jjandrah

jjandrah

Joined Member # 3392461
1 Posts 5 Replies 14,916 Reputation

As others have mentioned on the forum, the first campaign Imminent Crisis has eroded away, from launch to an expansion and then major changes all the way through 2.6. I was fortunate enough to play through the campaign during launch week of original Ashes. I still have a fondness for the chat-box style text delivery for story as it was at launch. With this in mind, I've played through the campaign as it stands as of 2.6. Indeed, there are problems with how it lives now. I kept notes a

15 Replies 123,654 Views

[quote who="Mr_Mulder" reply="4" id="3694504"] Yeah i know mate, but as a developer you actually think before you even start writing your first lines of code, ... think about which areas of the code need 64 bit integers and which does not in order to not stress the cpu of your customer or your next neighbor [/quote] I... wha.... nevermind. As silly as this is... would you be satisfied if Juggernauts become level capped at something outrageous like level 30, and weapon

17 Replies 156,611 Views

1. Yup 2. Yup, I'd use this. Holding alt+shift and left click? 3. I'm not sure this is useful, but... ok. 4. Yes please. Holding alt+shift and then hotkey of item to dequeue? 5. Too easily abused for griefing, blocking unkillable placeholders in other's bases. Perhaps instead don't allow queueing up a building to a will-be-invalid space? For perf reasons, limited to checking only that worker's queue? 6. Single tap don't focus camera, double taps focus c

3 Replies 47,795 Views

[quote who="RomeoReject" reply="16" id="3694513"] bias the third race to be completely non-hovering. [/quote] Bugs! Please let the third race be bugs! Frigates are beetles. Cruisers are scorpions. Artillery dreadnoughts are giant lobsters with rocket launchers rubber-banded to their claws!

27 Replies 175,715 Views

Navies work for Supcom because unlike Ashes not everything hovers from the get-go. Homeworld DoK did this too. It had one faction with hover and one without, and actually looked pretty good. No navies there though for obvious story reasons. Shame that just a couple scripting flaws prevented a good campaign from being a great campaign, but I digress. From where Ashes is now, it would take quite a bit of rework to remove hovering from most of the units, just for the sake of adding in na

27 Replies 175,715 Views

[quote quoting="post"] This is a really serious bug and i hope that a dev may look by cause i have pictures about this bug where a unit in one moment still stacks correctly the damage modifier buffs but at a certain threshold simply "overflows" .... As someone who bought this game i expect that it at least somewhat works so that the serious bugs never come up, so it would be nice if a dev could take some time and investigate here [/quote] &

17 Replies 156,611 Views

I just played through Genesis with 2.6; it's fine, no complaints at all. I'll give the first two campaigns a try this month and see if they're as bad as you claim. Lower PC requirements? Not worth the massive dev time to be worth it. Besides, hardware that can play this game is much cheaper to obtain now than at launch and will continue to do so. Transports would have made more sense before the Charon. Besides, just how massive of an air carrier would you have to create to fly

27 Replies 175,715 Views

The updated UI looks nice! And cursor scaling is here now! Balance changes all are welcome, especially the air rework. So many other great tweaks to test out. As a minor quibble the PHC medics still move to damaged buildings even though they can no longer heal them. Substrate healing still feels a little off. Workers are not aggressive enough to heal nearby buildings without micro'ing them. Nest of the Queen's repair drones target buildings wonderfully, making her surprisingly

4 Replies 65,677 Views

Shift-click queueing behavior makes sense as-is to me. Condensing the extractor buildings into just one type buildable on both resource types is a reasonable simplification, but more importantly frees up UI and hotkey space. Creating user-customizable AI army choices is probably a ton of work for little gain. There will just end up being one or two 'builds' that people settle on as the best and plug it in.

19 Replies 140,079 Views

[quote who="Vijar" reply="1" id="3670528"] 3. Auto-repeat queuing unit production into a specific army and assigning the output of a factory to a specific army. Also having the option to put one/several factories and units/armies into the same control group (Ctrl+1...0) so that all units produced by these factories are also automatically assigned to that control group (and auto teleported if a factory is in the same control group with an army and this army has a teleport uni

55 Replies 344,091 Views

[quote who="GeneralsGentlemen" reply="25" id="3670581"] Regarding Strat Bomber and Harbinger, they are in a weird spot because they can't target ground units. I would like to change that because it gives them far too limited usability, but that's not urgent. [/quote] Want.

54 Replies 344,229 Views

[quote who="ItWasRhetorical" reply="35" id="3670138"] If jamming was an ability, I'd prefer it to be Orbital rather than unit-based. I feel that unit active abilities are a bit of a slippery slope >: [/quote] Fair point. Thinking it through, other units in this game don't have active toggled abilities. Orbital makes more sense.

42 Replies 267,125 Views