You don't understand at all.
You were RIGHT clicking on the walls.
You should have walked up to them and pressed the A key and LEFT clicked on the walls - allowing you to attack them when the opponent had their giant far from blocking them in that last replay.
It's not difficult in the slightest to penetrate walls, we have all been telling you throughout this whole thread to make ranged units the core of your army.
Nerfing walls is a change ONLY to Order - quite literally a change to a specific empire.
Cycling spears is a good micro choice, but when they all get low they die anyway. Only buying spears against an opponent buying loads of albows and you make this happen.
All three empires can counter masses well because masses suck. This is why you keep dying - because you are massing spears and getting countered by walls.
Having to pay attention to defending your base instead of focusing on attacking the opponent's base/army will detract from the gameplay. You fight your opponent currently, not fighting a hypothetical rush from your opponent. Either way it's irrelevant, walls are weak without a turtle around them currently.
Let me make it as clear as I possibly can
Walls WITH a finished turtle are very hard to break, due mostly to the turtle and the fact the turtle can protect the wall.
Walls WITHOUT a turtle are extremely easy to break if you actually control your units properly, which you did not do in the replay you posted.
Walls WITH a turtle IN PROGRESS initially requires the current wall mechanics to keep the wall alive before getting sufficient spears to visibly block the wall from damage. Nerf the wall mechanic and setting up turtles becomes very hard to do. That 'nerf' would reduce gameplay variety and render walls unable to function as an effective barricade.
In all three cases, the turtle/wall is not overpowered and there is easy counter play to it already.
Why did you switch from 'we' to 'I'?
How to attack miner wall
Started by: MustRemainSecret | Replies: 47 | Views: 8,486 | Closed
Dec 30, 2014 10:53 PM #1288124
Dec 30, 2014 11:27 PM #1288129
I was using we as a figure of speech - you know: "Well we're quite lucky it's a bright and sunny day out, aren't we?" How do we know the other agrees? Doesn't matter because it's true to us. Since it seemed to bother you, we started using I, didn't we? ;)
Well, I believe I had clicked attack mode on, which means wherever units were clicked to go - they should have been attacking however I don't fully remember so I'll test it out again and see how it goes.
You called this a wall "mechanic", but it isn't a mechanic - it's a flawed feature that has been accepted for whatever reason for a couple of years. If one unit (miner) can physically build a wall, other units should be able to physically attack the wall.
You failed to address the point about adding a couple of bars of health to the walls. This solves any points you made about the walls *potentially* being too weak.
Adding depth to the game is never a bad thing. Making it a bit more difficult to turtle is a great thing. AND, it isn't even like this is a suggested alteration or change actually - it's a request to add a missing feature. The discussion should be how to keep the game balanced and add this feature - not how to keep the game non-optimal just because it's always been that way.
Edit*: Well I'm not really getting your suggestion to use A and left click - using A does nothing for me and left click works the same as usual after clicking A. In any case - I don't think this solves this flaw and if it does you'll have to post a replay showing exactly how.
Edit*: Nvm I get what you're saying. It doesn't ultimately change much concerning units blocking the wall - but it does fix units auto-targeting units behind them.
Edit* It doesn't work: www.stickempires.com/play?replay=replay7965190&version=2.22.
-> (Yes, I ran right into the electric wall (on purpose) because it was just to test attack mode (although probably still a dumb choice but w/e it's neither here nor there)). Clicking directly on wall seemed possibly to help a bit - but units still changed focus. Perhaps clicking behind wall would work? Units would probably just keeping running rather than attack through first wall (that is an absolutely necessary fix as well).
Well, I believe I had clicked attack mode on, which means wherever units were clicked to go - they should have been attacking however I don't fully remember so I'll test it out again and see how it goes.
You called this a wall "mechanic", but it isn't a mechanic - it's a flawed feature that has been accepted for whatever reason for a couple of years. If one unit (miner) can physically build a wall, other units should be able to physically attack the wall.
You failed to address the point about adding a couple of bars of health to the walls. This solves any points you made about the walls *potentially* being too weak.
Adding depth to the game is never a bad thing. Making it a bit more difficult to turtle is a great thing. AND, it isn't even like this is a suggested alteration or change actually - it's a request to add a missing feature. The discussion should be how to keep the game balanced and add this feature - not how to keep the game non-optimal just because it's always been that way.
Edit*: Well I'm not really getting your suggestion to use A and left click - using A does nothing for me and left click works the same as usual after clicking A. In any case - I don't think this solves this flaw and if it does you'll have to post a replay showing exactly how.
Edit*: Nvm I get what you're saying. It doesn't ultimately change much concerning units blocking the wall - but it does fix units auto-targeting units behind them.
Edit* It doesn't work: www.stickempires.com/play?replay=replay7965190&version=2.22.
-> (Yes, I ran right into the electric wall (on purpose) because it was just to test attack mode (although probably still a dumb choice but w/e it's neither here nor there)). Clicking directly on wall seemed possibly to help a bit - but units still changed focus. Perhaps clicking behind wall would work? Units would probably just keeping running rather than attack through first wall (that is an absolutely necessary fix as well).
Dec 31, 2014 12:07 AM #1288141
Well, it seems like everyone is getting hot and bothered. I might as well close the thread before a flame erupts. Devs can see the thread even if the thread is locked, so no worries,