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Started by: CRAZY JAY | Replies: 2,627 | Views: 253,026 | Sticky
Nov 1, 2014 7:45 AM #1263276
I don't think ninjas being able to shinobi out of ice is a problem. Most of the time they're too far back to reach their wanted target if they use shinobi to get out of freeze, and if they don't they have lost precious time for the spellcaster to get away. No other race has a way to force ninjas into shinobi like that.
Nov 1, 2014 9:37 AM #1263295
That's actually a very good point, I never thought of that. End of discussion for me.
Nov 5, 2014 3:54 PM #1265172
Hello... I like this game a lot.. but one thing that drives me crazy..(I am sure someone has brought it up before, tried searching it) is your tower/castle cannot target ,, this is illogical , and stupid..
My base is getting attacked, I want to destroy the threat, not shoot at decoys.
This is also problematic as it is THE reason most of the "top" players have a good rec, in my experience, every time I get beat.. its by some Frockin' Count who sits there with their super weak archers/flying crossbows, destroying my statue.. while I waste my shots on a tougher unit (a unit already engaged by my ground forces.. simple logic dictates the tower would destroy the archers.. the DIRECT threat)
Sure.. I can rush them.. or SOMETIMES get out of the first attack of this nature.. but if 4-5 mins have already passed.. you're probably not getting out of it..(if its in a classic match sitch... even more Booo) it IS, really, the cheapest Shiat, I have seen in a long time :)
if it cant target specific units.. then at least a general trigger. (unit type).. or a movable zone.. anything would be better than the current default.
anyone else notice this?.. thoughts?. it just takes away from a players ability to defend properly. imho. (and I already thought of the argument of, "its just a part of the game.. they're just taking advantage of the nature of a certain unit in the game" (buck up, buttercup xD) ..good argument .. cogent.
As a player,however, the commander of my forces.. its a disability.. a hamstring.. why can't we command the Castle/tower units? (I could have literally turned some matches around.. if I could have targeted archers.. while I built some more army) doesn't make sense.
I don't suppose they'll be doing any fixes tho.. so this, my little rant, is pretty pointless.. lol.
My base is getting attacked, I want to destroy the threat, not shoot at decoys.
This is also problematic as it is THE reason most of the "top" players have a good rec, in my experience, every time I get beat.. its by some Frockin' Count who sits there with their super weak archers/flying crossbows, destroying my statue.. while I waste my shots on a tougher unit (a unit already engaged by my ground forces.. simple logic dictates the tower would destroy the archers.. the DIRECT threat)
Sure.. I can rush them.. or SOMETIMES get out of the first attack of this nature.. but if 4-5 mins have already passed.. you're probably not getting out of it..(if its in a classic match sitch... even more Booo) it IS, really, the cheapest Shiat, I have seen in a long time :)
if it cant target specific units.. then at least a general trigger. (unit type).. or a movable zone.. anything would be better than the current default.
anyone else notice this?.. thoughts?. it just takes away from a players ability to defend properly. imho. (and I already thought of the argument of, "its just a part of the game.. they're just taking advantage of the nature of a certain unit in the game" (buck up, buttercup xD) ..good argument .. cogent.
As a player,however, the commander of my forces.. its a disability.. a hamstring.. why can't we command the Castle/tower units? (I could have literally turned some matches around.. if I could have targeted archers.. while I built some more army) doesn't make sense.
I don't suppose they'll be doing any fixes tho.. so this, my little rant, is pretty pointless.. lol.
Nov 5, 2014 4:24 PM #1265176
But if such a thing were to be implemented, no one can end any game. They'd just sit there and camp with some mages while the CA does tremendous damage to the glass cannons. It'd just drag on and on and on... until one guy surrenders or lag out. It'd be more unfair that way.
It's really just strategy.
It's really just strategy.
Nov 5, 2014 8:56 PM #1265228
Like what Ai said, this game already has a decent offensive vs defensive balance. Offensive has access to tower spawn, tower income, map control, but must deal with things like shield wall, castle archers miner walls, mage support ect. Its perfectly possible to mount a good defense even without an intelligent Castle archer.
How about asking yourself this: if he has had enough time to get a line of ranged units like archers along with a bulky tank, what have you been doing? Why dont you have anything else to stop them other than a castle archer? should you really be able to stop an invasion like that by spending a measly 300 (or 900 if you bought CA 2) gold when he has spent 450+300 per archer? Castle archers are not meant to repel all invasions. At best they reinforce your troops and add extra damage.
Heres a thread showing the basics of mounting a turtle, since you seem to be a defensive player http://forums.stickpage.com/showthread.php?61388-Turtle-Strategy-V2
How about asking yourself this: if he has had enough time to get a line of ranged units like archers along with a bulky tank, what have you been doing? Why dont you have anything else to stop them other than a castle archer? should you really be able to stop an invasion like that by spending a measly 300 (or 900 if you bought CA 2) gold when he has spent 450+300 per archer? Castle archers are not meant to repel all invasions. At best they reinforce your troops and add extra damage.
Heres a thread showing the basics of mounting a turtle, since you seem to be a defensive player http://forums.stickpage.com/showthread.php?61388-Turtle-Strategy-V2
Nov 14, 2014 8:53 PM #1268935
Minor suggestion, change the priority of spell caster to cast your spell to the one furthest out of all selected. Currently it's the opposite and it's very annoying to have a spell caster with their spell up that I need not use it as I would expect but for the one way too far away to try to cast the spell instead.
Or better still, the spell caster that is closest by range should get priority.
Or better still, the spell caster that is closest by range should get priority.
Nov 15, 2014 5:10 AM #1269090
The priority of unit selection is the newest unit. As an example:
You have a mage, a sword, a spear and merics. You just made a meric. When you hit space, the one who will show up on the left-bottom corner will be the meric. This is also the same for double-clicking/ctrl+number, it just selects the newest unit.
And in your situation, your newest unit should probably be the mage which was at the back. Thus, it selects the mage. You can bypass this by, well, clicking on the only unit you want to do stuff.
You have a mage, a sword, a spear and merics. You just made a meric. When you hit space, the one who will show up on the left-bottom corner will be the meric. This is also the same for double-clicking/ctrl+number, it just selects the newest unit.
And in your situation, your newest unit should probably be the mage which was at the back. Thus, it selects the mage. You can bypass this by, well, clicking on the only unit you want to do stuff.
Nov 15, 2014 10:18 AM #1269145
Weird. Well that would be why...
Nov 17, 2014 3:07 AM #1269741
How about this: When you select multiple different kinds of units, a little bar will appear on the bottom left of the screen, showing what types of units you've selected. Instead of toggling units by pressing TAB, it would cycle when the user releases TAB instead. If the user needs to get to a specific units quickly for whatever reason, he do two of the following:
1. Hold TAB then press 3 for undead, 6 for bomber, etc.
2. Hold TAB then press Q or E to toggle back and fourth units based on what order the units are displayed in the bar.
1. Hold TAB then press 3 for undead, 6 for bomber, etc.
2. Hold TAB then press Q or E to toggle back and fourth units based on what order the units are displayed in the bar.
Nov 17, 2014 4:45 PM #1269973
Wait what. You can cycle your selected units with tab?
I always just re controlled the units I wanted.
I always just re controlled the units I wanted.
Nov 17, 2014 5:22 PM #1269986
Nah, I think that's just terry's suggestion.
Nov 20, 2014 4:02 AM #1271383
I don't know if this has been written before, as I don't have the time or patience to read 1351 replies =C. Will CJ add free elemental trials, similar to the 5 free chaos trials?
Nov 20, 2014 5:41 PM #1271630
After some testing: Ai, it is in fact already there.
You can tab to change selected unit type in a group of them.
You can tab to change selected unit type in a group of them.
Nov 21, 2014 6:34 AM #1271915
Quote from SkeletonxfAfter some testing: Ai, it is in fact already there.
You can tab to change selected unit type in a group of them.
lmfao really? Hahaha, I never knew that such a feature existed.
Nov 21, 2014 4:59 PM #1272054
We should add some hashbrown armor.