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Patch 3.3.4 Proposed Changelog


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#361 StolenTech

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Posted 01 September 2018 - 03:23 PM

engineers repair bridges already, is it even possible to make them detonate them as well ?


Edited by StolenTech, 01 September 2018 - 03:29 PM.


#362 Tathmesh

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Posted 01 September 2018 - 03:59 PM

Maybe Foehn Engineers can get a Nanofiber Sync form that allows them to destroy bridges :p

#363 LordDesolator777

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Posted 01 September 2018 - 05:24 PM

Would it be possible to make it so when the AI surrenders in multiplayer any tech buildings they control don't automatically explode?



#364 Divine

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Posted 02 September 2018 - 12:14 AM

Maybe Foehn Engineers can get a Nanofiber Sync form that allows them to destroy bridges :p

That would actually make sense. Some say that the Foehn Engineer is not supposed to be special because that's how the world works and the world's rules are absolute...
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#365 PACER

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Posted 02 September 2018 - 04:02 AM

 

Maybe Foehn Engineers can get a Nanofiber Sync form that allows them to destroy bridges :p

That would actually make sense. Some say that the Foehn Engineer is not supposed to be special because that's how the world works and the world's rules are absolute...
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There is one single variant of Engis which can be healed by NanoCharge. Guess which.


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#366 J00B

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Posted 04 September 2018 - 03:45 PM

Could the free for all logic from the New game mode be applied to No Bases?

 

If I try do a 7 AI FFA in this mode it feels like the player is ganged up on hard.


Edited by J00B, 04 September 2018 - 03:49 PM.


#367 OfficialLolicon

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Posted 04 September 2018 - 06:30 PM

Could the free for all logic from the New game mode be applied to No Bases?
 
If I try do a 7 AI FFA in this mode it feels like the player is ganged up on hard.

Ai just prioritizes ganging up players than other bots when possible.. It also happens in FFA (when I played, noticed it) so I see no difference if it also gets implemented in it.

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#368 J00B

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Posted 05 September 2018 - 09:59 AM

It also happens in FFA (when I played, noticed it) so I see no difference if it also gets implemented in it.

I see. Maybe its purpose is for multiplayer, to restrict allying? Otherwise what good is it?

 

I suppose it's pretty unreasonable to ask for 'moar random AI' for No Bases, as the AI will be tweaked with time.



#369 Solais

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Posted 08 September 2018 - 03:36 PM

Next Ares version entered RC status, I think once it's released, 3.3.4. will follow suit.



#370 isaac103

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Posted 08 September 2018 - 05:58 PM

Next Ares version entered RC status, I think once it's released, 3.3.4. will follow suit.

Any idea what's new in this version of Ares? 



#371 Thesilver

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Posted 08 September 2018 - 06:38 PM

Part of me will miss the GGI rockets being shot out of windows, another part of me is glad that archers will work now in garrisons.



#372 Solais

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Posted 08 September 2018 - 08:58 PM

Stuff in the changelog is based on the new Ares features, I think.



#373 AlexB

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Posted 08 September 2018 - 10:10 PM

There's no nicely formatted list of all new features. I mention things I added to what 1.0 could do in the dev thread over at PPM.

In short: vehicles deploying into other vehicles types, or changing into other types when being promoted. Build times can be customized better, more spy effects, many other features expanded slightly. A lot of fixes and optimizations.

#374 GameMaster0000

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Posted 09 September 2018 - 09:58 AM

There's no nicely formatted list of all new features. I mention things I added to what 1.0 could do in the dev thread over at PPM.

In short: vehicles deploying into other vehicles types, or changing into other types when being promoted. Build times can be customized better, more spy effects, many other features expanded slightly. A lot of fixes and optimizations.

I wondering something, doesn't it's will be issue with type select?



#375 Handepsilon

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Posted 09 September 2018 - 12:14 PM

Ares has that covered : http://ares-develope...typeselect.html

Notice how you can type select engineers of different factions, or MCV + Conyard. Hell, you can type select FinAlize too

Edited by Handepsilon, 09 September 2018 - 12:17 PM.

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#376 FixenFrøjte

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Posted 10 September 2018 - 08:33 PM

guys. can we stop pretending that pterenadons are fine? it doesnt matter how hardcore your anti air is - they destroy E V E R Y T H I N G.

 

also, since their introduction, i still dont understand either why inhibitors are an ok thing. they make superweapons reduntant, and if a coronia player can get to tier 3 and get pteranadons+inhibitors, its mostly a game over.

 

im loosing interest in this game over coronia.


Edited by FixenFrøjte, 10 September 2018 - 08:35 PM.


#377 JackoDerp

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Posted 10 September 2018 - 08:38 PM

I would say in its current state the only AA that struggles with Pteranodon masses is those that do not do splash.

Mostly Aeroblazes and Oxidisers to an extent.

 

Inhibitors are annoying but they're extremely expensive and power hungry to use. So I'm meh on those, I don't see them particularly often tbh.


Everyone seems to be arguing over how Yunru came into such a position of power,

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#378 FixenFrøjte

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Posted 10 September 2018 - 08:55 PM

I would say in its current state the only AA that struggles with Pteranodon masses is those that do not do splash.

Mostly Aeroblazes and Oxidisers to an extent.

 

Inhibitors are annoying but they're extremely expensive and power hungry to use. So I'm meh on those, I don't see them particularly often tbh.

its everything except infantry. but when you DO mass AA infantry, its still a challenge (cathing them too), especially if buzzards, which are almost always mixed with pteranodons. theyre just needlessly OP.

 

-they are way too fast and this nerf isnt enough.

-giving them more damage is a joke.

-their damage against buildings is also too much. i thought they were flying tank destroyers, not flying demolishion experts.

 

im usualy not realy for proposing changes, but those flying fucks realy makes me see their AoE reduced, or completely removed.

 

your inhibitor argument was pretty good, but my mind isnt changed about them still.


Edited by FixenFrøjte, 10 September 2018 - 08:57 PM.


#379 0Weber0

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Posted 10 September 2018 - 10:43 PM

 

 

-their damage against buildings is also too much. i thought they were flying tank destroyers, not flying demolishion experts.

 

I do not know what game you're playing, but here Pteranodons are horrible against buildings, especially those that occupy a single cell (say, AA defenses).



#380 FixenFrøjte

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Posted 10 September 2018 - 11:00 PM

 

 

 

-their damage against buildings is also too much. i thought they were flying tank destroyers, not flying demolishion experts.

 

I do not know what game you're playing, but here Pteranodons are horrible against buildings, especially those that occupy a single cell (say, AA defenses).

 

yet somehow they keep taking down important structures. they swoop in, and while theyre not exacly SUPER effective, theyre still effective (5-6+ of them), and they fuck off before you can do jackshit about it. single cell defenses are another thing, yes.






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