Post any comments or suggestions here:

Started by: CRAZY JAY | Replies: 2,627 | Views: 253,026 | Sticky

PUMU
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Jun 4, 2014 4:15 PM #1202277
Quote from Superterry
It depends on how you manage your unit. As mentioned before, CA attacks the first enemy that comes in range. After that it's entirely random. You can still tank without retreating however as long as you have more that one spear/jug/charrog <--(Bad for tanking, ik.) >.>

Charrog is useful for me in its ability to maintain castle air attention for extended periods of time.

Charrog vs Castle archer-EvO
Run the charrog far ahead enough of other units to attract attention to the charrog.
Use the Charrog burrow ability to basically avoid any damage to the charrog for the duration of the time.
Use- Whilst burrowed the charrog avoids damage from the Ca and also distracts it as the Ca attempts to continue firing at it. which in my opinion is more effective than shield wall. by the time the burrow ability wears off. (notice: do not press unburrow manually.) it is ready to burrow again taking 2-4 Ca hits. when charrog unburows at least 3 times a water may be needed.
Pros: Scorps can go unaffected by wall and Ca to target statue if the miners flee in time with or without casualties. these scorps will be able to continue attacking unless an enemy force is present which you would then target the units.
Burrow basically extends the life of your less tanky units if used correctly.
Cons or annoyances: It has to be placed exactly where units are unlikely to be. (yours) if you burrow but your airs or fires are still at the same range you are still taking damage from aoe. by placing the units further than burrowed charrog they will avoid this. airs have to be placed on bottom of map to avoid Ca arrows occasionally. Charrog also cannot simultaneously protect from archers whilst burrowed. ( however if your fires can get in base along with waters you can simply time the scorch) placing scorps on opposite side of statue to avoid untimely deaths to important units) infernos counter this nicely too with meteor storm. 2 for most potency. spacing out meteor attacks to keep the units inside or dying.
Charrog Vs Castle Dead/ Turrets

Lol nuff said.
Burrow avoids projectiles along with turret fire if they target it first.

Charrog vs Castle Air
Havent tried to cause I usually storm the units without fear of loss of units to poison or aoe
Skeletonxf
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Jun 4, 2014 6:31 PM #1202310
Why did I never think of that trick.
Thanks, that'll really help me out with seiging and ending games faster on stalling opponents. :D
Captured
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Jun 5, 2014 9:18 AM #1202624
Why it takes 30 minutes in loading SE screen?? :(
I has 3 unfair loses due to game freeze :(
there should be something in game which can stop this unfair loses....
TheLiquidToast

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Jun 6, 2014 5:05 AM #1202949
Quote from CRAZY JAY
Post any comments or suggestions here:


The game is really fun so far! The controls are easy to follow and there is a lot of variety to the classes. though, I really wanna see new armor, weapons, and miscs. For instance, I really wanna get a cool looking bow for my archidons, or an awesome helmet for my swordwrath, maybe even types of boulders for the Giants to throw. I also would find better gameplay if you could choose the type of ghost spawn on the tower, the higher the upgraded tower spawn, the better troops you can pick for instance, level 1: sword, archer, speartons. Level 2: Flying Crossbowmen, magikill (uses unlocked spells), and giants of course. These are just some suggestions but I would find it cool if it were to be implemented.
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Jun 6, 2014 10:35 AM #1203016
Quote from TheLiquidToast
The game is really fun so far! The controls are easy to follow and there is a lot of variety to the classes. though, I really wanna see new armor, weapons, and miscs. For instance, I really wanna get a cool looking bow for my archidons, or an awesome helmet for my swordwrath, maybe even types of boulders for the Giants to throw. I also would find better gameplay if you could choose the type of ghost spawn on the tower, the higher the upgraded tower spawn, the better troops you can pick for instance, level 1: sword, archer, speartons. Level 2: Flying Crossbowmen, magikill (uses unlocked spells), and giants of course. These are just some suggestions but I would find it cool if it were to be implemented.

Just use the ghost as a tank with your wanted units attacking behind the safety of it.
59saintdane

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Jun 6, 2014 5:41 PM #1203158
Being able to spawn a magikill would be cool.
BloodxHunter
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Jun 12, 2014 7:59 AM #1205672
I'd like to point out kiting is ridiculous, I hate it.
don't get me wrong, I like the idea, it's necessary and tactically effective... It's just the way it's done, specifically G-kiting. I do it too, but again it's ridiculous. Having your Archers turn on a dime, firing an arrow and losing no momentum? unless they are massing spears, their chasing units die before getting two attacks.

on another note...shouldn't fire be critically effective against trees? It matters little how strong they are if they get slaughtered by Bombers/Archers/Mages/Fires/Albowtross ect.
_Ai_
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Jun 12, 2014 10:11 AM #1205701
I don't think kiting is a problem. It takes skill to pull off. And if you want to talk about logic, there's a skeleton Mage that can summon reapers.
BloodxHunter
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Jun 12, 2014 10:28 PM #1205863
Quote from _Ai_
And if you want to talk about logic, there's a skeleton Mage that can summon reapers.


yeah, kinda messing with the chain of command there

the point is, they should turn and fire when they reach their destination, not when you tell them to go back to base

Edit/ I don't know about you, But I find it reeaally hard to deal with that without armored units that are fast enough to hit them even once. Because, ya know, Castle Archer.

Still though, making burn more effective against treetures seems like the simplest way to balance them out.

\/-That is a good idea
KokoPrince
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Jun 15, 2014 5:42 PM #1207219
Hey! In replays, such as in the live replays section, I'm wondering if you could add the duration of the battle. On the cover, along with the name of the players, the type of the battle, the factions involved, before you click the replay, there should be an indicator of the length of battle. That would help users get to the type of battles they want to watch.
Thanks;)
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Jun 17, 2014 11:57 AM #1207995
Stick Empires should add some Boots,so it will be easy to find a opponent..
It take alot of time to find a opponent if u add boots it will make players busy
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Jun 17, 2014 2:01 PM #1208009
Quote from BloodxHunter
I'd like to point out kiting is ridiculous, I hate it.
don't get me wrong, I like the idea, it's necessary and tactically effective... It's just the way it's done, specifically G-kiting. I do it too, but again it's ridiculous. Having your Archers turn on a dime, firing an arrow and losing no momentum? unless they are massing spears, their chasing units die before getting two attacks.

on another note...shouldn't fire be critically effective against trees? It matters little how strong they are if they get slaughtered by Bombers/Archers/Mages/Fires/Albowtross ect.


its best not to question the dynamics of a games realism when there are several units that are fictitious roaming about in the game. ie magikill, medusa, marrowkai, giants, crawlers, wings...
alone archers cannot take down a spear and must flee in order to survive.
the kiting ability makes it so they have a chance to be of use instead of simply dying or running to base only to allow more units to be killed.

Think.
5 archers.
1500 gold
1 spear
450 g 50 m
why wouldnt the archers win?
your best bet is to counter with your own archers.
or rage swords at times.

your ele comment makes little sense.
by that logic i should be able to take out a charrog instantly with a water elemental.
fire also burns skin quickly too.
should heavily armored units be more affected by electricity due to conductivity?

evaluate before the post plz.
BloodxHunter
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Jun 18, 2014 4:57 AM #1208300
Quote from pumuecils
its best not to question the dynamics of a games realism when there are several units that are fictitious roaming about in the game. ie magikill, medusa, marrowkai, giants, crawlers, wings...
alone archers cannot take down a spear and must flee in order to survive.
the kiting ability makes it so they have a chance to be of use instead of simply dying or running to base only to allow more units to be killed.

Think.
5 archers.
1500 gold
1 spear
450 g 50 m
why wouldnt the archers win?
your best bet is to counter with your own archers.
or rage swords at times.

your ele comment makes little sense.
by that logic i should be able to take out a charrog instantly with a water elemental.
fire also burns skin quickly too.
should heavily armored units be more affected by electricity due to conductivity?

evaluate before the post plz.


the complaint with kiting is not about realism, Burning trees is a little but only because I like to have my archers lob volleys of fire arrows at trees camping on the tower, even though they deal very very little damage because or armor. And bringing up the fact that fire burns skin too is redundant, because burn damage is a thing, quit with that patronizing type

My complaint about kiting is that by pressing G while they move to where you clicked will make them turn and fire while running at the same speed. Before I learned to kite properly, I would click back just far enough so when they got there they would have reloaded, then turn and fire. and that did basically the same thing except you lose momentum when they shoot. So melee units would catch up after a couple of turns but still take a lot of damage.
That is more balanced than the Archers that deal no damage to treatures with flaming arrows, and are untouchable except by Spears or Ninjas when they decide to run

Suggesting that I would let them stand and die or just go back to base with no fight offends me seen as to how I bothered to argue about tactics and microing with four people...

Besides, complaining about realism and complaining about the lore's realism are veeery different.IE Magikill/Marrowkai, that'd be between complaining about the existence of jedi in StarWars vs. Why they don't utilize their abilities fully.
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Jun 18, 2014 2:21 PM #1208468
hey bro,
Lore:
a body of traditions and knowledge on a subject or held by a particular group, typically passed from person to person by word of mouth.
"the jinns of Arabian lore"
synonyms: mythology, myths, legends, stories, traditions
Realism:
the attitude or practice of accepting a situation as it is and being prepared to deal with it accordingly.
"the summit was marked by a new mood of realism"
synonyms: pragmatism, practicality, common sense, levelheadedness More
"optimism tinged with realism"

the view that the subject matter of politics is political power, not matters of principle.
"political realism is the oldest approach to global politics"

2.
the quality or fact of representing a person, thing, or situation accurately or in a way that is true to life.
"the earthy realism of Raimu's characters"
synonyms: authenticity, fidelity, verisimilitude, truthfulness, faithfulness More
"a degree of realism"

contradictory things are contradictory.
is like saying
A myth is a fact.
unless you can explain yourself clearly that statement is flawed.
i commented on your post about kiting.
you questioned the reaslism of a game dynamic having to do with kiting.
what lore has kiting?
why is this such a big issue?
i didnt complain about it when i first started i just learned how to do it and got better.
its a skill to be learned on a game.
physics doesnt need to apply.
fire already does extra damage.
use combinations of units to take down trees.
they cant even heal without 350 in gold and upgrades to be noticeable.
Treants are in lore.
treatures not so much.
in both situations arrows wont immediately combust a tree.
it would have to be pretty dry.
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Jun 20, 2014 8:46 PM #1209297
You misunderstand then, The land called Inamorta has its own lore, Magikill are realistic in said fake land.

I was never calling kitings realism into question, I was saying it's bullshit that archers lose no running speed when they turn
to fire because you pressed G. When someone is good at it only armored units survive. I think raging swords should actually catch them, not just die. It seems more like a bug than anything else