War Selection

War Selection

Defense must be reasonable!
All the same, but in English, below.

Оборона должна быть разумной!

Некоторые игроки, которые не умеют играть, и, очевидно, ограничены в своем интеллектуальном развитии (это не оскорбление!), тем не менее умудряются изредка успешно абузить тактику игры "fast industrial" (когда не прокачиваешь абсолютно никакие улучшения, не тратишь ни на что ресурсы и время и выходишь к ~25 минуте игры в индустриальную эпоху, имея 40-43 рабочих), плавно переходящую в победу за счет чуда света и игры от дефа. И такие нации, как Западная Азия -> Турция и Австо-Венгрия позволяют построить защиту, которую в принципе невозможно пробить ничем, особенно, если карта не лысая, как голова Вина Дизеля, имеет в достатке леса и залежей железа. Массовые башни с пушками у Западной Азии \ Турции, Чудо-Эмма в укреплении у Австро-Венгрии. Они имеют огромнейшую дистанцию стрельбы, они не дают построить на достаточно приближенном расстоянии башню с воздушным шаром для разведки. Другой же разведки, кроме башенной, в игре нет. Приходится идти на укрепленную позицию вслепую, а это исключительно проигрышный вариант. Помимо этого, игроки, играющие от дефа, точечно выстраивают защитные башни в 3-4 слоя, вынуждая артиллерию и вообще всех юнитов атаковать их, а не башни с пушками или Чудо-Эмму, которые и наносят бешеный урон.
Сразу скажу, я не говорю, что защитные сооружения необходимо убрать из игры, они должны остаться, но возможность их использования должна находиться в разумных, вменяемых пределах!
Я предлагаю очень простой в реализации и очень эффективный способ устранить данный имбаланс: просто для абсолютно каждой башни добавить определенный радиус в пределах которого нельзя строить другую башню. Например, для башни бронзовой\железной эпохи этот радиус будет составлять 15. Для средневековой башни - 25. Для башни с пушкой средневековой западной Азии - 50. Для турецкой башни с пушкой - 100. Для обычной сторожевой башни промышленной революции - 30. Для Австро-Венгерской Чудо-Эммы в укреплении - 75, без укрепления - 10. Цифры эти взяты навскидку. Их можно и нужно откалибровать самим разработчикам.
Поскольку Азиатская башня с пушкой может быть улучшена турецкую, а также Чудо-Эмма может быть посажена в укрепление, для них должен отображаться двойной радиус при установке: основной радиус - красного цвета, это будет радиус внутри которого сразу после постройки нельзя больше строить другие оборонительные сооружения; второй радиус - оранжевого цвета, он будет отображать, какой будет радиус после апгрейда в турецкую башню или укрепления Чудо-Эммы. Чтобы игроки не могли обходить ограничения, поставив, например, в ряд башни с пушкой на расстоянии 50 друг от друга, а потом их все улучшить до турецкой башни.

Если вы согласны с подобным регулированием, пожалуйста, поддержите, обратите внимание разработчиков на данное сообщение. Создается впечатление, что они просто игнорируют обращения пользователей, нигде нет абсолютно никакой обратной связи.

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Defense must be reasonable!

Some players, who can't play, and obviously limited in their intellectual development (this is not an insult!), nevertheless manage to successfully abuse "fast industrial" game tactics from time to time (when you pump absolutely no upgrades, spend no resources and time on anything and come out by ~25 minutes into the industrial era with 40-43 workers), smoothly passing into victory due to the miracle and playing from the defense. And nations like West Asia -> Turkey and Austo-Hungary allow you to build defenses that are basically impossible to penetrate by anything, especially if the map is not bald as Vin Diesel's head, has plenty of woods and iron deposits. Mass cannon turrets in West Asia \ Turkey, Miracle Emma fortified in Austria-Hungary. They have a tremendous range of fire, they do not allow you to build a balloon tower for reconnaissance at a sufficiently close distance. There is no other reconnaissance in the game besides the turret reconnaissance. You have to go to a fortified position blindly, and that is an extremely losing option. In addition, players playing from the def, point defensive towers in 3-4 layers, forcing artillery and all units in general to attack them, rather than towers with cannons or Miracle Emma, which are causing enormous damage.
Let me say right away that I'm not saying that defensive structures should be removed from the game, they should remain, but the possibility of their usage should be within reasonable, sane limits!
I propose a very simple and very effective way to eliminate this imbalance: simply add a certain radius for absolutely every tower within which you can not build another tower. For example, for a bronze/iron age tower, that radius would be 15. For medieval tower - 25. For a tower with a cannon of medieval western Asia - 50. For a Turkish tower with a cannon - 100. For an ordinary watchtower of the Industrial Revolution - 30. For the Austro-Hungarian Miracle-Emma with fortification - 75, without fortification - 10. These figures are off the top of my head. They can and should be calibrated by the developers themselves.
Since the Asiatic tower with a cannon can be upgraded to a Turkish one and the Wonder Emma can be put into a fortification, they must have a double radius for installation: the main radius is red, it will be a radius inside which no other defensive structures can be built; the second radius is orange, it will show what radius will be after the upgrade to a Turkish tower or Wonder Emma's fortification. So that players cannot bypass the constraints by, for example, putting cannon towers 50 yards apart and then upgrading them all to a Turkish tower.

If you agree with this kind of regulation, please support, draw the developers' attention to this message. It seems that they just ignore the appeals of users, there is absolutely no feedback anywhere.
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I absolutely agree on both your discussion threads. Every FFA game for me has become a thing of identifying the players who want to rush to Austria and destroying them early. Turkey is less of a problem, since their mortar towers do 2 times less damage than wonder emma and are way more expensive and take builders to build.
Another reason why Austria is way more OP than turkey is their access to casaabas. They are way better sturdy and unreasonably fast for how bulky they appear. Some people say Austria is weak against armored units, but all Austria has to do is not upgrade medieval workshops, build some defenses and wait to upgrade to IR2 while still being a threat with casaabas. After they hit IR2, there is virtually nothing that matches up well against them. They can control an unreasonable amount of territory because of insane range of Emmas and speed of their armored units.
Even if you try to stop their casaabas with spikes and stuff, they can always just siege you out with ease with Emmas.

It has been so long, and yet no sufficient nerf has come for Austria-Hungary. It is literally killing the FFA gamemode, and making team matches even more reliant on wonder rushing.
Messaggio originale di taso:
I absolutely agree on both your discussion threads. Every FFA game for me has become a thing of identifying the players who want to rush to Austria and destroying them early. Turkey is less of a problem, since their mortar towers do 2 times less damage than wonder emma and are way more expensive and take builders to build.
Another reason why Austria is way more OP than turkey is their access to casaabas. They are way better sturdy and unreasonably fast for how bulky they appear. Some people say Austria is weak against armored units, but all Austria has to do is not upgrade medieval workshops, build some defenses and wait to upgrade to IR2 while still being a threat with casaabas. After they hit IR2, there is virtually nothing that matches up well against them. They can control an unreasonable amount of territory because of insane range of Emmas and speed of their armored units.
Even if you try to stop their casaabas with spikes and stuff, they can always just siege you out with ease with Emmas.

It has been so long, and yet no sufficient nerf has come for Austria-Hungary. It is literally killing the FFA gamemode, and making team matches even more reliant on wonder rushing.

Csabas are actually weaker + more expensive then a same group of armored cars.

The issue is unlike a bunch of armored cars in IR2 they can all transform into a bunch of wheeled tanks. Its essentially being able to do a wheeled tank rush, but prep your units in IR1. Magnified by people not knowing you can wall them off with unbuilt anti-tank traps. Also not enough players who know how to build siege/rams = tower meta.
Ultima modifica da Chrono Atog; 19 mag 2023, ore 5:34
Messaggio originale di Chrono Atog:
Messaggio originale di taso:
I absolutely agree on both your discussion threads. Every FFA game for me has become a thing of identifying the players who want to rush to Austria and destroying them early. Turkey is less of a problem, since their mortar towers do 2 times less damage than wonder emma and are way more expensive and take builders to build.
Another reason why Austria is way more OP than turkey is their access to casaabas. They are way better sturdy and unreasonably fast for how bulky they appear. Some people say Austria is weak against armored units, but all Austria has to do is not upgrade medieval workshops, build some defenses and wait to upgrade to IR2 while still being a threat with casaabas. After they hit IR2, there is virtually nothing that matches up well against them. They can control an unreasonable amount of territory because of insane range of Emmas and speed of their armored units.
Even if you try to stop their casaabas with spikes and stuff, they can always just siege you out with ease with Emmas.

It has been so long, and yet no sufficient nerf has come for Austria-Hungary. It is literally killing the FFA gamemode, and making team matches even more reliant on wonder rushing.

Csabas are actually weaker + more expensive then a same group of armored cars.

The issue is unlike a bunch of armored cars in IR2 they can all transform into a bunch of wheeled tanks. Its essentially being able to do a wheeled tank rush, but prep your units in IR1. Magnified by people not knowing you can wall them off with unbuilt anti-tank traps. Also not enough players who know how to build siege/rams = tower meta.
Casaba speed is extreme, compared to how much more health and armor they have. their price is not that crazy more, yet they also do more damage and fire faster than armored cars. The bonus feature of being upgradable is only another op one. Against Austria its not even about having to stop casabas as much as is about preventing them from capturing more territory and fortifying.
Messaggio originale di taso:
Messaggio originale di Chrono Atog:

Csabas are actually weaker + more expensive then a same group of armored cars.

The issue is unlike a bunch of armored cars in IR2 they can all transform into a bunch of wheeled tanks. Its essentially being able to do a wheeled tank rush, but prep your units in IR1. Magnified by people not knowing you can wall them off with unbuilt anti-tank traps. Also not enough players who know how to build siege/rams = tower meta.
Casaba speed is extreme, compared to how much more health and armor they have. their price is not that crazy more, yet they also do more damage and fire faster than armored cars. The bonus feature of being upgradable is only another op one. Against Austria its not even about having to stop casabas as much as is about preventing them from capturing more territory and fortifying.

More inaccurate, cost more, and they have less hits then the armored car and when it comes to armor car fights the more accuracy and hits matter. But again the issue is it's easier to fortify up then siege people unless they play E.Asia/W.Europe and treb/rocket cart until you get cannons.

big issue is unit grouping second you move your units want to clump up again, so it requires micro spreading out units to not get wiped by artil/aoe spam.
Ultima modifica da Chrono Atog; 19 mag 2023, ore 6:16
Messaggio originale di Chrono Atog:
Messaggio originale di taso:
Casaba speed is extreme, compared to how much more health and armor they have. their price is not that crazy more, yet they also do more damage and fire faster than armored cars. The bonus feature of being upgradable is only another op one. Against Austria its not even about having to stop casabas as much as is about preventing them from capturing more territory and fortifying.

big issue is unit grouping second you move your units want to clump up again, so it requires micro spreading out units to not get wiped by artil/aoe spam.

Hmm indeed, yes I would like to be able to order spread distance of units, and when they are ordered to move they attempt to maintain formation. Grouping needs much improvement, for example shift + 1 adds units to group 1, I don't want to have to first select group 1 then shift drag select some units and set group 1 to now include those units. I mean does that even work dragging with shift? I don't think it would, I think its more likely to deselect units in group 1. Anyway the entire UI and hotkeys for groupings is garbage.

I'd also like patrols, just a group of way points that units cycle through, simple really. I'd also like a defend option, so units can be told to defend a group of workers and they move as they move etc.

We cannot setup properly defensive positions with out these basic RTS commands, I'e tried the whole leave units at location to defend it, it works rather well until it all falls apart due to lack of patrol way points etc. Truly if we could set those up, we could tie it into the rally points of barracks etc. To feed new units into the patrol or defensive positions.

Too much micromanagement in this game.
Ultima modifica da Ganna; 26 mag 2023, ore 3:48
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Data di pubblicazione: 28 apr 2023, ore 5:27
Messaggi: 5