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Thread: [EB MP]3.0 Thread - Testing and Updates

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  1. #1
    COYATOYPIKC Senior Member Flatout Minigame Champion Arjos's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    While I can agree to don't use guard mode, since afaik it can't be nerfed, I hope the EDU won't get too arcade removing features (even the history backed ones)...

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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Imma gonna use teh guard mode.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  3. #3

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    is there way to disable guard mode? it would encourage tactics instead of sitting and waiting, and charging would be less of a death wish, this would probably remove the value of pikewalls however, as the best defence becomes offense. btw nakeys should keep scarey, catas probably shouldnt, but should get some other buff to maintain their price.

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    ‘Abdü’l-Mecīd-i evvel Member Kival's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Some units are useless or at least not as useful as they historically have been without guard mode. Especially hoplites are no good without guard mode.

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    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    The strength of hoplites was historically in their shield-wall formation. Guard mode is a fine substitute for shield-wall, as it functions similarly in-game.
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  6. #6
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Change the radius and increase charge to 20ish, it helps reduce the importance of guard mode as units won't spend all their time spread out and unable to concentrate mass.
    Last edited by antisocialmunky; 10-28-2011 at 04:25.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  7. #7

    Default Re: [EB MP]3.0 Thread - Testing and Updates

    Quote Originally Posted by Arjos View Post
    While I can agree to don't use guard mode, since afaik it can't be nerfed, I hope the EDU won't get too arcade removing features (even the history backed ones)...
    When I call a feature an arcade one it means it isn't historical. History and arcade are meant to be opposites here in the terminology.
    Quote Originally Posted by Kival View Post
    Some units are useless or at least not as useful as they historically have been without guard mode. Especially hoplites are no good without guard mode.
    Quote Originally Posted by gamegeek2 View Post
    The strength of hoplites was historically in their shield-wall formation. Guard mode is a fine substitute for shield-wall, as it functions similarly in-game.
    Why the common misconception that history and game mechanisms need a one-to-one correspondence? That's not how it needs to work. There are always more than trivial ways and alternatives to this superficial shield-wall?-let's-design-a-feature-called-shield-wall approach.
    Quote Originally Posted by antisocialmunky View Post
    Change the radius and increase charge to 20ish, it helps reduce the importance of guard mode as units won't spend all their time spread out and unable to concentrate mass.
    Case in point. Don't know if it works or not, but it's an example of what I describe above. And I'm not sure if the whole the-engine-sucks-so-let's-keep-features argument holds too strongly.
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