Age of Darkness: Final Stand

Age of Darkness: Final Stand

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FreaKNasTy_oG May 16, 2022 @ 11:05pm
reminds me of billions?
is this simular to they are billions?
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Showing 1-15 of 31 comments
^7ja^1co May 16, 2022 @ 11:31pm 
Yes, different setting mainly, poorly balanced units, they broke the only useful unit. There are 3 factions in which are supposed to be different but the differences are not fleshed out yet well enough.
The physics system is broken - your units push other units like they are cardboard - this is a problem when your archers get pushed into enemies and wiped...
Be warned, there is only one map to play on, no editor. We have been asking for it and silence.
Mathspode (Qc) May 17, 2022 @ 11:49am 
Originally posted by ^7ja^1co:
Yes, different setting mainly, poorly balanced units, they broke the only useful unit. There are 3 factions in which are supposed to be different but the differences are not fleshed out yet well enough.
The physics system is broken - your units push other units like they are cardboard - this is a problem when your archers get pushed into enemies and wiped...
Be warned, there is only one map to play on, no editor. We have been asking for it and silence.
and they indroduced the burster witch render melee unit even more useless .. what are they thinking ????

TAB is wayyy better, Age of darkness need a lot of balance and new map and a campaign, i understand the game is newers so im not to hard on the game but at this moment the game is pretty crap, mainly because of balance issue and no sinergy.

archers need more range... 3 range.. really.. they should nerf the giant and buff melee unit or make them a little cheaper since they are so expandable..

introduce runners.. fast but weak monster.. i dont know man some thread on the forum explain the issue much better i hoe the dev are reading it
crystalgatedh May 17, 2022 @ 12:52pm 
It is in many ways similar. A big difference is that there is no zombie infestation or mutant danger, as such, you're encouraged to expand more aggressively. Playing this game like you play TaB will get you overrun by a wave. Another difference is that AoD is far more the same early game than TaB is. There is no such thing as an interesting map, layout barely makes a difference. The only difference is how much resources you get.

AoD is still in development and rougher around the edges. As you may have noticed, a lot of the player base now fears that it will remain so forever due to a questionable decision from the developers. If you're hesitant about this game, now may not be the time to buy it. You may want to wait and check back later.
Revenant May 18, 2022 @ 12:00am 
Originally posted by Mathspode (Qc):
Originally posted by ^7ja^1co:
Yes, different setting mainly, poorly balanced units, they broke the only useful unit. There are 3 factions in which are supposed to be different but the differences are not fleshed out yet well enough.
The physics system is broken - your units push other units like they are cardboard - this is a problem when your archers get pushed into enemies and wiped...
Be warned, there is only one map to play on, no editor. We have been asking for it and silence.
and they indroduced the burster witch render melee unit even more useless .. what are they thinking ????
Exactly. If they wanted us to make a more "well rounded" army, why make an enemy that hard counters melee units!?
Last edited by Revenant; May 18, 2022 @ 12:00am
Nokturnal May 18, 2022 @ 4:57am 
Originally posted by DAZ QS:
Exactly. If they wanted us to make a more "well rounded" army, why make an enemy that hard counters melee units!?

Yep and the Arbalist nerf makes every single Tier 2-3 Unit Slow AF.

Warriors and Archers are the only quick moving units but both are useful as a Wet Fart during Horde waves. There are no quick moving upgraded units and the tier 1 Archers and Warriors, while fast, die too quick and do too little damage to be useful beyond the early game.

Combined with the problem of Unit pathing and having slow units mixed with fast units makes your entire army slower unless you micromanage the hell out of them as fast units will get stuck behind slow units.
Droopy The Dog May 18, 2022 @ 1:42pm 
To answer the OP, yes it is -very- similar to they are billions, it's more or less a carbon copy with only superficial tweaks on top.
Firestorm May 18, 2022 @ 3:39pm 
Originally posted by DAZ QS:
Originally posted by Mathspode (Qc):
and they indroduced the burster witch render melee unit even more useless .. what are they thinking ????
Exactly. If they wanted us to make a more "well rounded" army, why make an enemy that hard counters melee units!?

That might have been my fault. Well, other people helped.

As far as I can tell, the Bursters were designed to "fix" two problems the devs were having with people beating their game too readily. The first problem was that people were getting to the edge of the map too fast, so Bursters being a hard counter to Swordsmen, Pikemen, and Archers - unless you micro the hell out of them - is 100% intentional. The whole point is your initial, tier 1 units, can't get you out of the center 2/3rds of the map in a reasonable timeframe.

The second problem was the old "army cheese" strategy, which I mentioned here a lot. The easiest way to beat a wave is to park your army on a crystal spawn location. They'll kill the Nightmares faster than said Nightmares spawn with the right mix of Sentinels, Flamers, Arbalests, Piercers and the Siege Stun talent. It was stupid easy and cost effective. The main problem was getting your army there in time, so it was mostly for wave 4+.

To counter, the dev's changed the Crusher/giant spawns to be in pairs rather than one at a time. They also added the Burster that do actually damage your units when they die to fire damage. It's a much smaller blast radius and much reduced damage, but it'll still take chunks out of your Sentinels if you're running the army cheese strategy and have Sentinels scattered over the crystal scar like you're suppose to. Quite frankly, killing Bursters with fire damage does jack all to the Nightmare horde, but it will still mess up any of your melee units that are right on top of them.
Last edited by Firestorm; May 18, 2022 @ 4:23pm
Catbert7 May 18, 2022 @ 4:57pm 
Very similar. Quicker to list the differences.
Differences from TAB
- No infection.
- Start with Hero.
- There is a unit upgrade tree, in addition to the usual tech.
- No illogical noise mechanic, drawing enemies from across the map.
- No restrictions on placing buildings next to each other.
- Can build anywhere your units/buildings have vision.
- During Waves, deadly Fog covers map where you don't have buildings.
- Enemies spawn in the Death Fog.
- Day/Night Cycle, where enemies are faster at night, and mini-bosses spawn.
- Mini-Bosses give upgrade resources when killed.
- Units push each other around, causing problems for the player.
- No Wonders.
- No Power or Oil resources.
- No Doom Towns.
- No Campaign or Editor at this time; just Survival mode and custom modifiers for it.
- Controls are not as good (No grid view/Box select buildings/Super-zoom, etc.).
- Final Wave comes from the previous Wave spawn points.
- Less trading.
- Can build to edge of map.
- Enemies do not enter the map from the edges.
- No enemy that jumps walls.
- Can Repair much closer to enemies.
- More melee units.
- Farms are circular, rather than square.
- Ignitable Walls, instead of Spike Traps, but they aren't worth using.
- Not Steampunk.
- Can place Mines on top of minerals.
- No Gold upkeep on defenses.
- Currently lots of bugs.
Last edited by Catbert7; May 18, 2022 @ 4:59pm
Catbert7 May 18, 2022 @ 5:32pm 
Originally posted by ^7ja^1co:
they broke the only useful unit
Hardly. Soldiers, Sentinels, Archers, Arbalests, and Flamers are all good units. The rest can be useful but just aren't as cost-effective. Improvements can, and should, be made but let's not be ridiculous, especially to people who haven't played the game.

Originally posted by Mathspode (Qc):
archers need more range
...Why?

Originally posted by Mathspode (Qc):
they should nerf the giant and buff melee unit or make them a little cheaper since they are so expandable
...Why? Giants are currently the main challenge of the game. Weakening them, without buffing other enemies, would just make the game easier. Melee are already very good at Wave defense, and for clearing, in the early game, though I would like to see them become more viable against Boomers and heavy concentrations of Lobbers/Wraiths.

Originally posted by crystalgatedh:
you're encouraged to expand more aggressively. Playing this game like you play TaB will get you overrun by a wave.
Not sure I agree. You have to expand aggressively in both games. The infection aspect of TAB just makes mistakes more punishing. Otherwise, they play very similarly.

Originally posted by crystalgatedh:
There is no such thing as an interesting map, layout barely makes a difference. The only difference is how much resources you get.
How is TAB different in this regard? TAB's survival mode also only varies the maps by resources and chokepoints, as I recall. Plus the random points of interest, for which AoD has Chests and Elites.

Originally posted by crystalgatedh:
a lot of the player base now fears that it will remain so forever due to a questionable decision from the developers
Literally every game has a block of players who think the devs' decisions are wrong. It's not possible to please everyone. From what I've seen, they're doing fine. Certainly a lot of changes I'd like to see, but when's that not the case?

Originally posted by Nokturnal:
Warriors and Archers are the only quick moving units but both are useful as a Wet Fart during Horde waves. There are no quick moving upgraded units and the tier 1 Archers and Warriors, while fast, die too quick and do too little damage to be useful beyond the early game.
False. I defend Nightmare Waves 1 and 2 exclusively with Soldiers and Archers. Works better than Ballista Towers. After that, it's Arbalests and Flamers. Yes, Soldiers and Archers lose much of their viability against late-game enemies. That's usually the way it goes in games. That's why there are late-game units to switch to (Arbs, Sentinels, Flamers). I do think it would be cool if Soldiers and Archers had more of a lasting role, and the devs seem to agree, but it's hardly unusual. TAB also replaces Archers with Snipers, and Soldiers with Titans.

Originally posted by Firestorm:
As far as I can tell, the Bursters were designed to "fix" two problems the devs were having with people beating their game too readily. The first problem was that people were getting to the edge of the map too fast, so Bursters being a hard counter to Swordsmen, Pikemen, and Archers - unless you micro the hell out of them - is 100% intentional.

The second problem was the old "army cheese" strategy, which I mentioned here a lot. The easiest way to beat a wave is to park your army on a crystal spawn location.

To counter, the dev's changed the Crusher/giant spawns to be in pairs rather than one at a time. They also added the Burster that do actually damage your units when they die to fire damage.
Good to know. Thanks for the history lesson :steamthumbsup: I never support player units getting 1-shot, and I think this countered Soldiers too hard, but it helps to know the reasoning. Don't know why they didn't fix the 2nd issue by simply making the ground around Crystals toxic, killing player units on it, with Nightmares avoiding it. Could also have solved the 1st issue by giving higher Rank Nightmares, other than Crawlers, more armor, making T1 units progressively less effective against them, while T2 units' higher damage would be largely unaffected.
Last edited by Catbert7; May 19, 2022 @ 3:56am
^7ja^1co May 19, 2022 @ 2:41am 
Originally posted by Catbert7:
Very similar. Quicker to list the differences.
Differences from TAB

- No illogical noise mechanic, drawing enemies from across the map.

------------

Hardly. Soldiers, Sentinels, Archers, Arbalests, and Flamers are all good units.

It is very logical, you denying it changes nothing.

soldiers are uselless, sentinels have no damage and them pushing around units is a waste of time, arbalest are too slow now to be effective etc etc
The worst thing is the game became less fun with recent changed and devs need surveys to figure out direction which I find worrying.

Archers need more range because if you get hazy skies debuff your army gets completely nullified, its suppose to be a challenge not a broken mechanic, also hazy skies sometimes roll 3-4 times in one game for me in a row, another broken thing.
Catbert7 May 19, 2022 @ 3:48am 
Originally posted by ^7ja^1co:
It is very logical, you denying it changes nothing.
Lol, easy Tiger ;p What I meant was unrealistic. It does not function as sound does, which is confusing to new players. You can pull enemies halfway across the map, if you keep fighting in the same location, because they made it so that sound accumulates on tiles. An imprecise word choice, I suppose.

Originally posted by ^7ja^1co:
soldiers are uselless, sentinels have no damage and them pushing around units is a waste of time, arbalest are too slow now to be effective etc etc
This is simply false. Understand that everything that follows is born of my own extensive, empirical testing, putting each in the exact same situations (via saves), balanced in cost, all factors considered, and marking the results. These are not baseless opinions, they are facts. They do, of course, depend somewhat on circumstance. Defending at a tiny choke is different than defending essentially in the open. I have had maps with a Wave path that had no good chokes, so I do my testing at moderate chokes (around 5 or 6 tiles wide), as that's the best that can be guaranteed.

Given those circumstances, Soldiers are better at defending the 1st 2 Waves than Ballista Towers. They are as cost-effective, PLUS they leave you with an army for map-clearing, they require no massing of resources, or scramble to build between when the Wave spawns and where you want to defend, and they also don't require a chokepoint. That's a lot of advantage.

As for map-clearing, they are faster at that than Archers, at least until the map edges, which is about the time you'll be replacing both.

Sentinels are almost twice as cost-effective at Wave defense as Ballista Towers (Grand Ballista Towers are actually the least cost-effective of any method). Perhaps the problem is you are not upgrading Attack Speed? Their DpS is not high but it is on par with Archers and Arbalests, against Crawlers, and they have a slight cleave AoE and Stun, which results in them being able to handle Crawler swarms without taking any damage at all. 20-25 of them can handle the final Wave (with Arbalests to kill the big guys, of course), though Flamers are the best.

In map-clearing, Sentinels work well. Get a group of 15 and they will mow down hordes at a decent clip. I initially thought units were weak too, but I was wrong. Experiment, and you will discover this.

Originally posted by ^7ja^1co:
The worst thing is the game became less fun with recent changed and devs need surveys to figure out direction which I find worrying.
I don't agree that the game became less fun. I do think they failed quite miserably in their attempt to make armies more diverse. None of the changes they implemented to Arbalests accomplish that. But making them cost double did increase the difficulty, and that I like. If you think devs wanting feedback is bad... I don't even know what to say about that.

Originally posted by ^7ja^1co:
Archers need more range because if you get hazy skies debuff your army gets completely nullified, its suppose to be a challenge not a broken mechanic, also hazy skies sometimes roll 3-4 times in one game for me in a row, another broken thing.
So your issue with a Malice, not Archer range in general. I don't think the Malices are broken for regular play. Archers should be in Towers during Waves, which will give them sufficient Range, if shorter than preferable. I would agree that many of the Malices become broken when using the custom modifier that keeps them around all game. In that circumstance, Hazy Skies would be a serious issue. Most of them become a serious issue. But, again, issue would be with the Modifier+Malice combo, rather than base Archer range.

I wouldn't necessarily be against increasing their range a bit, though that might mean they could out-range Lobbers, if you take the Range upgrades (not sure, haven't tested that). I do support the idea of branching unit upgrades, and have suggested to the devs that one be a Longbow.
Last edited by Catbert7; May 19, 2022 @ 4:10am
crystalgatedh May 21, 2022 @ 2:23am 
Originally posted by Catbert7:
Not sure I agree. You have to expand aggressively in both games. The infection aspect of TAB just makes mistakes more punishing. Otherwise, they play very similarly.
I've seen players who are able to win most 900 maps sit tight with just 700 or so income until the third wave while building up their sniper ball meaning they don't expand at all for many days. Then they proceed to win the map just fine. The waves are less threatening in TAB while the danger of pulling an early mutant or getting a chain infection is what will cause most losses. This makes sitting tight while building up the sniper ball to avoid this risk a viable choice in TAB. There is no reason to ever do something like this in AoD.

Originally posted by Catbert7:
How is TAB different in this regard? TAB's survival mode also only varies the maps by resources and chokepoints, as I recall. Plus the random points of interest, for which AoD has Chests and Elites.
There is a considerable difference in how I approach a map in TAB depending on how much open space there is and where the resources are. Open space vs corridors makes far less of a difference in AoD. It matters far more which direction I start expanding my base in in TAB than is does in AoD. In TAB I see what resources are in what direction and decide where I want to expand. In AoD, I expand in more or less any direction and then I see what resources are there. Once I can build enough light to start seeing anywhere in advance, I already have enough resources so that it matters fairly little. Getting early free resources can make a big difference early game in TAB, the resources from ruins are never enough to make an impact once I get them in AoD.

I will however say that once I reach the sniper ball phase of the game, all maps blends into being the same. The difference is that in AoD, all maps are the same from the very start.

Originally posted by Catbert7:
Literally every game has a block of players who think the devs' decisions are wrong. It's not possible to please everyone. From what I've seen, they're doing fine. Certainly a lot of changes I'd like to see, but when's that not the case?
All games have players who are unhappy, but the quantity is not the same. While not always the case, the greater the percentage of unhappy players, the better reason the developers gave the players to be unhappy.
FaerSlay May 21, 2022 @ 5:38am 
if you get hazy skies debuff your army gets completely nullified
I am surprised someone still complaining about hazy skies because after nerf it's literary change nothing at all.

Catbert, no offense, but each time I see your screenshots / videos you're always playing clear nightmare, so I believe, when you're telling about how melee units with archers can defend first and second waves without ballistas I assume you do not mentioned one important thing - Vizargo. Vizargo significantly increasing survivability of melee units and also has tons of damage, so cleared waves are mostly his achievement. I believe without hero it's possible to succeed first wave, if put few raw of walls in pass chock enough, but will it be cost-efficient? And what if there will be "AOE on destroyed buildings" malice?

In the same time, not gonna lie, melee units on nightmare, with Vizargo can be a main exploration force, much more satisfying than barely moving arbalests ball and much stronger, even capable to clear corners at the nighttime. I won't say melee units useless or weak on this level, they simply do not work on the level where real game begins.

So answer weak them or not mostly depends on difficulty player currently on, but I believe, if devs declare their game as a "hard", this game should be balanced around top difficulty, not average one. And I should say - even on 7.0-7.2, which I guess 60% of 7.6, melee units useless and there are not enough resources to even create them.
crystalgatedh May 21, 2022 @ 8:12am 
Visarago does buff melee attack speed and movement, but he does not himself bring a lot of damage, at least not prior to level 6. In fact, Visarago's damage is pathetic compared to Aelis'.

Edit; The faction Visarago is with buffs melee attack speed and movement, Visarago himself does not buff them.
Last edited by crystalgatedh; May 21, 2022 @ 10:20pm
Catbert7 May 22, 2022 @ 3:05pm 
Originally posted by FaerSlay:
Catbert, no offense, but each time I see your screenshots / videos you're always playing clear nightmare, so I believe, when you're telling about how melee units with archers can defend first and second waves without ballistas I assume you do not mentioned one important thing - Vizargo. Vizargo significantly increasing survivability of melee units and also has tons of damage, so cleared waves are mostly his achievement. I believe without hero it's possible to succeed first wave, if put few raw of walls in pass chock enough, but will it be cost-efficient? And what if there will be "AOE on destroyed buildings" malice?

In the same time, not gonna lie, melee units on nightmare, with Vizargo can be a main exploration force, much more satisfying than barely moving arbalests ball and much stronger, even capable to clear corners at the nighttime. I won't say melee units useless or weak on this level, they simply do not work on the level where real game begins.

So answer weak them or not mostly depends on difficulty player currently on, but I believe, if devs declare their game as a "hard", this game should be balanced around top difficulty, not average one. And I should say - even on 7.0-7.2, which I guess 60% of 7.6, melee units useless and there are not enough resources to even create them.
To be honest, I can't really tell what you're trying to say here. But, to clarify, I use melee, both in early map-clearing and in defending the 1st 2 waves, on Nightmare difficulty, because I find them to be at least as cost-effective as static defense, while having far less restrictions and panic in setting up the defense. Since Wave pathing cannot be predicted with certainty, the only certain way is to wait until the Wave spawns. Trying to get static D up in time is a huge pain. It also requires good chokepoints, which are not always available. Units don't need chokes, the setup is far easier, they perform just as well, they take less losses, and they can immediately be used for map-clear after. This is true on any difficulty, with any Faction. Here's an example: https://youtu.be/JDhg8UhHWbE
Obviously, Soldiers don't cut it for later Waves, which is why I switch to Flamers, though Sentinels and Catapults are also good.
Last edited by Catbert7; May 22, 2022 @ 3:38pm
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Date Posted: May 16, 2022 @ 11:05pm
Posts: 31