ECA Generals Powers..., Prepared Defences & Ammo Reserves ... |
ECA Generals Powers..., Prepared Defences & Ammo Reserves ... |
7 Sep 2017, 19:25
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#1
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Group: Members Posts: 154 Joined: 15 February 2013 From: USA Member No.: 9793 |
These two(2) Generals powers are very good and are ECA to a T! But they should really be merged together so the Prepared defences and Ammo reserves are together instead of separate. It doesnt make sense to keep them separate. Thats the whole point of choosing a defensive tactic/mindset. I know some of you will disagree but ECA's current generals powers could be a lot more simple and user friendly. So simply merge in together prepared defences and Ammo reserves together. This way people would use them a lot more.
Keeping them separated doesnt make sense. May as well have each cluster bomb air strike separate too! PS the Russian reinforcement air drop still doesnt work on certain maps. They drop the tanks but just leave them there rendering them useless and thus clog the map up. This post has been edited by Chuck Kawosky: 7 Sep 2017, 19:27 |
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7 Sep 2017, 20:23
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#2
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
I had the same issue when the Munition GP was introduced at the start, but as of 1.87, the munition bunkers were added, and that alone puts the whole GP into a different level , making it worth its own GP ( Otherwise you'd overbload prepared defenses).
Thematically, Prepared Defenses gives more utility to your early tier defenses, while the munition bunkers gives you more of a heavy bonus to your late tier defenses. THat's rather a good distinction between them. -------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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8 Sep 2017, 3:09
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#3
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
simple and user friendly Unfortunately being hard and complicated to use is part of ECA's faction design. -------------------- |
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15 Sep 2017, 23:43
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#4
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Certified Shitposter Group: Tester Posts: 2410 Joined: 30 December 2013 From: Straya' Member No.: 10248 pls join my games im lonely =c |
^ This. Not to mention that the whole thing is pretty much designed so that you can only really do well at it if you only go for base defences and just ignore units
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16 Sep 2017, 0:35
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#5
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
^ This. Not to mention that the whole thing is pretty much designed so that you can only really do well at it if you only go for base defences and just ignore units Which is why it's optional. Defense spammers would benefit the most, while offensive players would get better results with Field Promotion. Tear gas on the other hand is probably one of the more versatile GPs as it can fit in both roles well. What annoys me right now with the munitions is more of a technical issue with the defenses not being as responsive due to code change. -------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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