Massive v2.4 Update Features UI & Balance Updates, Improved Modding Capabilities, Vulkan Support, and More
What's coming in v2.4:
v2.4 is currently in opt-in and will release on August 24, 2017. View the full v2.4 opt-in change log below.
FREE Co-Op Map Pack DLC
Grab a friend (or two or three!) for some epic battles on 9 brand new maps designed specifically for cooperative play. Spawn points are placed to keep teammates close together to allow for combined attacks and strategies. Clearly defined resources for each player prevents any fighting over spawn locations or expansion opportunities and keeps the maps fair and balanced for everyone.
Check out the new maps:
The FREE Co-Op Map Pack DLC releases on August 24, 2017.
For more information, visit www.ashesgame.com
v2.4 Changelog:
Please, don't remove Proving Grounds! That little map is a wonder test range for new weaponry, to evaluate their use before going to war!
I'm OK with some of the Dreadnoughts leading the armies, but some of them don't do well in the lead position, specifically the Overmind, Nest of the Queen & Leonidas (Cronus too, but I believe it kept its rearward position?). They attract way too much damage (especially since most heavy weapons prioritize T4/T3 units), and have enough range to be perfectly effective from the rear position.
Also, the units that default to the rear of the army (Caregivers, Mobile Nullifiers, etc.) used to make sense, but now create some annoying gaps, with the T3/T4 taking the lead. They should be behind the T3/T4 if present, but if they are behind the army that is behind the T3/T4, they are sometimes out of range to serve their purpose. Especially the mobile nullifiers, with their recently shortened range, they can be at the back of an army such that the T3/T4 leading can still be directly targeted by orbital abilities (Nanite Assassination, Anti-matter/Orbital Strikes, Plasma Clouds) which subject the leader to a lot of damage and the units immediately following it can be wiped out, which then makes the support far at the back useless.
I realize that setting formations dependent on the group composition may not be easy to add into the existing framework, but I'd rather it be biased in favour of protecting the investment put into the T3/T4 units. Hopefully you find that to be worth consideration
The rest of the balancing changes make sense, glad to see the support this game still gets. We only criticise because we care
I think the biggest one you named is the Overmind. It doesn't have the durability to lead, and more importantly, its abilities benefit the armies the most being in the middle of them. The Queen I'd personally prefer to see at the front, as she's by far the most durable unit in the army, and she doesn't quite have the range to sit too far back. Leonidas is fine anywhere. He's fairly bulky if he's up front, and he's got great range if he's further back.
Agree wholeheartedly about changing the positions around now too.
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