Scyn

Scyn

Joined Member # 2917940
0 Posts 1 Replies 411 Reputation

Until you unfortunate people realize that Stardock only caters to the Average and Below Average players, while GPG caters to the Average and Above Average players, you'll have this Tug-of-War theme going for quite some time. You're never going to see a good balance with developers not seeing Eye-to-Eye. You have one company who thrives on weakness, whilst the other company aims to make things challenging and more competitive. I'm so sorry to see people wasting their time with this abo

165 Replies 272,483 Views

[quote]Hiding The Record Board, and Why? To be honest, there is an odd thing happening these days in many RTS games. A Player's Record board is being used in a fashion that is rather uncalled for, and disheartening. Normally, the boards have been useful to view a player's stats as they enter the game. Naturally you can see whether or not they are good, etc. But it has come to my understanding that Demigod will automatically allocate players to their given skill levels, with this in mind

46 Replies 110,811 Views

On a personal note... To me.. Playing 'random' has always been 'I don't care what race I get because I just love to play. Not.. 'I've mastered every class and in going random I'm going to crush you whatever you play.' - And if that is the case.. then why should there be an advantage for these certain players who have excelled? In Ranked matches.. no person should know who the other player is. There should be no telling who the other team is playing - Like in CoH when the match load

46 Replies 110,811 Views

Well Brn.. I just didn't include you, because you're not in vent right now talking with us.. wanker. I was assuming anyone with general competitive spirit would see the problem in it anyhow. As Brn said.. this is a give and take forum.. it's not.. "Here's a bunch of idea's Devs, sift through them all and decide for yourself if it's for your game." when in actuality it's more like, "Okay community.. we want idea's and feedback.. fight to the death and we'll choose the best ones!" <b

35 Replies 67,519 Views

The problem with sync kills is that the assassin then gets screwed when the rest of the units are allowed to blob it while they are in sync, obviously units don't take damage while in sync, so the assassin would take one metric ton of dps at once... or the alternative.. obviously assassins will have some aoe moves allowing them to clear the assaulting forces... therefor after said sync kill.. said blob having gathered would therein be screwed. Rapier and I both agree that sync kills wou

35 Replies 67,519 Views

I'm going to have to whole-heartedly agree with TBO on this. Randomness is an essential piece of the game when it comes to dynamics. Not to mention it keeps it fresh-feeling. Never a dull moment when you've opted to wage war with what you're dealt.

63 Replies 40,785 Views

[size="3"]What the hell were you guys thinking? You're making the game even less competitive than it already is. Quit tuning the game to support single player love. If you're going to make a multiplayer RTS than you need think about the impact you're having on people that actually play the game to get good at it and smash other people with their tactical prowess and knowledge of your creation. [/size] [B]Seriously.. you guys are making Forged Alliance patches look freaking amazing.

137 Replies 163,707 Views

I have to say I'm extremely impressed with the diversity between the factions and how each faction harbors unique abilities. Just awesome, always love games with diversity and not just units with a different look and name with the same abilities. Though I haven't played enough of Beta 4 yet to comment on the balance, but so far it seems like both factions are fairly matched. The changes to the various parts of the game such as extractors.. awesome.

579 Replies 353,911 Views

I hope the devs can decipher all these different threads stating either imbalance or not... I'd love to see this game compete in the RTS world.. truthfully I'd love to contribute more to the success of it, but i'm far too biased and moved onto other betas for the moment. I've played my share of SOASE and love how it's coming along- eager to see what changes are made in Beta 4. To all of those people out there that don't like to proofread their messages and ask themselves, "Am I contribu

130 Replies 26,162 Views

Apparently we have two different eyes for RTSs. CnC is a complete sham to begin with and I can't remember too much in general about how they worked but I was pretty sure if the command center was destroyed, most of the tech tree was destroyed with it. It was like nearly being assassinated. And yes, fortunate that you could build multiple ones to prevent it. Wherever you seem to get the idea I said RTSs are about outright assassination I've no clue. I also never said the game needs to pr

23 Replies 8,226 Views

Siege frigates suck against everything that can't be bombarded... I can't see a ton of siege frigates making it through other systems without your knowing and then actually making it to your homeworld while it's undefended. Regardless... There needs to be the possibility of assassination in some form because it's an RTS. What RTSs have in common is some kind of assassination possibility.

23 Replies 8,226 Views

And thus making the game to a race for destroying the home world. Bad idea. ----------- Instead they could speed up resource collection rates and tax income (very slow atm.). Or they could include a variable time option. Hint, hint.

23 Replies 8,226 Views

After playing a few games... already I realise that these game matches last incredibly too long for the not so intense action taking place. So how can we decrease the length of playing time in a match? I propose when a planet labeled 'Home' is destroyed... that culture/player is wiped out entirely or Institute a morale decrease on a galactic scale(All remaining planets/asteroids) for this player's planetary production ie: Taxes, Metal, Crystals. Don't get me wrong... but I mean.. when

23 Replies 8,226 Views

Windows XP SP2 Intel Quad Core Extreme 6700 2GB RAM Asus 7950GT DirectX 9.0c Broadband I've encountered the same issue a few times with the Akkan Battlecruiser - Normally when being followed (Not sure if it matters or not, Just when I noticed it.) The battlecruiser will hault it's move order and the units following will catch up to it, only then will the battlecruiser proceed with it's move order.

272 Replies 217,010 Views