EDIT: READ THIS POST BEFORE YOU VOTE.
I've always felt that SE as a whole has had some things missing from it that make it a bit clumsy to use sometimes. Just recently, I've figured out what these things are specifically:
1) The absence of waypoints, or a quick way to control newly built units.
2) Having to constantly select newly built miners and command them to mine or pray, rather than just setting a toggle-able default behavior for the next miner using a hotkey.
3) When attacking a unit already and commanded to attack the same unit or a nearby unit, the attacking unit will pause for brief second, I assume due to the execution of some animation. This causes things that should be logical (e.g. focusing attacks in sw vs sw battles) to actually be detrimental to the player with better micro.
In addition, I've also noticed some small idiosyncrasies:
1) Fire arrows do not do the extra damage they promise to do in the upgrade description.
2) A spearton in shield wall in front of a wall will make said wall untargetable. Turtles have been exploiting this fact way too much. Spearton + shield wall + 2 merics = near unpenetrable defense.
3) Castle archers still completely obliterate low tier units, making turtling quite difficult to break in some cases. Now, I understand that this may also be a skill-related issue, in which case an explanation as to an effective method of breaking through a constant hail of lv2 castle archer would be equally helpful.
EDIT: BEFORE YOU VOTE: I worded the poll options terribly, but to if you check the box that says "animation delay when microing" it means you agree that it should be fixed, not that it should be there. Same with shield wall glitch.
Some suggestions for brock
Started by: jli | Replies: 59 | Views: 3,615
Jul 21, 2013 3:17 PM #1042064
Jul 21, 2013 4:48 PM #1042130
Meh, I voted for most of them except the last two. I don't see how you're going to fix the untargetability of walls and spears, and I'm sure you could use you splash damage bombers if you're Chaos or a magikill with spells for Order. One magikill with electric wall is cheaper than 6 speartons with shield wall and a miner wall except for mana.
And castle archers are easy to counter, their targeting is too stupid. I might agree if you could control castle archers, but you can't so....
And castle archers are easy to counter, their targeting is too stupid. I might agree if you could control castle archers, but you can't so....
Jul 21, 2013 5:18 PM #1042142
Do NOT nerf castle archers... they are too important.
Jul 21, 2013 6:38 PM #1042218
fire arrows just add extra range to archers and theyre very helpful for picking off miners without getting shot by the castle archer X3
Jul 22, 2013 4:02 AM #1042624
Guys, if you have any opinions, feel free to comment here to keep this thread alive so devs can see it. Thanks.
Jul 22, 2013 5:05 AM #1042641
Well, the main point of castle archers is to keep low tier units away. If it doesnt do that, then whats the point? There are several ways to get through it with low tier units though.
Jul 22, 2013 9:25 AM #1042743
Voted way points, Animation delay when microing and fire arrow damage, and I agree with jerrytt
Castle archers are useless when they cannot deal with low tier units
Castle archers are useless when they cannot deal with low tier units
Jul 22, 2013 10:17 PM #1043252
Quote from AzxcVoted way points, Animation delay when microing and fire arrow damage, and I agree with jerrytt
Castle archers are useless when they cannot deal with low tier units
So would you say the same about Chaos's castle dead?
Jul 23, 2013 4:14 AM #1043411
Chaos has enough fire power, our ranged can usually be easily destroyed by your ranged units :/
It seems like unfortunately, Mages are the only key to beat an eclipsor mass :/, If you fail to kill their first eclipsor, usually it will allow them to mass up and make archers weak and obsolete (Not to mention Bombers and Juggs blocking shots) and albows... are just meh vs. chaos
Well anyways, Chaos having a weak defense is natural and fair because their offense can usually only be beaten by an albow mass (If you succeed to make 1) or a mage after they get a mass of juggs and eclips
It seems like unfortunately, Mages are the only key to beat an eclipsor mass :/, If you fail to kill their first eclipsor, usually it will allow them to mass up and make archers weak and obsolete (Not to mention Bombers and Juggs blocking shots) and albows... are just meh vs. chaos
Well anyways, Chaos having a weak defense is natural and fair because their offense can usually only be beaten by an albow mass (If you succeed to make 1) or a mage after they get a mass of juggs and eclips
Jul 23, 2013 8:27 AM #1043507
Quote from BuddyLucky2Chaos has enough fire power, our ranged can usually be easily destroyed by your ranged units :/
It seems like unfortunately, Mages are the only key to beat an eclipsor mass :/, If you fail to kill their first eclipsor, usually it will allow them to mass up and make archers weak and obsolete (Not to mention Bombers and Juggs blocking shots) and albows... are just meh vs. chaos
Well anyways, Chaos having a weak defense is natural and fair because their offense can usually only be beaten by an albow mass (If you succeed to make 1) or a mage after they get a mass of juggs and eclips
If you have two or more archers before we get eclipsors they will decimate them. Deads can be blocked just as your archer can. Don't complain.
Jul 24, 2013 3:25 PM #1044704
Tecness: If you could pass this thread along to one of the dev's that be awesome. Thanks.
Jul 24, 2013 9:02 PM #1045005
Who wants to bet that everyone who voted for castle archer damage reduction is a chaos player?
Jul 24, 2013 9:38 PM #1045044
Quote from 40fyWho wants to bet that everyone who voted for castle archer damage reduction is a chaos player?
Yep, Castle archer damage has been changed since their creation and to stop early turtles Brock bumped up the price. I found it really annoying at first but it fixed problems. It's kind of a protection against aggressive chaos players too but they can easily be dodged.
Jul 24, 2013 11:27 PM #1045156
Quote from KillerPixelYep, Castle archer damage has been changed since their creation and to stop early turtles Brock bumped up the price. I found it really annoying at first but it fixed problems. It's kind of a protection against aggressive chaos players too but they can easily be dodged.
I think they're effective against early sword massers, only thing that actually is effective against them early game, except more swords.
Jul 25, 2013 12:33 AM #1045214
Quote from FailingAtFailingI think they're effective against early sword massers, only thing that actually is effective against them early game, except more swords.
Good archer kiting works very well against early SW massers.