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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.
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
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.
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.
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.
- 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.
...Why?
...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.
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.
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.
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?
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.
Good to know. Thanks for the history lesson
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.
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.
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.
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.
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.
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.
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.
Edit; The faction Visarago is with buffs melee attack speed and movement, Visarago himself does not buff them.
Obviously, Soldiers don't cut it for later Waves, which is why I switch to Flamers, though Sentinels and Catapults are also good.