jakjak

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Viewing 30 posts - 31 through 60 (of 280 total)
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  • in reply to: Announcing the Summer 2014 Multiplayer Tournament! #104616

    jakjak
    Member

    http://steamcommunity.com/id/jakjakrabbit/home

    JakJak

    Group K

    me holding a heart red skull black hoodie

    lets do it

    in reply to: Editing Standard Maps #104589

    jakjak
    Member

    save map option or random map generator in map creator

    in reply to: Announcing the Summer 2014 Multiplayer Tournament! #104586

    jakjak
    Member

    You have me already, somewhere in this right?

    in reply to: Fog of War Frustration #104366

    jakjak
    Member

    Waste of resources when you can just turn fog of war off though it is frustrating sometimes when you forget what units are in say a wizards tower

    in reply to: Rush building builders hall? #104062

    jakjak
    Member

    He doesnt wanna add 70 + 20 when building a priest even if it would not change the result of such math ie) would still take the same number of turns 45-89 production taking 2 turns meaning they’ve already done the math for you

    in reply to: AOW3: NQ group #103290

    jakjak
    Member

    Its very useful to aid in finding games and to keep those games running

    in reply to: Auto-Explore option #102293

    jakjak
    Member

    Nope because that doesnt help in multiplayer and everyone fast clicking their scouts is annoying and is disadvantageous to some people due to lag

    in reply to: Development Update & Return of Development Journals #102199

    jakjak
    Member

    Sexy

    in reply to: MP Lobby [Feature Requests] #102198

    jakjak
    Member

    I second or well third the proposed additions

    in reply to: Suggestion about spellcasting #102197

    jakjak
    Member

    I think if you were gonna limit blind it should definately be only once per unit per battle nothing about turns thats just even more tedious dispel needs a cooldown for sure steal enchantment is fine the way it is because you can only use it once

    in reply to: Auto-Explore option #102193

    jakjak
    Member

    I would love an auto explore


    jakjak
    Member

    Muskets do not need a buff any more than trebuchets and it is a very substantial one, as all DNs Ive ever played against and when I play DN mass muskets. In the fight I seen the guy only had three and it was definately more than a little silly to watch the slaughter every turn

    All the rest seems good so far except for the black screen(after a player leaves when entering tactical) that exnihil brought up ^.^

    The fast combat and treasure variation are my favorite parts of this patch

    and support units costing more is a good change though that one is tougher for me to be happy about 😛

    The Druid summons also good balancing actually useful early game less useful late probably a good call

    in reply to: Gameplay Suggestion: Compiled Topics Index. #91596

    jakjak
    Member

    ========================================================
    Problem 59 Mass trebuchets still rediculous
    ========================================================

    #Idont know how to bullet

    Potential Solutions

    Solution 1
    – make them tier 2 cut hp in half or whatever proportionally so that a tier 3 or 4 unit has a 50% chance of killing it on a charge mass trebuchets should not be a viable strategy they should only be able to ever be good support for other units
    solution 2
    -add a whole lot more effective ways to kill them right now there is the destruction spell still only against one and very costly or your own trebuchets/cannons. the rest are far to ineffective or only target 1 trebuchet blind rot rust strike and fireball are cool but only take the edge off and most importantly destroy the pacing of the game where one team is backing up to use every possible spell before daring to go forward against trebuchets
    Solution 3
    -cooldown which does not recharge if you spend the turn running
    Solution 4
    -halve their damage against troops
    Solution 5
    -make them availuble later in the game around the same time as tier 4s
    Solution 6
    -cut their defense slightly take away rienforced lower range by 1 take away stun immunity etc and make them take longer to build
    Solution 7
    -make their damage and damage done against them not count in the 4 turn calculation and lower their range by 2
    Solution 8
    -make them unable to hurl boulder if there is a unit within 2 hex forcing them to spend a turn to reposition
    Solution 9
    – Take BBBs ram suggestions and also apply them to trebuchets ie)more damage against other machines and walls but less against units

    Notes
    *pacing is my primary concern with them
    * have been on both ends not biased
    *Everything else about the game is great trebuchets are the only major thing otherwise there are only small adjusts many of which are above that I think should be made until the expansion good job on the game!

    http://ageofwonders.com/forums/topic/ram/
    http://ageofwonders.com/forums/topic/trebuchets-are-enormously-op-repair-machine-stuff/
    http://ageofwonders.com/forums/topic/holy-shit-trebuchet/page/2/

    Dev Remarks
    – We’ll look into your remarks and come up with a solution

    • This reply was modified 3 years, 10 months ago by  President.

    jakjak
    Member

    and I said Id be fine with instant kill on walls if that is what it takes to trade off against how redickulous they are against units.

    in reply to: Dreadnought and druid heroes – underwhelming? #91585

    jakjak
    Member

    or animals actually that would be better than ranged (see above) psudo related question do heros start out differentiated it seems like every time I run into a dn hero their defense is at 12 Im not sure if everyone just piles it on or if its a real thing if so what do other heros start with ?

    in reply to: Dreadnought and druid heroes – underwhelming? #91584

    jakjak
    Member

    I think the druid should have a second damage channel bonus to an army but that theirs should be ranged instead of melee furthermore I think you should be able to pick it just as you get to pick a favored enemy but that it should cost 6 instead of 4 like the other heros

    in reply to: 1.1 Beta Patch Feedback Thread #85245

    jakjak
    Member

    Very Nice patch! the best part to me is the A.I not waiting behind walls and getting torn apart by spells, but also some of the balance fixes look great particularly first born horned gods dwarf hunters and juggernaughts, as well as the cool down at start thats pretty brilliant!

    Ive never had a large mana surplus except as a Warlord but Im ok with mana caps.

    Im still skeptical about spells and trebuchets between human players however and that is my biggest concern cus it really effects pacing and fun of battles which are otherwise great.

    I think maybe monster giant etc slayer should be more common maybe as a skill or a visit building or at upgrades would help the direct “T4 problem” though these other changes should help the transition also of course machine slayer/destroyer should be added to this list Im really confused as to why that is not the case already I mean sabotage is cool and necessary but not quite the same or very common at all

    in reply to: Static and Stun kill the game #83127

    jakjak
    Member

    I think if you get it at elite medal like a storm sister it should be pretty damn good but the one you get from school of enchantment maybe should have a different stun chance

    in reply to: Everything that's wrong with this game #83089

    jakjak
    Member

    The game should have have a corner of the screen during city sieges dedicated to really raunchy porn 🙂


    jakjak
    Member

    I think that you should spend some time in multi-player I probably play in a similiar way to you and a lot of ehs I had about the game I liked while playing multi-player so thats my suggestion to you

    As for battle field panic I do think that units should only flee for 1 turn 2 turns makes it just a little too effective but this may be my favorite spell in the game mechanically and yet when I have it I rarely use it so I dont think it should be nurfed much as its very situational compared to most other spells and most rouge spells are if anything under powered almost all of them rely on sucess chance and only last for 2 turns instead of the whole battle which is a major disadvantage in big fights not so much in small ones and I also play druid more than the rest put together so I am not advocating cus I love rouges or anything

    in reply to: Trebuchets are enormously OP (+ repair machine stuff) #83077

    jakjak
    Member

    So my proposed fix is have their damage and damage done against them not count towards damage in the 4 turn calculation (same with spells as a sidenote) this way they are not nurfed but you are forced to actually battle using other units eliminating camping

    After that we can see if they still need to be nurfed I suspect yes mostly their hp because if you are defending them with archers they become a nightmare to take out which you absolutely arbitrarily must do as fast as possible always so they should have to pick between high damge or high hp

    It is also a good suggestion to lower their damage against units but you can raise it against walls I would be more ok with an instant kill against 3 sections of stone wall than the current system

    Or it can only target walls but has very high splash damage therefor maning your walls become a stupid thing to do and negates them completely except for that now the opponent still has to come to you and funnel them selves through the gates or hole in the walls that would be the best option to make them work really well in the way they should be used

    **It actually in this line of thought could be a really cool feature to be able to damage houses and building in the city in this manner after you force the defender to back into his city this just became my favorite option it could even kill some appropriet amount of citizens adding a little dimension to them in the game**

    I also like occasional thoughts idea that it takes a bit for the rock to get there allowing you to move troops out of the way which is still very useful in breaking up formations though if it went this route it should be an area of effect maybe even with more damage

    in reply to: Trebuchets are enormously OP (+ repair machine stuff) #83075

    jakjak
    Member

    My issue is with camping I dont care that their damage and hp are overpowered as much but when they just sit out side a city gate and your opponent has no plans on ever coming close to your walls just sets up archers and breath attacks to defend the over powered trebuchets while they are the main if not only feature of the battle that is THE issue that must be fixed It should not take 6 charging griffon riders to kill a trebuchet nor should it take 6 archers as it is you must have your own to counter them as early in the game as you can get them which is even before you can get other t3s if that is your goal and to attack a city with them you have to resort to what I call annoying bitch moves like retreating to the exit and casting every single one of your spells having a trebuchet is exactely the same amount of annoying bitch move there needs to be a way to prompt real battle none of this camping shit it makes the tactical combat go from a 9 to a 4 or even a 3 or 2 depending on how often it happens I did not think it was possible to have a boring battle when the game is set up so great ….until I met the trebuchet

    in reply to: Holy Shit Trebuchet #83067

    jakjak
    Member

    lol so after that annoying multi player battle I am not ready to go through it again I just for the first time started a campaign second level elven court I havent even finished my masters guild and those are always my first 3 builds in single player I move my starting stack plus 3 units ive picked up and a couple wild animal summons including 2 zephyrs to the next city …..trebuchets!!!! says very likely victory had to reload 4 times and eventually gave in and did exactely what ive been saying retreated to the exit and used every single spell with all my heros which is basically 2 smites 6 rain of poison blades and 2 root spears at this point in the game still had to reload 3 more times FML

    They need to be availuble later even if nothing else is done though I would prefer some way to not make you arbitrarily have to resort to annoy yourself your opponent and everyone watching tactics

    I realize they are getting a not move and shoot probably which does help a lot with kiting and cuts their power some defensively as they can get off 1 less shot but totally doesnt help with my at least main issue which is camping

    in reply to: Holy Shit Trebuchet #82959

    jakjak
    Member

    Back on topic, I have found vengeful frost to work wonders against trebuchets, and also rust strike and rot (alth

    but yes they are effective backing up and using them 10-20 turns in a row is just a tedium though

    in reply to: Holy Shit Trebuchet #82954

    jakjak
    Member

    AHHH Not a duplicate as Im not talking about overpowered trebuchets and counters I am talking about camping and pacing though everyone else is talking about overpowered trebuchets lol

    in reply to: Holy Shit Trebuchet #82624

    jakjak
    Member

    I didnt even think of the poor people that have to watch it lmao what an oversight! if I have to annoy myself to be level with my opponent I can only imagine what it would be like to watch for 15 turns rofl

    in reply to: So What Do the Independents Do That's So Important? #82621

    jakjak
    Member

    Think of it as the humans go and then the game goes it has to re calculate based on everything everyone did it would be nice if it were faster of course but compared to a human doing the same thing with as many units it is pretty quick

    in reply to: Holy Shit Trebuchet #82616

    jakjak
    Member

    I really like the idea of researching them it wouldnt help with ze camping but its a good idea I really did not want this to become a trebuchet overpowered thread the spell thing bothers me just as much cus I know Im being stupid not to do it but I also know its annoying and boring and tedious so I cant win either I feel stupid or …rude (for lack of a better word) and then when I dont play that way because its cheap and annoying the same guy I didnt do that to attacks me and is as cheap as its possible to be it really just severly ruins the game for me like if I were gonna rate the tactical combat it would drop from a 9 to a 4 maybe even a 3 if it happened more than once in a game

    in reply to: Holy Shit Trebuchet #82541

    jakjak
    Member

    <div class=”d4p-bbt-quote-title”>Bouh wrote:</div>
    I don’t really understand. To be out of reach of a city, the trebuchet have to fire the tower wall. If they want to kill your units and your units are not yet in the tower, they need to advance, and then they are in reach of flyers, cavalry and archers, unless I miss something ?

    But “making wall pointless” is exactly what they are supposed to do IMO.

    Flyers on the apex of the wall perhaps calvery at the gates not even close lol and a trebuchet can kill any 5/6 non machine ranged units as I found out today so it matters not if they are in archer range lol

    Yes so give them instant kill on wood walls and 2 turn kill on stone or even instant kill on stone I dont care just reduce the range or make their damage not count for the 4 turn limit so they dont just camp then kite

    Even in their current iteration, they do not make walls pointless. Walls still buy time and I find even the lowly battering ram does better damage to walls. But you are not a good trebuchet if you do not kill walls given rounds nor if you are not tough to kill, either.

    You are right they do not make them pointless they become a hinderance now you must funnel all of your troops through the gates getting hit by a trebuchet twice before closing into hit range not counting the archers behind them then again after you hit them once then again because only a t4 (or maybe firstborn/knight i wouldnt know) could take them out in 4 hits if its t1s and 2s you would get hit again after that even but you died way before you could hit them once lol so nevermind

    Again this is if the guy will not close there is no time to buy he is only aiming at your units

    in reply to: Holy Shit Trebuchet #82445

    jakjak
    Member

    Yes it was

    There are counters lots of them I myself could have used some of them if I knew to at that point to do so it was my first time playing a combat with them and I learned quite a bit that doesnt concern me my arguement this whole time is that its tedious and boring I stupidly shared my opinion that they are slightly over powered even after I spent a half hour thinking about their pros and cons but thats just my opinion

    What my concern is just that the camping its absolutely terrible I dont let myself back up to the exit and cast all of my spells even though it would be very effective because its an annoying bitch thing to do and trebuchets are the same thing they make combat not start until they are dealt with unless you have a lot of extra units to throw away on a charge (like I did though I didnt charge this time)

Viewing 30 posts - 31 through 60 (of 280 total)