[quote]With the story that is given, I never understood why there is a Light/Dark division.[/quote] Heh, I've always wondered about that too. The whole backstory for this game more or less goes out the window as soon as the player loads his/her first game.
Sakhari
I was under the impression that he quit. He got banned for that last thread? If so... wow.
Based on the last few 'official' posts that I've seen, I'm really not that excited one way or another. What can Frogboy or any of the SD mods really say at this point? "I told GPG that people wanted X, Y, Z, and those two new Demigods again. They said 'k' and I think I heard some lol's in the background. I'll let you know when I do it again." Stardock was working directly on the major problems for the first couple months (i.e. connectivity) which made it a bi
Despite this latest affront, I'm still more than likely to buy SupCom2 when it comes out (barring a reviewer trashing related to dumbing down and whatnot). Out of the box, SupCom: FA is still the best RTS I've played in years. Shame they don't put much effort into long-term support for their titles because GPG is certainly 'capable' of delivering excellent games.
[quote]2) This is VERY different from a proper physics system where it calculates the position of that shell (not just distance from the artillery but it's height as well) and compares to the location (X+Y) of other units in it's flight path.[/quote] In SupCom, if something (I believe friendly units are 'usually' the exception though I've seen them hit as well) gets in the flight path of a projectile, the projectile will stop flying and deal the damage at the point of contact. A
[quote who="InfiniteVengeance" reply="19" id="2303741"] I would think typing illegible sentences would make one an idiot.... [/quote] You know, I'd think so too but while there's no taboo attached to butchering the English language here on the internets, the penalties for pointing out said butchery are pretty stiff. It's a strange new world...
[quote]Can't you be more patient with them already?[/quote] It's hard to expect any appreciable level of patience when we've heard next to nothing on the subject for nearly a month now (and very little on 'this' subject prior to that). I mean, really... even if a release date can't be delivered, something of substance to highlight that they're actually working on it would go a long way, I think (i.e. concepts and such). And yes, I appreciate that SD is playing the bulldo
[quote]I read somewhere that the new demigods are coming in December??? [/quote] If you're talking about the same post that I read, that was just someone guess-timating when they'd arrive based on the current frequency of noteworthy patches. That said, I wouldn't be the least bit surprised if it ended up being true.
[quote]The balance comes in by penalizing those who fail to consider this strategy, and buy preists by themselves... [/quote] If an 'upgrade' is, more often than not, a liability when purchased on its own (and the lower level minion upgrades are the only ones in the game fitting that description), then that suggests to me that the 'upgrade' isn't balanced at all. That's exactly why it was changed. Every competent player was well aware of the strategy you're describ
[quote]I didn't realize Inspirational Flame only works inside the circle.[/quote] You were right the first time. It doesn't. The boost is passive at all times once you spend a point on it. Even in Ice form.
No. Addictions of just about any sort, however, are.
[quote]A better suggestion would be to make the tower upgrades more worthwhile. [/quote] Now that, I would support. Plenty of the higher-level citadel upgrades need to have some attention given to their cost-to-benefit ratios. Once the upgrades we already have are deemed worthwhile, I'll be more apt to get on the bandwagon for new ones.
The only way I could see this working is if the tower-drop item started out fairly costly and got more expensive every time you purchased one. As was said, pushing through the defenses toward a given target is 'usually' the point of the game. You're not supposed to be losing towers on a regular basis and when you do, it's supposed to hurt. Sure, this would technically add strategic options but all I really see it doing is making games drag out longer. <
[quote who="Vladesch" reply="4" id="2280677"]HOL wasnt that important for UB. [/quote] Which is why is said "if anything." The nerf certainly didn't improve him is all I'm getting at.
[quote]So much for super Blizzard support&polishing some people here seem to worship.[/quote] Not to disparage what Stardock has done with the titles bearing their name but official responses don't tranlate directly into patches and quality support. Yes, Blizzard has less of a presence on their 'much' more heavily-trafficked forum but they still provide excellent support on a fairly regular basis for all of their games. Even those that have been out for years.
Even simpler would just be to make the ability inactive when your health is Perhaps the coding is more complicated than that on health-based abilities but that seems like the most logical choice.
[quote who="InfiniteVengeance" reply="21" id="2278640"]Personally I think they should add ally hero denies.... [/quote] I don't think there's anything wrong with the concept but it shouldn't work like this. A hero kill is a significant chunk of cash in this game as I'm sure we're all aware and only two characters being able to deny (or outright steal, in Erebus's case) that hard-earned cash by simply pressing one key is a bit much. My opinio
Ooze already stops when you get to 100 health or lower but the ability doesn't become inactive. Simply hitting the key again will make you take another tick of damage. And please... a 'skillful' use of the ability? Mashing the number key when you get low on health isn't exactly a feat. Again, seeing as the ability is rigged to turn itself off at 100 or less, I think it's fairly obvious that this wasn't an intended use for it. I'd wager both this and the Erebu
[quote]They didn't base it on any statistics, or at least any statistics that are RELEVENT to demigod balance.[/quote] If I missed the official conversation about this, then do feel free to correct me but I've never seen an official word regarding 'what' they based it on. I know several players simply assumed it was based on forum noise (and I could see that being the prompt for them to examine the ability closely) but from where I'm standing, the reality is
[quote]I just think it's odd that the UB is all the sudden the most won with character in the game.[/quote] I guess it's been a while since I payed much attention to the stats but wasn't he always right up there at the top, close to Regulus? Either way, the UB's always been relatively easy to use and popular as a result. Based on the changes, I can't see any reason why he'd be better now than he was before. As was said, if anything, the HOL nerf was a kick in the
[quote]Its not that its a bad idea but I have to side with No on this one. Because otherwise everyone will play either with Favor all or Favor off.[/quote] If everyone would avoid it given the choice, then it suggests to me that it wasn't that great of a feature to begin with.
[quote]Too long of an interval between rewards is bad and will give people the feeling of too steep of a climb.[/quote] Especially if there are to be further favor resets.
Cosmetic changes? Sure. I could see that. Eventually, you'll still have the problem of wasted favor points but I can't really see a way around that while keeping things balanced.
[quote]there are risks to your purchase, minor ones, but now minions have none. [/quote] If you buy a piece of armor, you risk having made the wrong choice and wasting some of your investment. You are 'never' worse off as a character than you were before the purchase, though. Minions still come with the same risk of having been a wasted investment (your money may have been better spent in some other way) and they 'still' give opponents more exp and gold than they would h
[quote]Basically now if everyone quits (or clicks concede, which keeps them in the game btw until every clicks it) you get the win instead of having to play an a.i for 20 mins [/quote] That's pretty much all we could have hoped for. Was anyone really expecting a concession feature to stop people from quitting? Changing the verbage isn't going to change behavior. It just makes the whole experience less of a hassle for the winners.