Mmm they got the right spirit I guess.
Maybe this hex did need that server reset earlier haha.
Maybe this hex did need that server reset earlier haha.
Haha, if only i coulda found a way to get another troop bordering my cemetery i think i had this one in the bag.
Havent been able to figure out a way to toggle which nuke pad im firing from, it just defaults to the closest and if you have borders with somebody and already have a nuke down on that border thats covered by their same it makes nuking them borderline impossible.
I think 1E+300 might be the damage cap.
Basically im running magic king, with Time king king and progress king as enemies and i was able to unlevel and relevel everything over and over and over again haha then with a library at like + 11 levels and after getting enchants on my mages across the board / having it so every time a mage gets enchanted it enchants them 8 times instead of once, then also enchants all the orbiters it scaled out of control hahaha.
The amount of times I've lost entire games i was hard winning because i hit one pixel of an allys territory IN THE ENEMYS TERRITORY at end game with a hydro is a bit ridiculous. Just losing 50 minute games to the terrible alliance debuff is so fcking frustrating
Six hours we shot 150. Six Hours this masochist took our shells and shot back. RIP bro you won't be missed.
Tanks should destroy bikes when they collide.
Tanks should destroy blueprints they collide with.
Minimum time to bleed out should ALWAYS be less than the time it takes to bandage "personal suggestion idk."
Barges should be able to "force deploy" or drop the ramp anywhere, if the vics falls in the water on a "force deploy" or if the vic can't climb a slope or rocks it's on the driver. Just make the barge go immobile wherever the ramp falls.
Basic trenches should have the option to flip the hard point either direction not only in one direction based on how it's built "maybe this is a skill issue idk I have issues with this sometimes."
Maybe add a "build radius" circle on construction equipment when holding it with a crane.
We should be able to "hover" over the next ai garrison upgrades even if it's not teched to check the ai vision just don't let us build it.
Maybe give us "snappable gates?" Gates that snap from one meta to another like trenches would or and/or one trench to another, it's kinda frustrating to have to be pixel perfect when building gates across roads. Leave static gates in but having either option would be lit.
Hopping out of crane mid action should finish the action.
Add a "crane radius" when deployed, a circle showing the maximum range you can pick up/drop shippables. "Maybe minimum range too?" Idk that might be to much visual clutter.
Empty pallets should be stackable.
A timer should show up for empty resource fields when honored over to see when they should spawn. "Having to schizo check resource fields over and over is not enjoyable"
Border bases should have a visual timer on map when hovered so you know when they should refresh, I'm fine with random timers but please don't make us guess/waste half an hour or more hitting one button to claim a border. Just give us a timer and let us fight it out for the spawn instead of gambling with our time.
14.Let us build rails over provisional roads and roads under rails.
With gravel being more optimized let us stack gravel in crates of 100 instead of 20.
AA mode should be added to all infantry weapons just make the soldier stand still and aim up. "This might be too much but I feel like infantry should have more interaction with planes besides being in emplacements. I feel like if you just blanket the aa on everything you can balance afterwards, i would rather make this better for infantry first and balance the planes to the infantry and not vice versa."
Let us map pin resource fields.
I could go on with a bunch more ideas but this is a general list of what comes to mind when I think of QOL thanks!
Figure while I'm making a bunch of Quadiche posts I'd put a fun suggestion in, let quadiche aim its rockets up and fire mini rocket salvos. Make it a hard anti infantry specialist tank that specializes in clearing groups of infantry in/behind cover and grouped up in clusters. It can kill/force infantry out of trenches at a safe range of like 45 meters then spray them down with a 40m effective 45m max range mg Maybe it can equip He/shrapnel and fire rockets too to target AI or wildly spray at a tank line and hope something hits? Idk just imagine you're getting shot by a mortar halftrack except its rockets and its a tank and its firing 4 at a time at a shorter range. I just imagine it as like a short range Himar that constantly fires on enemy infantry, forces them out of cover and attempts to spray them down to support friendly tanks or sieges ai in mini bursts. This would preferably Have an "Arc Aim" then the rockets would wizz out and scatter around the target wildly imagine 4 mortar shots landing around the target except its lil rockets. With 40 slots and 4 loaded it could fire 11 salvos until it had to get ammo or just had to rely on the mg.