[AoA Reboot Beta] Patch v.390 ... + NEW MAP

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[EUG]MadMat
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[AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby [EUG]MadMat » Thu 28 Apr 2016 16:55

NEW MAP:
- Adding a new 2v2 map: Manilla Rising.

FIXES:
- Two Skyguard turrets sometime fired simultaneously on a same enemy SW, therefore wasting one round. It won't happen anymore.

GENERIC:
- Players will now start on all maps with a defense turret near their HQ.

US:
- Javelin's HE damages decreased by 50% versus building & infantry. Remain unchanged versus vehicles & tanks.

CARTEL:
- Railgun & Skyguard turret now have the same stealth damage's bonus than any other unit.
- Shershen's HE damages decreased by 50% versus building & infantry. Remain unchanged versus vehicles & tanks.

DISCLAIMER:
- For thechnical reasons, for the remaining duration of the beta only, saved games will only be loadable with the version they've been saved from. Any new patch will render them useless.

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ZxGanon
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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby ZxGanon » Thu 28 Apr 2016 17:11

I like the changes still I dont get it why these take you more than 7 days to publish but well.

[EUG]MadMat wrote:NEW MAP:
GENERIC:
- Players will now start on all maps with a defense turret near their HQ.


You are kidding me right? So that is how you plan to design your game? People complain about rushes? Just add a turret in their base so rushing becomes nearly impossible?

Why not adding a scout to leave the player alone with the decision to build a turret or just getting some units up?
Sorry but this is just bad game design... that has nothing to do with RTS/Strategy anymore .
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Gnougnou
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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby Gnougnou » Thu 28 Apr 2016 17:26

ZxGanon wrote:Just add a turret in their base so rushing becomes nearly impossible?

It won't prevent ressource trucks & construction units destruction. Plus you can still smoke the turret. I don't see where is the problem.
Still, I think this is a very weird way to fix things.

The new map is again a teamwork map. I haven't tried it in MP but it seems good ! :D

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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby Toysoldier » Thu 28 Apr 2016 17:28

Who had this shit game design idea about turrets, now rushes or capture buildings is now useless!
Looks like Eugen support "turtling" :x
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darksx
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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby darksx » Thu 28 Apr 2016 17:30

As always, thank you EUG for the patches and the new maps.

I hope we will see an 8 player map soon.

Thanks guys,

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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby AndreB » Thu 28 Apr 2016 17:30

Well it is a very strange change for sure :(

#reconUnits 8-)

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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby SteffanBFC » Thu 28 Apr 2016 17:31

in my opinion add a turret is just silly... its a strategy game.. give the player some options to defend rushs... but let them still rush their enemies.. the turret will make the first 5min of game totally boring

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ZxGanon
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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby ZxGanon » Thu 28 Apr 2016 17:37

SteffanBFC wrote:in my opinion add a turret is just silly... its a strategy game.. give the player some options to defend rushs... but let them still rush their enemies.. the turret will make the first 5min of game totally boring

Exactly.

I dont care if Scorpios can smoke the Turret. It is this weird idea behind that to add Turrets from the start...that it fixes early game rushes.

This weird thinking that turrets solve this huge early game issues. Im sorry but this game is lost.
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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby Uppy » Thu 28 Apr 2016 17:45

Very Very Bad Idea this turret please hotfix it and remove it

you just made rushes useless you are taken away more options from players

please remove this turret as soon as possible

:(

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Re: [AoA Reboot Beta] Patch v.390 ... + NEW MAP

Postby Predatorrrr » Thu 28 Apr 2016 17:48

Rushes may hinder the enemy from expanding. A turret in the main base does not make rushes obsolete. Turret from the beginning still seems odd though...

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