Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on January 13, 2017 By Draginol In Ashes Dev Journals

NextOfTheQueen

We are currently working on additional units for Ashes of the Singularity: Escalation.  The T4s and more T3s are not units you will run into in the competitive multiplayer games but on the bigger maps, late game, we run into a lot of cases where the existing units just aren't powerful enough to distinguish between one civilization and another.

Below is a list of some of the units we are considering.  Feel free to suggest your names:

Name Level Description
Jinx T1 Fires a shot that slows down a unit. The more hits, the slower the unit goes
Flea T1 Splinters won't target it. Can jump up a level of ground without a ramp
Havok T1 Very fast moving light attack unit
  T2 Protects area from bombardment
  T2 Hides area from radar detection
Helios T3 Flying air Dreadnought
War Hog A3 Slow moving flying air cannon
Theia T3 Giant Mobile Factory
  T3 Greatly enhances other units in fleet
  T4 Very slow moving doomsday machine that will destroy one thing at a time.
  T4 Very slow moving doomsday machine that wipes out vast swaths of cheap units
  T4 Very slow moving doomsday machine that lays siege to a distant target
  A3 Ultimate air superiority fighter
  T4 Very slow moving doomsday machine that protects everything nearby

These units will be released for free for Escalation owners.


Comments (Page 2)
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on Jan 15, 2017

A3 Ultimate air superiority fighter name suggestion : PEREGRINE

Very slow moving doomsday machine that lays siege to a distant target : PETROBOLOS

Very slow moving doomsday machine that will destroy one thing at a time: HERACLES

on Jan 16, 2017


NextOfTheQueen

We are currently working on additional units for Ashes of the Singularity: Escalation.  The T4s and more T3s are not units you will run into in the competitive multiplayer games but on the bigger maps, late game, we run into a lot of cases where the existing units just aren't powerful enough to distinguish between one civilization and another.

Below is a list of some of the units we are considering.  Feel free to suggest your names:

Name Level Description
Jinx T1 Fires a shot that slows down a unit. The more hits, the slower the unit goes
Flea T1 Splinters won't target it. Can jump up a level of ground without a ramp
Havok T1 Very fast moving light attack unit
  T2 Protects area from bombardment
  T2 Hides area from radar detection
Helios T3 Flying air Dreadnought
War Hog A3 Slow moving flying air cannon
Theia T3 Giant Mobile Factory
  T3 Greatly enhances other units in fleet
  T4 Very slow moving doomsday machine that will destroy one thing at a time.
  T4 Very slow moving doomsday machine that wipes out vast swaths of cheap units
  T4 Very slow moving doomsday machine that lays siege to a distant target
  A3 Ultimate air superiority fighter
  T4 Very slow moving doomsday machine that protects everything nearby


These units will be released for free for Escalation owners.

I'm assuming the A3 flying air cannon (war hog) derived and inspired by the Fairchild A-10 thunderbolt 2 with it's tankbuster cannon? would be nice to a similiar design as the thunderbolt 2 which I feel would look really awesome. 

on Jan 16, 2017

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.

If anything, I'd like to see more radar jamming for bases to use.

on Jan 16, 2017

RomeoReject

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.

If anything, I'd like to see more radar jamming for bases to use.

lots of people are asking for jammers bro, I think if anything theres fewer people asking NOT to have jammers..

also wheres ARES? god of war? its a war game and we don't have the god of war.. or is it being saved for a titan I mean juggernaut?

on Jan 16, 2017

RomeoReject

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.

If anything, I'd like to see more radar jamming for bases to use.

 

the problem is they introduced the artillery, which is too imbalance... however they a conviced that the most people like such units/buildings due to they dont nerf the turret... 

and now substrate needs something against the abillity  "shoot on radar contact"... substrate has just a few units which can shoot without vision

My opinion is get rid of this turret... or at least halve the range of this turret

on Jan 16, 2017

Never123
the problem is they introduced the artillery, which is too imbalance... however they a conviced that the most people like such units/buildings due to they dont nerf the turret... 

and now substrate needs something against the abillity  "shoot on radar contact"... substrate has just a few units which can shoot without vision

My opinion is get rid of this turret... or at least halve the range of this turret

I think the majority of players (which are SP players, remember 95%) do favour the arty.. and it is only really the MP community that has an issue with it. the AI never builds arty THAT much, so it is a pain in SP but not a game breaker like in MP..

I think the arty needs a damage nerf as well.. especially if we start comparing it to the SS arty...

on Jan 16, 2017

yeah maybe... however a turret with aoe damage, which can out range every other building or unit due to shoots more as double as substrats turrest with the highest range.

that was a foreseeable imbalance... for that I blame and criticize stardocks

Quesocito


Quoting Never123,
the problem is they introduced the artillery, which is too imbalance... however they a conviced that the most people like such units/buildings due to they dont nerf the turret... 

and now substrate needs something against the abillity  "shoot on radar contact"... substrate has just a few units which can shoot without vision

My opinion is get rid of this turret... or at least halve the range of this turret



I think the majority of players (which are SP players, remember 95%) do favour the arty.. and it is only really the MP community that has an issue with it. the AI never builds arty THAT much, so it is a pain in SP but not a game breaker like in MP..

I think the arty needs a damage nerf as well.. especially if we start comparing it to the SS arty...

on Jan 16, 2017

RomeoReject

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.

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). 

It's fine that they're looking at the idea. I'm just hoping they don't implement radar-counters in a way that's cheap and spammable enough to make radar as a concept useless.  Especially if they're just doing it as an alternative to nerfing the absurd range, damage potential, and spammability of the artillery turret. I just want to be sure it's thought through and not added in a way that breaks something else.

 

 

on Jan 17, 2017

Sakhari


Quoting RomeoReject,

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.



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). 

It's fine that they're looking at the idea. I'm just hoping they don't implement radar-counters in a way that's cheap and spammable enough to make radar as a concept useless.  Especially if they're just doing it as an alternative to nerfing the absurd range, damage potential, and spammability of the artillery turret. I just want to be sure it's thought through and not added in a way that breaks something else.

 

 

Supreme Commander also had a "Hide Area from Radar" as well. Radar Jamming was the one that spoofed bogus signatures, but "Stealth" hid either the unit (Various units) or "Stealth Field" for a group (Cybran only) from radar. Hell, submerged units were also invisible on radar until they popped back out.

I would like to see the surveillance and stealth portion of the game beefed up anyways, so more radar-defeating options and more kinds of ways to spy are all positives in my eyes.

on Jan 17, 2017

RomeoReject


Quoting Sakhari,






Quoting RomeoReject,



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.



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). 

It's fine that they're looking at the idea. I'm just hoping they don't implement radar-counters in a way that's cheap and spammable enough to make radar as a concept useless.  Especially if they're just doing it as an alternative to nerfing the absurd range, damage potential, and spammability of the artillery turret. I just want to be sure it's thought through and not added in a way that breaks something else.

 

 



Supreme Commander also had a "Hide Area from Radar" as well. Radar Jamming was the one that spoofed bogus signatures, but "Stealth" hid either the unit (Various units) or "Stealth Field" for a group (Cybran only) from radar. Hell, submerged units were also invisible on radar until they popped back out.

I would like to see the surveillance and stealth portion of the game beefed up anyways, so more radar-defeating options and more kinds of ways to spy are all positives in my eyes.

Agreed. I love intel and counter-intel mechanics in strategy games.

on Jan 19, 2017

Radar & radar targeting is viable, interesting and fun mechanic to play with.
Having extreme-range radar-targeting turret broke it.
It is not going to be fixed back by having anti-radar but rather by tweaking the above-mentioned offender.

If that happens despite stated concerns you would be wrong. 

on Feb 23, 2017

Any idea when we can expect some of those units? I really like the updates for the game, but the game need some new units to keep it fresh and interesting.

on Feb 23, 2017

At this moment we need balance the game before any new units.

 

on Feb 24, 2017

bernhardvd22

Any idea when we can expect some of those units? I really like the updates for the game, but the game need some new units to keep it fresh and interesting.

once a number of units are balanced u will see fresh and interesting things since the units like the rampager and air scouts (currently these are more novelties than much else) will be used more, opening up new angles on the enemy.. also if ur only playing vs AI i doubt uwill ever really have much fresh for very long, since its AI, its programmed to act a certain way so thats what it will do, game after game..

on Mar 05, 2017

Fast attack units are a welcome addition. Consider a T3 fast attack dreadnought as well, intended to anchor an army of these. Think Antorak Marauder.

 

Permanent radar jamming as a unit is too hard of a counter to artillery. Alternatives:

  • Radar jamming is a unit active ability, not passive. Balance can be around cooldown, duration.
  • Radar jamming is an orbital ability. Call it 'atmospheric disturbance'. Can be combined with "protects area from bombardment" and "protects ground from air attacks" in one go.
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