[quote who="StormingKiwi" reply="8" id="3931935"] I don't know how interpretable the data is for Ashes of the Singularity. Wasn't that game given away for free with graphics cards back in 2016? [/quote] Even if it was, campaign completion is still on the lower end of achievements that owners who actually bothered to play the game came away with. I realize that, like concurrent user stats, achievements don't paint the whole picture but in the absence of complete data, i
Sakhari
Just for the sake of tallying feedback, I would also put a campaign on the bottom of my priority list. If it's something that the devs 'really' want to do and it's not likely to compromise improvements to the existing modes, then that's their call to make of course but for my part, I think a scripted campaign in a game like this would be a complete waste of time and resources that I'd much rather see put towards improving the existing modes and variety of content. If ach
Excellent. Didn't realize it was that close to being 'finished'. Looking forward to getting hands-on. Overall, 2024's going surprisingly well on the gaming front so far.
To be clear, does the Steam rollout coincide with the actual 1.0 release or is this a continuation of the early-access period - just available to a wider audience? And I agree with the above - the video struck me as a bit of an awkward first-pass (focusing on loosely-defined categories of player-behavior in any general RTS rather than building investment and excitement for the continuation of 'this' universe) but I suppose it's early yet and for my purposes, it's neither here nor ther
[quote who="Smarti12" reply="17" id="3928009"] They wished they never added mines in the first place either. [/quote] Well, not to get too far into the weeds with feedback but that's encouraging, in any case. Much as I enjoyed the first game, mines (and the type of response that they necessitated) were easily the worst part of it as far as I'm concerned.
[quote who="Erebus6937" reply="2" id="3927238"] I don't think many people use forums anymore. Discord & the other social media seem to be more popular. [/quote] There are plenty of active game forums out there but to get that kind of regular activity, a game has to be visible enough to the average customer to draw interest and keep people engaged. A low-profile early-access game that's buried in the sub-basement of the Epic store (which, barring some kind of mark
If there's some purpose to a reveal that directly relates to gameplay (as the likely basis for a new playable faction, for a frequently cited example), then sure. Otherwise, I don't much care one way or the other. I appreciate the lore bits and flavor text/unit responses/etc. insofar as they add some character to the factions that I'm playing (making the factions somewhat relatable via gameplay is something Sins did a lot better than Ashes in my view) but if there's not going to
[quote who="Elrosh" reply="27" id="3866360"] snip This is the armor/weapons chart in Sins 1. This information is NOT readily available in game. My point was this needs to be simplified or readily available in game via tooltips. [/quote] Completely agree with this. Damage/armor types don't necessarily need to be simplified but I think it'd be a significant improvement if this information was clearly communicated by the UI so players didn't have to use vague hints t
Not a competitive player so I won't pretend to understand how the whole tapestry looks from a distance but overall, I like that frigates are less crap in the late game, I think it's a good step to make all units consistently fire at other units and structures (even if they don't do much damage, ground units just blankly staring at the 'wrong' target isn't intuitive at all outside of an air/ground distinction), and it's great that my overwhelming force no longer 'has' to wait for the Dest
Oh, here's a small one that I keep forgetting to mention: When an opponent's Nexus is destroyed, for some reason, the units belonging to that player stop showing up on the radar even though they can still actively fire at you. Your blind-firing units will shoot back as though the radar were behaving normally but you can't personally see the orange radar signature for the targets anymore. It'd be nice if that was fixed (or changed to show the signatu
Looks like you covered most of the items at the top of my list (namely drag-to-build structures, making artillery-units sit still and fire at max range instead of rushing headlong into a base, etc). In general, armies not doing what they're told is one of the biggest liabilities of the system which is unfortunate since I really like the reinforcement mechanic. One thing I would add to the bug fix list is this attack move bug that I've been occasionally griping abou
Unless something's changed in the last week or two since I've played, I'm fairly certain the Unit Damage quanta upgrade also affects structures. It consistently changes the DPS numbers on the mouse-over tooltips, anyway. Edit: And now that I've had a chance to test it again to be sure, yes. The "Weapon Upgrade" quanta spender is universal. Units and structures both benefit from it.
[quote who="RomeoReject" reply="18" id="3663913"] Am I the only one not concerned about radar jamming? We had that in Supreme Commander, and it worked fine - just get a visual confirmation through a scout. [/quote] I'm only concerned about 'how' it's implemented, largely because of the "hides area from radar" description of the unit (as opposed to the radar-spoofing effect of jamming in SupCom).
My kingdom for a short-lived 'delete post' button...
[quote]Hides area from radar detection [/quote] This has come up a few times now - With all of the complaints about the difficulty in approaching artillery, I get why it's being considered but as a T2 unit, is there going to be anything that'll prohibit its use a bit or some limit on what it'll mask? I assume it means that units in the affected area can't be seen or targeted unless the terrain is revealed. If so, that's a &
I suppose the wording was a little vague in that quoted segment but if it's from a general-audience site like PC Gamer, they're probably speaking as though their audience is new to the genre and knows nothing about managing an economy in an RTS. I'm pretty sure that by 'constantly spending more', the person in question is just talking about going negative until your storage is empty in which case, yes. You'll build as slowly as your income allows. Whic
What's the context? Where are you getting that quote from? I run deficits on both resources all the time and I've never noticed a slowdown unless the 'reserve' of either or both resources hits 0 (which makes obvious sense since there are no resources outside of your income at that point to build with). I don't think there's a penalty for simply running at a loss and while it wouldn't be a first for Ashes, it'd be a really bizarre
[quote who="Never123" reply="18" id="3661751"] the Centaur missiles are not from the arty... I don´t even know which unit the centaur missle has. could be the weapon of the cronos, however in game its has another name. [/quote] Yes, the Centaur is the Cronus Dread. On top of the items you mentioned, the mouseover tooltip on its weapons says it also still has armor-piercing, too.
In short, the Harbinger was broken in today's patch and will hopefully be fixed soon. A poster on the Steam forum noted that it's because the Harbinger's max energy value was set to zero and its weapon requires at least 10 energy to fire.
[quote who="Ticktoc" reply="1" id="3661360"] Can someone tell me unit or missile is the Centaur one? I can't find it. Do you mean the Cronus? [/quote] Yes, it's the Cronus. For some reason, it's listed as 'Centaur' in the game files. Previous name that was never updated in the background, maybe. The armor-piercing nerf is interesting considering it still has a level 2 ability that (supposedly) gives armor-piercing to its whole entourag
I wouldn't mind seeing some tweaks to the T3 improvement system but it's hard to compare what's there to a new proposal without knowing what he meant by "interesting things." As it stands, a lot of the current skill upgrades feel like they've been arbitrarily assigned to one exclusive tree or the other since many of them don't seem related to one another (the Cronus radar upgrade requiring a close-range area attack, for example). Plus, from what I've seen of
[quote]First, yes, it’s totally inappropriate for me to even engage in a public comparison like this. Second, yes, it’s even dumber to argue that competing games are objectively better than your own game. [/quote] Eh, unorthodox maybe but I'm sure more than a few of your regular customers like to see this kind of honesty. Half the reason I keep coming back to your products is that your team sticks with them long enough for there to be
[quote who="Freyja_Bjorn" reply="5" id="3661235"] Comparing the super weapons to other games is a little useless especially since the games I can think of right now have no way to stop it hitting, therefore no super is a waste so to speak. [/quote] Just out of curiosity, which games are you thinking of? Supreme Commander 1 and 2, Planetary Annihilation, Act of War, Act of Aggression, and even Sins in a roundabout way have counters in the form of anti-
I'm paraphrasing a bit but on several occasions, the devs have said that roughly 97% of the game's owners haven't even attempted to load a multiplayer game (or was it just that they don't actively play? Something to that effect, anyway). I took that to mean that multiplayer in general isn't getting much traction. I wouldn't expect another ranked option to change that situation much but I wouldn't argue against it either. Personally, I'd
Heh, first time you've noticed this? Yeah, this is one of the (several) reasons that I hate the implementation of nukes in this game and why I was happy to finally see a no-nukes option added to the lobby. A player shouldn't be able to 'clean' their currently-under-assault base or instantly "win target fight" by dropping a nuke in the center of it and continuing unscathed with business as usual.