I've been playing Ashes now since about release. I also own Escalation. Both are super awesome and fill my game time more often than other games. There are few nagging issues that are holding me back from playing more consistently however. At times I have dropped playing and it is usually due to...
The path finding/group movement leaves a lot to be desired. Units in groups(army) usually end up swirling around in confusion or moving at a turtles pace when given move orders. When they are given attack orders the group will often swirl and shuffle a lot more. In fact a general attack move ends with most units staring at one another and a few running in like heroes. This has made hit and run attacks simply suicide. It also causes support units to be way out of position. In order to make a more effective attack and move I found that repeating commands or even going between attack move and move commands the only way to "correct" the issue. This also helps support units to "wake up" and do their job. To often I see medics bouncing around the back of the group unable to get to damaged units or simply not healing them.
Giving an attack move order into known enemy territory is just bad. I find it better to sacrifice air units to just to fly over and then shift attack each revealed individual structure. What happens if there are enemy units? Well I have to do almost the same as it only seems to add to my groups confusion. This also affects support units as they will either watch other units get hammered or they will rush to from and get hammered themselves.
This "Out of Place" issue happens when units are stationary as well. Ex. I give a group a capture node command. They head over and take it. Another node is close by and some of the AI creeps will float in and take shots. Half of my grouped units go into to fight and the other half just sit there and stare... I can understand if they were not formed into a group, but they are and should respond as so. The unit could move into to destroy the enemy units and once that is done they can simply float back to where they started prior to being harassed.
A big frustration for me is units not attack buildings. I give an attack move order into enemy territory. When the group arrives certain units will not attack building. This happens with Tier 2 units only. Tier 1 units are real go-getters. The Avenger and Nemesis are the 2 I notice sitting withing attack range but not attacking. I am not sure if this is by design, but it makes very little sense. If a unit has a gun and something is shooting at, why would it not return fire? With these units I do understand if they simply miss often if the structure is not in view, but to not attack at all is grounds for treason and robot prison.
I have experienced these issues more with Substrate than I do with PHC. I have no idea why, but it has made playing Sub very frustrating. Which is a shame since I think both "races" to be super kewl.
I am sure this has all been said before so if this post gets moved to that section, thank you.
A bunch of T2 were changed so their main weapon did not work/did not fire on buildings. Apart from Avenger and Nemesis this includes the Mauler's main weapon, the Athen's main weapon and possibly the Zeus's, though that was no good vs buildings before.
I can certainly see why someone would think the units were broken though. I believe it was a balancing issue as their main weapons were too effective vs buildings so defences crumbled easily and no one built the actual artillery/anti-building units. The changes have made most units useless against buildings apart from the specialised ones, which I guess is what they were going for, but I do think it feels like a non-ideal solution. Have other RTS done this? I don't think so, but I could be wrong.
Hey bro, i totally agree on the pathing, army response, attacking etc
But just one thing, do u know that more SS units use energy than PHC? So SS units will run out of energy and not fire, fart around, making them seem like they are morons, meanwhile they dont have energy.. Add capicitors to ur army if this is the issue.
Otherwise i do experience similar issues. The game really seems to favour blob on blob combat, and generally favours economy (ie better unit production rates) over actual tactical play. Its still enjoyable vs humans, since we all suffer from the same issues.. As opposed to the AI that can perform wonders with their units, which makes me more frustrated. But when ur all having the same issues, its less frustrating..
I thought is was just me. It does seem like units not firing on structures is a wonky fix. I guess giving either the structures or the units specials rules gums up the processing. Still I would rather see a diminished attack value against structures that them not fire.
I knew about the SS units sitting around when out of power. I don't mind that. I would be nice though if there was a UI indicator that shows power level, but Capacitors are a staple.
I hope there can be some more interesting fixes to these issues.
yeah im sure there will be better army AI behaviour in future, i think its already improved since ive been playing (the devs mentioned they had worked on some of the pathing things)
i would also like to see some damage vs structures, as opposed to not firing, i think its a little silly that my plasma cannon decides it wont shoot at a wall.. :/ its also aiding the fact that defenses seem a little OP currently.
when the units arent grouped then u can check their energy level when u click on the unit(below the listed hp). when all the units are grouped in an army then the cumulative energy level will be listed, just like the cumulative hp, and shields are. thats why a lot of us are asking for individual stats to also be listed when a certain unit is selected so we can check th dreqad naughts actual shields, or the eradicators energy..
ah ok i saw now when u select a unit even if its in an army, it will show u its health bar, shield bar and ENERGY bar on the battle screen. so u can check on the bar how the energy is fairing, same goes for hp. the energy bar only appears if the units has expended some energy (isnt at max)
Quesocito its even worse. On some maps just one of both players is able to capture both deposites without using orbital turrets...
that is a little part of the imblance that stardocks ignore
wow! thats mad! thanks for the info!! so i guess ranked is even more of a dice roll than i thought
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