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In my humble opinion:
Strong/underrated - needs no adjustment or only minor imo:
*Favor Generation - Actually this is really strong imo. I don’t struggle generating favor, even when losing map control.
*Heroic Age myth units - imo pretty good. Behemoth has been great when I need reliable age 3 siege - and the bird has great uses for raids.
*Units - I think they are overall pretty decent.
Weak/may need adjustment:
*Leto - Haven’t really given her a chance though
*Mythic Age god powers - both feel rather weak to me. I mean they are decent, but pale in comparison to earthquake, fimbulwinter, tornado, etc
*Mythic age myth units - I don’t really feel they are impactful.
1) The hero version of the oracles should have the same radius. Upgrading them all and then having to shift all of them one by one is a royal pain in the backside and it has to be done or you're robbed of the efficiency that's the whole purpose of going heroic in the first place.
2) The tutorial really needs to better explain the advantages of going heroic on each unit, especially when it comes to your econ and support units, it's not an intuitive choice and you should know what you're supposed to get from doing it. With the military units, it's a bit clearer, it's easier to kill myth units with them, so it's just a matter of resource and time management if you have the time and money to do the upgrade before fighting.
3) Lush really needs to spread out of all Gaia buildings. It's annoying to have to spam the collection building all over the map as a pseudo creep tumor. In fact, there probably needs to be an analogue for exactly that building/function: something there literally just to spread creep/lush.
4) I wish there was a way to tell a building to automatically upgrade to heroic when spawning so I don't have to micro every single solitary unit I want to upgrade.
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Re: other complaints about the auto-move and auto-attack AI - this is a real annoyance. There seems to be the same design decision as exists in AOE3: to make the function work as inefficiently as possible.
In an older RTS like Starcraft, attack-move was super simple. It moves until a target is in range, then it attacks the closest one. It's not sophisticated at all. AOE3's will pick a target from a priority list of all targets within the unit's LOS. Use it in the middle of a town and it'll walk right past 3 buildings, including the towers, forts, TCs, and half a dozen units to chase some random thing. If the units are all gone, it'll pick the lowest priority, worst choice building to prioritize. It'll ignore that factory to go kill an arsenal or a market for example. This is done to deliberately make playing with the function terrible and to force players to micromanage their units.
If I had one wish for both games, it would be that they removed that nonsense because honestly I spend more time correcting terrible AI than anything else when playing these games.
I have a pretty tight game wtih gaia, but I do better with almost anyone else, even if it's a God/Civ that I don't know how to play properly.
Gaia feels very weak.
* Favor generation is better/cheaper than Egyptians, but more vulnerable
* Stopping a ranged attack? I assume you mean archers? Use Turma/Contarius...
* Gaia myth units can get 2 HP regen from hekate, so she potentially has the strongest
* Atlantean military/hero units are the strongest in the game, but also the most expensive.
* What does "sheeps running away from villagers" have to do with Gaia?..
* Gaia has some of the best synergies with her god powers...
(gaia forest + hesperides tree is a great combo; and dryads can get buffed from Hekate;
since you get 5 dryads per hesperides tree, and dyads cost 0 pop.. you can figure it out..)
All of these either apply to all Atlantean major gods,
or they are simply not true, or they dont even apply to Gaia/Atlanteans, at all...
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Dont get me wrong...
I do agree that Gaia is currently on the weaker side;
at least when compared to Kronos/Oranos.
But all the things you mentioned are simply not the problem...
The way i see it, Gaia needs one simple buff:
the lush needs to come from more some structures. Not necessarily all structures,
but at the very least temples and hesperides trees; and maybe palaces.
(her temples and hesperides trees not having lush makes no sense, thematically)
The lush is Gaia's biggest bonus, and right now, it feels very underwhelming,
especially if you compare it to sky passages and time shifting.
Maybe if she gets a bonus that makes eco guilds cheaper,
that could be cool, but it would simply not be enough... (imo)
In fact, i would maybe even add more move speed
(and/or other bonuses) to her "Channels" upgrade,
to really make the lush the centre of Gaia strategies.
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There are a few other Atlantean things that could use a buff,
but these are not unique to Gaia.
Spider Lair, Traitor, and Tartarian Gates could all use a buff:
Spiders need a much shorter cooldown; (120 seconds is way too long, id suggest 30s)
Traitor could also use a shorter cooldown; (maybe 120s, instead of 180s)
while Tartarian gates and spawns could use some regeneration,
since you cant really repair the gate, and it would fit with Hekate's "regen to myth" tech)
Implode needs to detonate faster, while the cooldown needs to become 240s
(like all similar age 4 GPs; because right now it is 60s, which is way too short)
Chaos could even use a small nerf: 180s cooldown, instead of 150s
(PS there is probably more, that i may have missed,
and other ideas that i left out intentionally... as this would be a good start)
Age 2 - get automatons - get all the god upgrades to cause myth units to heal (there's two by following Gaia that cause a stack to 20+% healing factor - plus the tree thing you can get in god powers that also heal myth units nearby)
build a load to pop cap
delete half to train more since dead automatons dont count toward population until rebuilt
rebuild the deleted ones (automatons special ability)
end up with hundreds of them way above pop cap and swarm anything...
Gaia is OP
- The lush is useless and i wouldn't even mind if they removed it.
- Favor creation is rediculus since players know it is your weak spot and they actively search for the oracles. The TC's should create a minimum amount of favor so you can create at least 1 hero.
- Spider Lair makes me cry. It is totally useless and offers zero defense.
- The dryads are a total joke. They die first contact...... I suggest they make them super expensive but with some descent HP.
- The sheeps are a PAIN in the ass. Gaia does not need to drop off food. The fact that they run to the TC first before you can collect is plain rediculus.
- ...... the list goes on an on....
So here is someone else doing it at a low capacity just to highlight its potential
timestamp 11:44 for a quick snap shot...
yeah we all saw the spiffing brit video, any competent player is not going to allow you to do that (he was playing against A.I.), compared to oceanus leto is a bad god pick