Ashes of the Singularity: Escalation

Ashes of the Singularity: Escalation

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281cubicinch Aug 15, 2017 @ 3:08pm
Is this a game or a semi fancy benchmark tool?
All i hear is my compuer hits this fps or that fps! Seriously! WTF??? How about devs actually get some content that will make the game interesting. Water, navies, transports, tracked vehicles, (do the people hover too) some real base defenses, a real air force, ect........ Strange just about every other game has these elements. Guess this is Ashes of the Ground War! Every update is the same! A bunch of tweaks to vehicles and buildings! That is where the problem is at. So much time repainting the system, no time left for actual content to evolve. Could also be complacency. Begging everyone for reviews yet what do we get? A redyed shirt! Sure hope this gets people thinking and they adjust those review scores to get these guys hungry again.But for now, great job on a benchmark tool! High fives across the board!
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Showing 1-8 of 8 comments
tomasoltis Aug 15, 2017 @ 4:06pm 
it is uninteresting. The scale is too big for most sane people I think, all is cannon fodder except dreads +, basic units dont vet up for some reason. Some stuff they have planned for 2017, water and the rest probably a year later. I do not know how, because the game, its setting is uninteresting. Futuristic determinant singularity, then post singularity, the concepts, interesting, but number of units doesnt provide for interesting combat either counters or units or controls. Units look strange, uninteresting in most cases. Floating ships. Then water based ships. So all sorts of planbets have specifically water on them and you can basically build some sort of battlestations that put jugs to shame, because no need to fly/hover. Also old hovering would not work above water presumably ... so, basically the game is played for 10 hours, gets stale, and the only reason to start it is the benchmark.
Last edited by tomasoltis; Aug 15, 2017 @ 4:07pm
GGTheMachine Aug 16, 2017 @ 10:54am 
Ashes is for people who like big scale RTS. There's a lot of depth to the game, about 30 hours of campaigns/Scenarios, and arguably the best RTS skirmish AI on the market.

We are continueing to release new free updates and content to increase the breadth and depth. Here's some recent announcements!

https://forums.ashesofthesingularity.com/484637

https://forums.ashesofthesingularity.com/forum/1120
Funks Aug 16, 2017 @ 5:47pm 
I originally thought it was just a benchmark type of game originally because it lacked polish. But decided to actually play all the campaigns and found it to be very enjoyable. I also loved Supreme Commander...

They need to clean up the original missions (polish it up with voice overs) instead of just text..

This game is awesome enough that it needs to be promoted up there for ESPORTS just like Star Craft.
Originally posted by Funks:
I originally thought it was just a benchmark type of game originally because it lacked polish. But decided to actually play all the campaigns and found it to be very enjoyable. I also loved Supreme Commander...

They need to clean up the original missions (polish it up with voice overs) instead of just text..

This game is awesome enough that it needs to be promoted up there for ESPORTS just like Star Craft.
I'm pretty sure the original campaign has been fully voiced for quite a while.
GGTheMachine Aug 16, 2017 @ 6:58pm 
Yeah, Imminent Crisis Campaign has been voiced for long time. We also specifically went back and polished it in 2.3 and now a little further in 2.4.
Around999People Aug 17, 2017 @ 12:22am 
I actually love the game. Aquatic units are boring for me personally. I rarely if ever use them. There is an air force in the game. Why go back in tech to go for tracks? Swords are cool. You don't see soldiers using them though. There are a ton of defenses in the game, what are you talking about? Transports are coming and new units are being added which completely change the game.

It's like you haven't played the game at all.
Nerdsturm Aug 17, 2017 @ 6:05pm 
Ships will be a bit weird to see implemented. Given that everything hovers so why would specialized naval units be necessary?

Otherwise this game has really matured since its release. There is still some stuff missing, like air transports, but the last expansion, which was free for many people, did a lot to correct the problems with the original release. It's pretty hard to complain about lack of base defenses or ground unit variety at this point (though some of the more exotic, if impractical units from SupCom might be entertaining to see).
tomasoltis Aug 18, 2017 @ 3:50am 
number of unit types isnt bad, but their form and function is hard to guess. Usually, form follows function. Ground units all hover, all follow a certain faction pattern. Both factons are similar in how they look and perform. They do use different mechanics, but the visual diversity seems lacking, sure in my opinion.

Most people, also based on reviews do play this thing for a little time, then lose interest. Im not bashing that its bad worst and what not, I like the engine, it seems like a solid base on which to do many other different things.

my previous post I understand, was very hard to understand, because Im no English speaker and I did not put much effort into making it understandable, it was more like a thought flow translated into English.

My negative references were about areas lacking. Where it is good, I do not comment, because its fine. Or outstanding even :D The game does have a boring factor. It has a very challenging AI even on lower difficulties as the dev above states and its true.

There is something that I forgot to mention, comparing this game and SoaSE Rebellion. You do know, hopefully, that these two arent all that apart in many areas. In SoaSE, you dont have the RTS magic put in. (I mean, post Red Alert 2 offmap magic) CnC Generals came with those 'power at your fingertips' kind of game killers based on timer alone. In CnC3, these were bound to timer and resources. Yes, even if they were offmaps, they were not free as those in CCG/ZH. Supcom was lacking those, because it had all the systems for production of whatever supposedly overpowered there was, no instaspawn, or instakill a screen area of enemies, while lacking friendly fire...

What I remember when I was much younger, back in RA2 days, I really wished that I could build a serious airport, where I could build a transport, or any plane that those offmaps were using and build stuff without those artificial limiters. Sure, RA3 had a bomber that could paradrop troops.

Also, game like WiC back in the day, it had amazing armor/gun /penetration/hp mechanics for a fast paced RTS style game (yea those GR. org folks said it was RTT yea, those dumbies)

Then you had some more extreme armor sloping v penetration, where terrain was very important so at which angle the projectile landed in MoW game and later. But such detail is imo, over the top for a production + resources RTS.

Aircraft without landing zones, airports, all fit to a rather fast type of game. Past Generals, I do not know, was there any plane that required landing zones, cause all were VTOLs ? I do really think that the theme adds much to how immersive it gets. Is RTS WW2 ? You get all the haters, ideologues from various areas that want their version of history written as fact in the game, to feel good ofc. Here you dont have this stuff.

A supcom-like game, where you can produce all sorts of things, doesnt really need that gimmicky offmap magic. Supcom did it with those experimentals, T3 was too huge of a step into gamekilling in many areas, so was T4.

It still had tanks with turrets and treads. I am not addicted to treads, but you could tell yes it sort of looks like it, robots, (robotnik is a worker, work = robota, especially used in conjunction with working on fields of nobility, robotovať, vs robiť, to work)
So, when designing something, do make sure that people can sort of recognize of what a unit does, give it name that isnt fixed to some child eating fake god like cronus, (superstition leading to human sacrifices) since it makes no sense anyway. Supcom had similar name usage, but also had funny names which were about their function. Made sense.

Also lacking is a lack of builder build queue and lines connecting, where the worker goes, to which construction first, like Supcom2 had the ability to mass a lot of turrets in pretty small space. It was ok behind shield bubble ofc. But this game prevents you from really blobbing turrets. Because the grid seems to be too big. When you dont have much space, even building closer would be a reward if you can keep enemies out.

Also, the turrets, when you LOOK at them, even from max zoom, it is hard to tell which one it is. And just adding some crescent moon like freemasons do (or 'biohazard' old religious symbolism) it doesnt mean like the thing performs like youd expect. For more obvious freemasonry check blizzard mothership, tempest too. :) they think they can hide lol. But same goes to SoaSE stuff like freemason (sorry, advent) many units, also their titant, one uses a red upside down pentagram in certain conditions. Its still quite hilarious, how some people propagate some rather very backward ways :) Cheers
Last edited by tomasoltis; Aug 18, 2017 @ 3:51am
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Date Posted: Aug 15, 2017 @ 3:08pm
Posts: 8