The main reason for this post, is to see what other people has experienced in the game and think shoulde change for a greater experience, however after getting to the top ladder there are more problems revealing itself to the game than thought out at first.
1# tier 2 units: The tier 2 units are powerfull units that exchange (the price) for better quality and is critical to an army set up.
(downside in the current state of the game 1.2) the tier 2 units are now been used and picked out by the players more than the tier 1 units are and why is that?
simple they are to much of a gamechanger and has such high impact on the lesser units like the tier 1 and small armies.
(what the tier 2 units shoulde be, is been a strategic unit that we invest into in order to gain a favorable result and out-think our opponent with.
Not a tier 2 spam contest with maulers and Athenas that can deal with anything (including heavily defended areas) (what is the point in investing into defences if they cant perform their role at all?) since tier 1 units is not a big threat to them at all and dreadnaught are easily taken down by a number of 6-9 and on small and tiny maps one victory in army to army battles is all you need to win the game.
(due to the fact the number grows to the point where you cant retaliate, how can you fight an tier 2 army that has grown to the point of being a ball of death that wins the game for in a matter of 1 min ?, where is the depth of the strategic layer now ? and our options and choices to deal with it before it gets to that point before the time runs out. ?)
2# what can be done to improve the overall gameplay in general. first make the tier 1 much more usefull and give them a good edge that allows them to compete with tier 2.
(like twice the amount of X% from uppgrades due to the fact its based on their basic start stats.)
the tier 2 units are way to powerfull for their price and production time, what can be done here is to make them cost more and give them a much longer production time between 1 min 2 min (less in spamable numbers and more focused on the strategic role of unit.
(if you are worried let me just say we got engineers to speed the production time if you feel that is needed in some case, they are for that task as well also, can we get a way to reduce micro with lots of engineers and factories when we want fast prodcution an drain that large stockpile of resources.)
3#
This will affect the reason for having the tier 1 units and build them in order to compensate for the lack of quality but faster unit production time and in higher number, the tier 2 units will have a longer production time and cost meaning they will have a higher value on the strategic gameplay and be more of an optional way to deal some damage to the enemys strategy, but it allows for a good variation for the army set up in mixed tiers and the vaule of information and updating it, defences will have a greater role on the map and vaule if there is mistakes made.
different types of strategys can be made by simple changing these aspects and the main reason they wont happen in the current state of the game 1.2 is because there is so little time to react to them and perform them in general and this is showed best by the very fact the small and tiny maps is not a good way to play ashes strategically and thats what this game is about Real time strategy, not action, not min and max, but strategy.
i hope the people that reads this can see a bit logic in it and try to see it not from just one perspective of things but multiplier.
as well try to help the game and set it to the correct path, where the fun lies in competing against each other.
(as well these are suggestions and are options that may improve an already good game for the rts genre in general)
also plz make, what is suggested here a scenario. to try and find the balanced line in the game. (if possible)
I agree with the most points you said. The Mauler, Athena are strange units they kill themselves nearly instant. The dmg to production buildings is way to high for me. The T1 is too weak for me personally. Air is not so usefull because of neutral AA (I really hate the patch which introduces that). I dont see a real counter against Mauler, Athena. Zeus is not usefull with that T1. Hades is too expensive for the benefit.
I also generally agree. T1 is too weak and as Dasunding says, "The Mauler, Athena are strange units they kill themselves nearly instant". They can become a kind of ball of death too, which does seem to weaken strategy. Perhaps they need to be more expensive or build slower.
Indeed. There is something off with t1 and t2 feels like it is best bet vs all. It deals easily with t1 except rare cases with masses of t1 vs only nemesis/mauler/artemis and t2 vs t3 feels like an even fight.
I really like the way t2 is going for substrate with the introduction of eradicator. 2 min production time and 1000 resources feels right and in my opinion thats is the way to go. I think there would be gameplay benefit by simply increasing production time for cruisers.
Athena and mauler should be addressed though. Their combat behaviour is odd.
Just to add - the meta unit behaviour in terms of orientation and pathfinding is worse the bigger an army gets. I have had huge problems squeezing mixed t1 and 2 units as a flanking force on most maps with choke points. Rather than pasing through the choke the units on the sides go at different altitude level just to keep the formation. This often leads to a large force engaging poorly and fighting creeps instead of getting where commanded.
Needless to say - t1 and mixed forces get to the point too big to manage more quickly that t2 and t3 compositions.
Having that issue fixed would boost viabilityb of t1 by itself.
Both pathfinding and collision should be fixed, overlapping dreds are truly annoying...
The funny thing is those unit counter themselves. If someone spam Mauler,spam Athena to counter them, If someone spam Athena,spam Mauler to counter them. Those unit are completely like a mirror which is a really bad thing. I don't mind devs want to design them as an anti-cruiser things but their damage to turrets and building is way too high also the damage to other cruiser is too high as well even against dreads. So what they need to do is make them different a bit not just like a mirror that they counter themselves.
Also there is no counter as Substrate to Artemis because their damage is way too high against anything that Substrate's units can't even approach before hitting them except use frigates and try to flank them but if PHC build turrets around Artemis then it's game over. Because Destructor is almost completely useless due to their low health and firepower that they can't even survive before hitting enemy turrets.
What I'm thinking is make Athena have a bit more health than Mauler but reduce the fire speed and reduce Mauler health but give them more firepower and Nemesis/Eradicator need to have more firepower but reduce the fire speed to make them more effective against dreads that will help players to use them more often than spam Mauler or Athena to deal with dreads.
Also reduce Artemis damage and health but buff Destructor health damage or revamp them as a LONG RANGE anti-building unit that will help Substrate to siege PHC turrets or buildings.
There is a critical amount of destructors you need in order to cut through a defense (aoe). The same is true for artemis (against units).
Eradicator is really powerful against artemis. Making artemis is really critical because you need a lot of them. The time between the critical amount and the start is prone for an attack.
Maybe a reduction of the dmg of athena, mauler makes the other cruiser more usefull as well as the t1 which can now deliver more dmg over time. Maybe a little buff to t1 will also help.
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