[quote who="awuffleablehedgie" reply="4718" id="3444588"] yah Annie is going to be completely absurd and i'll probably be focusing her onto the ban lists. The new frost fang is really really really strong level 1 or in 2v1 lanes. The 10 damage coming into lane is redic. Esp on Annie with her huge autoattack range. That said, i do think that frost fang will be weaker than Relic/Dorans Shield in an outright 2v2 brawl later on. <
Replicators
For Leona, max W first priority because it impacts your burst as well as your tankiness. Don't forget you can Double AA reset with your Q. AA->Q->AA. Not just AA->Q. You do this by forcing an attack via right click after Q is done. This effectively gets you an extra attack in. Remember you can use exhaust after your stun combos as their adc won't be doing much damage while stunned anyways. Remember also that it is ideal to engage on them when THEY are
Thought of another one. A set of ship parts of primitive shapes(or just a long rectangle) of almost zero thickness, visible in the designer but invisible in game.
No idea what this thread is for, but I was Gold V(didn't try anymore after I got it) last season. ign for ranked stats: cataphrat12 ign for chat: cataphrat1 My main characters in descending order of skill: ---Gold level--- Janna Lux Mid Leona Lux Support ---Silver level--- Nasus (Who isn't good with him) Morgana Wukong Ziggs Karma support</
Unit/Hero/Faction creation/customization Tactical Battles
Let me get this straight... You are gutting the one feature that made your game unique... (unit designer)
A part that can be animated in sync with a particular ship weapon.
[quote who="Azmodean77" reply="29" id="3433519"] I thought steam has linux games now, and the list is growing. [/quote] 480 games available for Linux. A tiny number compared to the rest.
Biggest problem with the steambox imo, is the Linux. It prevents the majority of steam games to be played on the box... Kind of self defeats its own purpose.
What I would like to see implemented: Fleet commanders. They level up with your fleet, specialize in different types of maneuvers and engagements, and you can have multiple per fleet, but only 1 can be active at a time. For example: A commander with a defensive trait, and firing range enhancement skill would have their ships sit back and attempt to stay in max range as possible. This would give fleets a lot more flavor rather than just a "Te
I second the keeping of the ability to sell ships to another faction. Even better if it is expanded upon. It is such an interesting facet that isn't hard to implement nor understand
[quote who="ParagonRenegade" reply="7" id="3424442"] Twilight of the Arnor introduced "Defense Degradation", with your maximum potential blocking of damage being reduced with each blocked point of damage. I frequently lose singular Battleship patrols to large swarms of AI on the higher difficulty; my battleship, a near-impervious dreadnought of death and destruction with 150 attack and 300 defense will lose to a 15-strong fleet of frigates after killing maybe ten at most. <br
[quote who="Lavo_2" reply="2" id="3424293"] Quoting Lucky Jack, reply 1Please explain more. I don't see what it is with this that you see as unbalanced. Seconding.[/quote] For example. If I have a vessel with 5 in beam, 5 in shields and 30 health against 10 ships with 4 in beam, 4 in shields and 20 health, my ship will win. If I have a vessel with 2 in beam, 10 in shields and 30 health against 10 ships with 8 in beam, 1 in
I remember in GalCiv II, no matter how many ships the enemy has in a fleet, so long as my defense value for their damage type exceeds their individual damage, my single large ship can wipe the floor with tens of their small ships. I do believe this is a balance issue, as creating fewer more capable ships is a more dominant strategy than creating many smaller ships. Will this be addressed?
All I want is the ability for my decisions in combat, to vastly alter the outcome of a battle. To out smart the enemy in battle so to speak. (It can be as simple as setting fleet behaviors, to as "complex" as they did in Fallen Enchantress) Is it too much for that?
[quote who="joeball123" reply="12" id="3407182"] Quoting Replicators, reply 10GC2's ship builder is miles ahead of SD. It really depends on what you want out of the ship designer, though, doesn't it? GC2's ship designer lets you make ships that looked more or less like anything you wanted them to, as long as you had the patience to place all the little pieces and had the parts you needed. It doesn't make the locations of the non-decorative parts important - as
[quote who="athelasloraiel" reply="4" id="3405299"] one like Stardrive has is perfect. use it, and import/export XLS ship blueprints through steam workshop marketplace whatever.[/quote] Have none of you ever played GC2? GC2's ship builder is miles ahead of SD. All I want from GC3's ship builder is GC2's features + anything else.
[quote who="davrovana" reply="79" id="3388783"]Replicators you are just being a troll. Modders could not have made either of the DLCs in an afternoon, that's a clueless assessment. Why don't you lose the bellyaching and make a mod yourself? [/quote] I was referring to the loot, spells pack. Within 1 day of release of the Skyrim Creation Kit, there were more "Loot", and spells added to the game w/ mods than there are items in FE.
[quote] Multiplayer We have a lot of requests for this. Here’s the basic issue. The tactical battle system in the Elemental games was not written in a way that allows for multiplayer. All the actions in it happen within its own box. The short version is that all the tactical battle stuff would have to be rewritten, from scratch, to have the tactical battles happen in multiplayer and that’s just not going to happen. That would be extremely expensiv
[quote who="parrottmath" reply="3" id="3369777"]...[/quote] Sorry for the late reply, what you suggested about the resources seems like it would work, thank you very much!
+4 to the OP (me + 3 of my friends who would buy this game in a snap if it had multiplayer). To those who complain about balancing... Balances can EASILY be done by the community modders. Multiplayer cannot. Hell, nobody said anything about PVP Multiplayer, as far as I'm concerned, Coop is in just as much in demand, and does absolutely not require any rebalancing
Can you upload a video of this? I'm not entirely sure I know what you mean.
[quote who="CaptainMonkey" reply="11" id="3363645"] How is multiplayer more important than bug fixes? How is multiplayer even important at all? Who has enough time on their hands to play a turn-based strat game of this depth where the other players' turns are not calculated instantly? No offense but multiplayer is beneath the bottom of my list.[/quote] Mainly because the game, at its state is playable without bug fixes, or that the majority of the bugs can
[quote who="ioticus" reply="5" id="3363635"] The guard ability appears to be bugged or I don't understand how it works. I cast it on a unit and it added 9 defense even though the caster had 4 defense. It also gave my sovereign -1 defense for some reason.[/quote] It applies Guard mode on the applied unit, so the flat armor increase + guard = 9 increase.
This occurs for onscreen units and design screen too, on occasion. It seems to fix itself after restart of game(program)