[AoA Reboot Beta] Patch v.335 ... + NEW MAP

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Gnougnou
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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby Gnougnou » Fri 8 Apr 2016 21:08

The map is very nice ! Keep going :D

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darksx
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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby darksx » Fri 8 Apr 2016 21:16

ZxGanon wrote:Well the map offers different playstyles but it is way too big...I would say it is boring...maybe it just not fits my playstyle.



Ahh, maybe it's just you. because I love the size of this new map.

Devs, did you guys fix the issue with the AI, Not building a refinery at the start of the game?

I've had this issue with the Cartel, on the map Rock and a Hard Place. One player 1 top right of the map. Tested this several times, same issue occurred each time. this issue does not happen with the Chimera. they play fine on the map.

Thanks the the new map and please add some 6 player and 8 player maps.
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Megiddo
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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby Megiddo » Fri 8 Apr 2016 21:21

Yeah, i agree that this map is quite a big 2v2 map.

Although, given the number of resource points, and how they are spaced all other the map, this map has something very interesting, maybe specially because of its size :

A really great bunch of tactical opportunities in order to secure and reinforce, or at the contrary contest, counter, flank, cut the reinforcement lines and isolate the forward resource points of the opponent. for example with the big network of roads, with the satisfying number of civilian buildings and compact urban areas, and really plenty of ramps or elevations.

haven't played much yet, but it seems like the main question is concerning the fast expand (+ maybe secondary bases to cut the distances and pack-attack) versus careful advance and secure with a good map coverage.

I like it. For once, rushers will end up naked...Bah, don't be too sad guys.."en case de problemas..." :D

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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby Predatorrrr » Sat 9 Apr 2016 00:11

Played the map. It felt a little like chess. :D But it was fun.

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tactic
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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby tactic » Sat 9 Apr 2016 03:22

The developer playing his map:
viewtopic.php?f=192&t=57079&start=70#p925629
:P
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[EUG]MadMat
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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby [EUG]MadMat » Sat 9 Apr 2016 11:30

darksx wrote:Devs, did you guys fix the issue with the AI, Not building a refinery at the start of the game?

I've had this issue with the Cartel, on the map Rock and a Hard Place. One player 1 top right of the map. Tested this several times, same issue occurred each time. this issue does not happen with the Chimera. they play fine on the map.

Yes, the AI was tweaked a bit to fix some issue.
But we are still working on improving it ...

tactic wrote:The developer playing his map:
viewtopic.php?f=192&t=57079&start=70#p925629
:P

To be very clear: I'm not "the" developer whom designed the map. Our game designers did.
I just happened to crash your 2v2 game in the lobby ... ;)

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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby TheVanguard » Sat 9 Apr 2016 13:06

will you add this new map to the original version?

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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby ZxGanon » Sun 10 Apr 2016 11:13

Okay guys there was again some Shadow Patching going on (changes that haven´t been described):
- Cartels Skycrane needs to be on top of the building grid to start constructing the building
- Cartel Prison Tech research takes at least 25 % longer than before
- Non Lethal Tactics for US got a price decrease again from 3500 $ to 3000 $ (it was 4500 $ at the start of the beta)

Colours to summarize:
important gameplay change
balance
nice to have

1. Still no unarmed Scout Recon Team for the early game.

2. Defcon 2 needs a price decrease (that´s what US desperately needs right now).

3. Fighter Jets (Raptor, Pak FA and Berkut) still are not worth getting build. They do not even kill incoming Avengers...you need 3 Raptors to kill 2 or maybe 1. They miss all their shots...they are not even able to kill Choppers cost efficiently. Jets should act like a "True Strike" unit and ignore countermeassures to be superior to all anti air weapons I mean you are investing 3000 $+ to get those out for only one role: Dominating the Sky.

4. Jackals are too fast because of this one patch where the on road speed got increased.

5. Vipers are killing everything...even infantry and I think that shouldn´t be the case. In all my games I just use mass Viper with Scorpios and Jackals as SUPPORT to level everything that is in my way.

6. I still would recommend to add stances in the game like aggressive, defensive, hold position, and hold fire that actually works. We should be able to switch between those stances. It is super frustrating to engage into an enemy base and to see my units wasting shots against buildings instead of attacking the opponent army that is hidding behind those. Especially Scorpios that shoot the wrong target is such a pain in the a**.

7. The damage statistics that are written on a unit are confusing big time. I would recommend to change them in a way even a simpleton can understand it (if not we will hit the same problem like in the old version where no one had a slight idea what to do and what the optimum is):
Picture of a Soldier/damage you will do; Pic of a Tank/damage; Pic of a Chopper/damage; Pic of a building/damage you will do against it.
That stuff with Bullet and HE damage is super confusing and does not even match the damage sometimes.

8. Reintroduce the laddersystem and seperate 1v1 and 2v2 and add the option to que solo in a 2v2 to get matches against other solo 2v2 players. Also monthly ladder reasetts would be healthy for the competition...now everything is kinda frozen.

9. Last important point from my side would be to add a Tutorial for beginners or we will hit the same problem like in the old version. This time there is not even a campaign to maybe learn from.

10. Maybe add Crushing to overdrive infantry with a tiny please? :)

@ MadMat I would really like to just summon you here and quote if my suggestions are known (except point 1 which you already stated) or you guys do not wanna add them. I don´t care if you destroy me like Bossp...I just wanna know it...the desire burns in my soul. :D
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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby torinus » Sun 10 Apr 2016 21:13

I would 7. as red as well. Easier to understand mechanics of the game help keep players. If players become easily confused, they will become frustrated and quit.

I would also add
11. Cooperative MP maps with more goals that just kill all enemy AI buildings. Cooperative maps are a great hit in Starcraft 2 and now the upcoming 8 bit armies will have that as well. Cooperative MP maps bring in a lot of more casual player base to the game and will get you more sales if they are cool and fun.

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Re: [AoA Reboot Beta] Patch v.335 ... + NEW MAP

Postby Fab » Mon 11 Apr 2016 10:57

Hi guys,

Concerning the "shadow patching" seen by ZxGanon :
- The rate of fire of the Abrams did not change (1 shot / 4s, 1 shot / 3s for the tusk 1 and 1 shot / 2s for the tusk 2).
- For the prison modul, in the patch 282, it went from $1750 (44s) to $2000 (50s), and did not change since that patch.
- The change on the US Non Lethal Tactics ($4000 -> $3000) occured on patch 296. We did forget to mention it.
- The change on the Skycrane is a part of the fixes on builders mentionned in the patch.

For the other demands :
1. Still no unarmed Scout Recon Team for the early game.
Indeed and not planned.

2. Defcon 2 needs a price decrease (that´s what US desperately needs right now).
Touchy balance, defcon 2 unlocks very powerfull units. Price decrease will be a major game changing for the US.

3. Fighter Jets (Raptor, Pak FA and Berkut)
We will investigate this one. That was not our feeling on our latest tests.

4. Jackals are too fast because of this one patch where the on road speed got increased.
What problem(s) did you encounter with the speed of the jackal ? The overall feeling is quite good. So maybe we could fix the problem(s) due to it's speed if you could be more precise.

5. Vipers are killing everything
We actualy are working on it.

6. I still would recommend to add stances in the game like aggressive, defensive, hold position, and hold fire that actually works.
Not planned.

7. The damage statistics
Not planned.

8. Reintroduce the laddersystem and seperate 1v1 and 2v2
Not planned.

9. Last important point from my side would be to add a Tutorial
Not planned for the moment.

10. Maybe add Crushing to overdrive infantry with a tiny please? :)
No.

11. Cooperative MP maps with more goals that just kill all enemy AI buildings.
Not planned.

Thx for your feedback !
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