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LagOps

Alpha & Beta Tester
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About LagOps

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    Bane

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  1. wait, hold up! hybrid orbs are possible??? that would solve SO many problems! how often did an argument end with "yeah card x is too good to be splashable, but it would kill splash faction y if it was pure"? Now this is some really exciting news!
  2. an AI mode does sound great, but i wouldn't even know how to start writing AI for battleforge. the game is way way too dynamic for it as it lacks classical base-building mechanics and tech progression. the void system, ability to spawn units in the field and use of spells leads to vastly different approaches to matches when compared to other rts games. if anyone has any sort of idea on how a decent bot can be made, then i am all for it. i have however the suspicion that the lack of bots in pvp is for good reason: the devs could not deliver an acceptable bot in an acceptable sort of timeframe (
  3. Welcome! In terms of guides, feel free to use the guide navigation thread to find relevant guides for you. For tutoring and finding sparring partners, check out the tutors and apprentices discord - we have lots of experienced players there (close to 500 members) who can give you advice on your decks, tutor you ingame and analyze replays.
  4. I am a bit on the fence on this one - on one hand i really like to see the barrier of entry into pvp being lowered and the playingfiled being evened out. Without free decks we are talking about 2kbfp+ even for the cheapest viable decks and that's an investment new players likely just don't want to make. First they need to inform themselves about what they actually need for a pvp deck and then they might end up not liking their faction and switching to another faction or maybe they don't enjoy pvp at all. With the free decks you get a viable high elo deck build to just try out factions with and
  5. Even if they devs were ever inclined to sell your data - there are not that many players in the game and i doubt that data would even be worth selling. That aside the devs have my full trust in this one. The sheer amount of hours that went into this should speek for themselves.
  6. I would like to see 25 slots eventually, given that each faction was adjusted to allow for more diverse viable strategies - especially pure factions (with the exception of pure shadow to some extend, there is some build variety there) are quite reliant on must have combos. Right now, i feel that only universally strong cards are being played and more situational cards are maybe 2-3 slots at max in meta builds depending on the faction (for some faction this number is 1 at most...). With a more viable set of optional counters / combos, it will be much viable to adjust decks to personal preferenc
  7. @Halis Yes, you need rank 10 to get the upgrades. The rank is not easy to reach without heavy investment of time and resources into grinding pve maps. I find it to be very boring having to grind the same few time-efficient maps over and over again...
  8. @RadicalX mele units in t1 are in a decent state and as you pointed out it's the spamm occuring in certain matchups... which typically involves spamming ranged units to the point where mele units often don't feel viable anymore. that was pretty much what i meant when i said ranged units are too dominant - the point of them becomming opressive is reached too early in my opinion. As for nature t1 struggling against t2, well that's not exactly suprising considering how scaling-heavy the faction is, which often results in mid-late t1 being avoided by the non-nature player. After adjustments t
  9. I would be really happy to see rank requirements for upgrades be removed. You can build a viable pvp deck in a week or so, so that's really fine, but i STILL don't have the pve rank needed to upgrade ultra-rares after 1 month or so of playing semi-actively. Yes, getting pvp rank is easy if you find someone actually playing ranked pvp, but i mostly enjoy sparring and don't want to be forced into ranked like that. Esepcially for new players i could see this being a major annoyance of having to play ranked first, just to be allowed to upgrade your deck.
  10. That's great news @Kubik! Can't wait to see both community maps turned official pvp maps and card changes on the test-server become a reality!
  11. Your comments about t1 imbalance, i fully agree with. nature and frost t1 both are not up too par (for different reasons and it would be hard to find balanced fixes for this imo. damn, now i wrote an essay about it... again...). still, we should also examine fire and shadow t1 as well as they do contain some quite problematic elements. mostly it's the towers, but i feel that overall, ranged units seem too dominant in t1. in almost any matchup a ranged unit spam is par of the course (with some exceptions in the form of thugs spam, which needs a nerf), where as in t2 you can see much more v
  12. one more thing about the npe... since you get decent decks in a reasonable timeframe and get enough gold for upgrades, it is really annoying to be restricted by your pve rank. In particular ultra-rares have too high of a rank requirement to upgrade. getting to the required pve rank (gold 2) takes quite time some considering the exp you get for rpve and campaign maps. In addition, i feel the current reward system gives very little worthwhile rewards after doing your quests. I'm a bit worried about multi-accounting in that regard since you can reasonably do the quests in 30 mins.
  13. Honestly it would be best to have some handpicked and well designed community maps in ranked pvp instead of some of the EA maps. Especially layesh and wazahi are poorly thought out an ymria can be a problem (not nearly a bad tho and mostly due to cliffing only) as well. But you can take only so many maps away before ranked gets a little to repetetive and decks can be built to cheese certain maps if the pool is small enough. In terms of community-maps, well there would need to be some contest first to have properly designed maps to pick from. The focal point should be on playability and no
  14. i would rather avoid turning cards into gold, after all gold is used for account progression and such a conversion would make multiaccounting much more convenient. now rerolling a card for a card of the same rarity on the other hand...
  15. battleforge plays very differently from your average RTS. adding fog of war would make it very chaotic as armies can be spawned out of nowhere and scouting would have very limited effect. imagine playing any standard rts where both players are unable to scout. that doesn't play very well, does it?
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