixed.
Otherside wrote:oh lord the ammount of fanboism such a bunch of hypocrits on this forum :D
I want an Overkill-forum-avatar shaped map!overkill wrote:An X shaped map could be cool, assuming the center is opened up a bit. kind of like an arena.
that should not happenGota wrote:You mean in f3?smoth wrote:smoth wrote: To answer yans earlier question, sorry about that yan. Yes that bug was fixed.
I played f2 yesterday and i had the resource bar on by default and the widget removing it off by default.
I think it retains the settings from f1 so if the widgets were disabled by that they remain disabled until you change that.Gota wrote:You mean in f3?smoth wrote:smoth wrote: To answer yans earlier question, sorry about that yan. Yes that bug was fixed.
I played f2 yesterday and i had the resource bar on by default and the widget removing it off by default.
At the best they have 2k or whatever starting resources were set. Meaning that they are virtually at square 1. Add to that there is a delay between each building they cannot instantly be back.[Krogoth86] wrote:When it's about the eco system my only critique would be that partly destroying someone else's base doesn't really give you a big advantage (which it should imo). The "problem" is the more you destroy his base the more (basic) ressources your enemy will get again. In other words your enemy can regenerate pretty fast from your attacks.
Got a replay for this one?[Krogoth86] wrote: When doing 1on1s on not too small maps you don't get a big advantage even if the attack force you had gathered for quite a long time has had quite a success.
Refined costs basic. So buildings reduce what you can be building in units. not sure I would agree with this assertion. if you pulled off a sucessfull attack and only targeted machinists I would say it was probably not the best target. I always go for conyards and power. That is where your damage should go to.[Krogoth86] wrote:That's because of the fact that unit building does not drain the resource for structure building. So in the end the reward for good tactics / unit micro isn't as big as it should be and it sometimes artificially makes the match last longer although the outcome is clear...
sorting, gotcha. How is this:[Krogoth86] wrote: Newbies are faced with a rather hard learning curve in your game imo and even I find it rather "annoying" to get some info only by extensive experimenting. . . . . . So imo you really should do a sorting of everything - you e.g. put together those two Federation artillery mechs but why aren't the Snipers together? There are quite some more examples for this.
like:[Krogoth86] wrote:
You also might want to give sort of a clue for a unit's tech level or role as this probably is the most difficult thing for new players: You get a fancy name and maybe the name of its weapon but have no clue what this now is about. So besides sorting units of similar roles next to each other maybe do like different colored line grids behind the actual unit's pic so you get a clue of its tech level or role or do anything else that comes to your mind to give a clue of something being a close-combat or long-range unit type and whatever classes you'd like to come up with...
Code: Select all
name = "EZ-8",
description = "Medium Longrange mech, Limit: 1",
most units can fire over the walls fine. I am not sure why the sniperII has that issue, I will look into it though.[Krogoth86] wrote:The same problem of things you only get to know by extensive experiment then for example is the question of which weapons fire over walls. . . . . . more accessible...
they are just there to illustrate tech levels. I didn't have the time to make a whole new batch of well thought out images. Too much text is too likely to be skipped by the game loading fast or they are not finished reading it. That and I cannot guaranty that they will ever see them all.[Krogoth86] wrote: Maybe this is something you should adress in your info sheets. I didn't check out your latest ones but the initial stuff I had a look at like some fancy buildpic collection for each tech level really wasn't helpful...
I am sure a new general unit guide will also help. Something I was working on prior to leaving for the trip. I will get back on it after I get some more documentation done.[Krogoth86] wrote: So I hope I could give you a good idea on what things you could improve...
What? They're ~400 exo each, you get 72 exo per minute maximum, to get all three Gundams you'd need ~15 minutes with no exo spending (i.e. no BRs, no snipers, etc), what was your enemy DOING?smoth wrote:- being able to have fag, nt1, rx78-2/g3 is fucking brutal, need to use a group limit on them.
Well, that sounds like a pretty darned good porcbreaker to me. It's a feature, not a bug.smoth wrote:wasn't my enemy but I watched alcari get the g3 and nt1 on some hunterW map, it was really porcy.