TokOwa
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I think your conclusion that attack is mathematically better than defense is correct, but I think the fact that if you think that surviving longer may lead to more attacks dealt by a unit while having more dmg but dying quicker, the practical impact…
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Hey @Uuuux ! Thanks for replying. First of all, I don't think 1) or 2) is contradicts or is different from what I've brought up. 3) I think you've been very quick to the conclusion that balance is broken, because personally I generally don't feel…
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You can hold over the channel name to see the timestamp =)
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As a player I definitely agree on the wonkiness of pathing, but it's also an element that rewards micro and unit control.
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Feeling particularly inspired today, so I'm going to give my comments on the Nautilusks as well. Nautilusks These guys. The frontline and pride of the Empire of Ometa. They are equipped with the latest protective technology and sent to fight the m…
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While I do agree that your change (increased DPS) would make the unit better and more useful, the goal of my suggestion was more to push the unit towards its identity, which is more like an 'immortal-esque' unit. I think keeping the thematic uniquen…
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Hey, I would like to give some thoughts and feelings on two of the T1.5 units. Aquanauts These seem way too squishy for being a 'sturdy, well-rounded' unit. They have good dps, but doesn't seem to have the sturdiness to actually get into situation…
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Hey, will the forums be changing in any way at the launch of open alpha?
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I'd like to say though, that I am almost 100% certain that a lot of what was written here was taken into account. At least I feel that the colours went through changes that were super beneficial. Although the changes haven't comprehensively changed…
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Hey, just wanted to bump something I wrote about progression systems before. @TokOwa wrote: One of the reasons I'm skeptical to a 'hard' lock on mechanics is that every player might learn things in a different order. There isn't necessarily …
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Yeah, hopefully they will react fast when circumstances arise. It seemed like they expressed that they are no changes to custom game availability as well as no plans to make any changes, so I wouldn't worry too much.
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@Motiva I think PVP will be restricted at the open alpha. This is to create times when people reconvene. Hopefully we get a few games in the dedicated times rather than 0 games 24/7 (which will usually lead to a gradual reduction of playerbase). You…
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I'm also up for a reset!
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These are just my first impressions and I'm curious to see if they persist on this iteration after tuning and more experience. At the moment, the game feels very narrow strategically. Previously I would be able to dart around and punish my opponent…
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I've been meaning to come back to this for a while. Thanks for the reply, as I realised some of my points were out of wack and I'd like to clarify what I meant. @tedster said: Snowballing In particular I think the claim Tokowa makes th…
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@Dragomadryl said: Wild Caterpillar Trees seem suspect in execution. As they spawn to always maintain two catepillars, there's no real incentive in invading your opponent's tree. Just DPS your own catepillars and maybe steal if possible, but …
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Did a quick stalk of his match history and I think this is the ID: Gcee95ebbf4b946b5821746159a151de7
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Hey, awesome to have more posters on the forum! I disagree with what you are saying on many levels. I'll briefly try and reconcile our views on what the game is about and how the game progresses. Then talk about riskiness. Atlas Design Objectives …
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I really can't agree on your conclusions regarding the Titans because it hinges on one argument. Namely that the existence of an opposing titan means that your hands are tied and you have to use all your forces killing it. While it is the case that …
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Playtest 229: The Recapturing One of the major changes that the patch brought forth was increasing the threshold in which a point is actually contested. This is primarily an issue with tank heroes, but can also extend to any deck as the game goes o…
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I'm inclined to agree more with Slammer. Vex has an edge with versatility, but that is about it. He benefited from Red being strong overall, and the nerf to devilkin dervish and the buff to Non T1 HP has put him further back in line. He's still good…
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Atlas Feedback III Balance Introduction I want to preface this discussion with a few words of caution. The main purpose of this post is not to critique the game balance of Atlas, rather, it is about explaining upon an elementary understanding of b…
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Hey, this is an interesting thought and I wanted to offer some insight on the basic elements included in the game and question what specifically you would propose could change. As you might be aware, certain functions already exist. You can log in …
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Atlas Feedback II The Elephant in the Room Large skill gaps between teams detracts from game quality. I have tried very hard to think about where Atlas is struggling from a game design perspective. This is one of the reasons that I think makes it…
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There were no changed to the seedbots slow, only graphics.
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On the "risky actions" I think the lack of those high risk-high reward situations is also deliberate. Assuming that both sides have symmetrical opportunities, imagine that the worse team has a "risky action" with a certain chance of succeeding. Obvi…
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Been thinking for this for a while and I was finally able to figure out what it is that brings about this situation in Atlas. At the heart of the issue is the proportion that gameplay is driven by the opposing players compared to the game itself. I…
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While I agree that they have diverged from the traditional RTS by a lot, I think that to a certain extent it was inevitable given the criteria that they had set for themselves. For example, they want the game to be able to be played at a "competent"…
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I only meant saved loadouts would help because then you'd play many games with similar key setup for the different units and abilities, and hence, you'd get more used to it, and wouldn't have to look down. It would be more consistent and therefore l…
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You are absolutely correct on how it functions. It seems like the greatest challenge comes from the unit variety offered. If every unit had a unique skill button, or unique building key, you'd end up with like 12 different hotkeys instead of just 6.…