Right so after letting Ashes sit on the shelf for quite a while I recently picked it back up (I'm a founder anyway so I get it all ) with Escalations and took a look at the current state of it. Here are my 2 cents from my highly biased own point of view.
The strategic zoom is a wonderful feature and I'm glad you backed down on the resistance to it. I remember in the early days that this was a big discussion which always ended with "Ashes is not that kind of game" etc. Its addition is a blessing.
Also a lot more unit variety and upgradeable buildings make for a much more varied gameplay experience.
Whats interesting is that the Steam store page list these things as "expert features" which is really laughable. Who came up with that idea? Is today really the age where having something thats not a MOBA is too much for new players and every feature the strategy genre has brought forth that enhanced it is labeled "expert" ... Seriously even starcraft I had upgradeable buildings .... That's hardly an expert feature.
By that logic Sins of a Solar empire is a massively expert game since it has Unit abilities, strategic zoom and upgrades ( tech tree)!
But back to the state of Ashes.
I do still find that there are some non-intuitive things about the game that don't really make sense to me.
For instance. Why can I not give turrets attack commands. Lets say I have an enemy unit I want dead for whatever reason. I can not give my turrets the command to make that happen. Its even worse for artillery posts where you want to be able to snipe specific units or even buildings. However they can only auto target.
I had a match quite recently where I had artillery posts before the enemy did. They then shot the enemies units but while they were doing that the enemy finished their artillery posts killing mine off before they were able to kill theirs. I desperately tried to target them but the posts would not oblige. I even spawned an emergency turret right next to the Artillery posts but it shot at an aircraft circling above instead of at the real danger right next to it.
Also artillery posts are completely unable to target in non-radar fog of war. Even though I see that a building is there. This doesn't make any sense to me as any commander that had knowledge of there being something there should be able to just attack.
Also ground attack for artillery is something that should really be considered as an option.
That being said there is no real good way to defend against artillery either other than being first at building it. Since there is no way to shield your troops while marching towards it they just get slaughtered if the enemy is able to put up a medium amount of resistance.
Strategic bombers do work somewhat though. So those definitely get an approval even though they might be a bit OP but thats true of most games where they exist that I know of.
The next point is:
Why do captured Turinium generators produce VPs while they are not connected to the Nexus. This doesn't seem to make a lot of sense as this connection is a necessary requirement for resource transfer but not for it seems VPs.
Furthermore:
Looking at the way competitive ranked play works right now it still requires a lot of micro (which explicitly was stated as something Ashes wanted to get rid of) at least in the early stages. I wonder how this could be countered but I don't see a good way that won't also break the pacing and make those games last longer (which might not be bad actually).
Mods:
What happened to those? I've seen Brad's post recently about a call to modders to give him a personal call. But what exactly is so damn hard about just releasing them to the public? I mean its not like people are going to lynch you just because they aren't the best yet. Having something to work with would make a lot of people happy I'd venture.
Netcode:
I feel this is still an issue even though much less so than it was over a year ago. I sometimes still get units jumping around / not dying and then suddenly dying a couple of seconds later when "something" made the game catch up. Its most likely not my internet connection as that sits idling around most of the time. However I do feel that Ashes uses asynchronous updates instead of a concurrent sim thread model which might account for these glitches ( which are really annoying as they happen more frequently with more units on the field ).
Armys:
Those still feel sortof useless/broken. Especially since sometimes the support units will hang out in the back while they would be needed at the front. The end result seems similar to just selecting all units and sending them to the front. The only real nice feature is being able to order more units to that group from the factory.
All being said Ashes has matured quite a lot but I wanted to give some more pointers to put it in the (what I feel) right direction. Maybe the playerbase right now doesn't even consider the things I listed as problems or feels differently and I would welcome a discussion about the current state (this is a forum after all). I do also have sometimes strong opinions on topics like this. But then again I do like strategy games a lot and I always yearn for good ones in my eyes
My personal wishlist, i.e. what would I like to see next (for now):
- Give us shields or something to counter artillery with thats not just strat bombers.
- Make ranked matches have larger maps where it actually makes sense to build dreadnoughts. Looking at a lot of videos by high ranked competitive players those matches seem to rarely progress beyond cruisers.
- Release the mod tools to the public, also those for UI modding.
- Make the UI display what factory is depleting how much of my resources on mouseover or on select. I currently have no clue which factory is draining all my resources.
- Make factories able to assist each other (i.e. like in supcom share a build queue) that really helps a whole lot as now you don't need to update every single factory if you decide to change your infinibuild queue.
- Allow armies to be set to "keep this number of units" mode where they will auto replenish to a certain number of units once they get killed off. Its much easier than to keep track of how many units of which type you have to order after a battle.
- Multi-player ranked games (2v2 or 3v3 with premade teams or solo signup)
About Mods.
We stil dont have nothing to work.
Brad post that but since that time no one give us nothing.
We modders are on same position has the public.
We have nothing to work.
+1, same issues I have with the game (and also game breaking decision to take away economy management for substrate.. boring).. Still no one talks about it like it's taboo or some shit? Who made this decision and why?!?! I actually wanted to play substrate as it looks like a great concept.. But, cheaper to build units, no building micro, no economy management.. ummm?? it's so pathetic I cant even bring myself to play it and don't get what the enjoyment is of playing it unless you're really bad and need an EZ mode to compete. (I only play multiplayer you see)
Being able to control formations would be useful, more control in general. What you said about arty and manually targetting is spot on. It's actually retarded that you cant control it! God it's so irritating to see this game go to waste, along with my $$$$
If they release mod-ability the mods will probably out-do the game since it seems pretty stagnant right now. Maybe there are internal conflicts in the company? I'm pretty confused about what is happening with this game, no substantial changes in like 2 months? Lol?
They have limited resources, and I think they rotate their devs between the games???
SO thier games seem to get love in cycles... at least that is what it feels like.
I have no doubt Ashes will have its day again soon.
If that truly is the case they would do well to communicate this.
True, and I feel bad for being so negative about this but I really want it to be good as it has huge potential.
i agree with the OP as well, with most of the things he brought up. would be great to manually target arty. thankfully we finally received a patch that nerfed some of the issues he mentioned. i would also like to see turinium generators having to be linked to the nexus in order to gain VP's. but then so many matches now end with the nexus being sniped.
that being said, dosadinz, u play ranked and u thought SS was EZ mode? i play both PHC and SS equally. PHC = OP (at least this last patch has aleviated this). yes SS has an easier eco to MANAGE, but thats about where it ends. PHC has OP arty, OP strat bomber, OP athena, and OP medic. as well as a STRONGER economy in the form of the exponential growth of refineries vs harvesters and the better boost option (albeit harder to manage income and expenses)
When there's no cool-down on orbital block(did it change since I last played?), hard to control your units, substrate just pumps tech, builds huge mass. PHC has some good options but IMO substrate has to make a mistake for you to win (and a lot of substrate players make mistakes).
For instance, substrate will build wall of defense, I cant properly target the proper buildings that need to be destroyed, most of my army dies while I try to fight the computer AI for control of my units(they run off to fight somewhere, dont fight when i want, target wrong unit etc), The orbital ques are hard to follow(having to use so much quanta in orbitals, it gets exponentially more expensive where as substrate just pumps TECH and orbital blocks at right time).
Anyway maybe the PHC air is good, but it doesn't matter when substrate mass produce + tech spam, and makes no mistake + ez orbital block no cooldown. I mean I would beat substrate usually. Playing creature of existence I could beat him from time to time, But it just became stale, as for reasons mentioned above. Just ragequit @ unit control issues and everything else together. ZZZ. Buildings(queuing units etc) are less complex, units not only cheaper but also no mental energy for eco management. Just saying, its ez mode. I was keen to play more substrate but it just feels bland. Did I repeat myself enough? Lol.
Try using your "OP phc bombers" on a wall of defense with quantum jammers + orbital block when you can't control your army(siegedread too) properly or see enemy orbital block que for timing sake(and p much no cooldown right?). Big battles where you want to use finesse are not possible. It's just like mashed potatoes in a pot, squash them together see what happens and spam your orbital block... Yea no thanks LOL.
Anyway maybe some balance changes made it better but still these underlying issues make it unattractive to me personally, will never agree with substrate resource hack, noone seems to want to talk about it or the reason that it was done(maybe I missed it???) It's micro vs no micro, in a game where you cant even micro properly. not a winning recipe. All good I just bought supreme commander, it's pretty cool and way cheaper.
Oh I forgot to add, I had a big problem with my UI, it was keep switching off meaning it was impossible for me to select my orbital skill at the right time. would have to fight the UI it might take 10 tries to get the UI menu to stay so that you can select the orbital skill you want(which by this time the window of opportunity has likely passed)... Did this get fixed?
Right now, the main focus on Ashes is in these features:
Those are features that people have requested the most (in the case of Juggernauts, it falls into the area of unit progression).
There is, of course, a 5th area which is, of course, bug fixing.
But each of those 5 things requires a dedicated engineer.
I'll be writing up a journal on each of these things soon.
It should be pointed out that modding can be done today. There's nothing stopping anyone from playing around with everything from the UI to the unit stats, making their own campaigns, etc.
What isn't easy is to manage those mods. In other games, the fan communities created those tools (Skyrim, Supreme Commander, etc.). I get that people want us to do it for them but that requires time and budget that has to come from somewhere.
SS and PHC both have orbital block, both have hard to control units, both can pump tech and huge armies. as i ssaid in myy previous post, PHC eco is actually better than SS.thanks to refinieries being built by engineers, u have a faster growing economy than SS. SS can spam T1 units faster than PHC, but SS T1 is significantly weaker, so if u spent the same amount on both a SS and PHC army, PHC would win by far. try use medics in large numbers.
PHC can also build a wall of defences, actually a better wall, again thanks to medics, and repair bays. and MAINLY THANKS TO ARTY. the issue u are talking about is shared by both PHC and SS. what do u mean SS pumps tech? the masochist? thats because SS units are more rad intensive than PHC ones (also again T1 is useless so pointless for SS to spam T1 to make up the deficit in rads, if spamming T2 rad heavy units). so SS HAS to spam masochists, since they are more metal intensive, BUT masochists do not have amour piercing weapons, so are actually less effecient than PHC armies (which can have high armour). whereas PHC can spam T1 (with medics)and still beat SS. or PHC can spam cruisers. either way they have a choice on what units to build to match their income.
sorry but whyyyy are u using the siege dread? everyone knows that thing is weak. i love it when my opponent makes them, since they are worse than the other 2 dreads. tank enemy attacks with the hyperion (with medics and nanomesh armour its almost unkillable) then use artemis and hera to kill SS bases. the game is strategically focussed, i would also love more micro. but that defeats the purpose doesnt it? ur supposed to win with superior strategy, not how well u can micro ur units. i know its frustrating, but things will improve, but at the same time, dont try say SS is easier to play when ur talking about issues both sides share...
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