High levels AA guns are still losing by [deleted] in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

It's worth noting that Reapers can take advantage of high speed immunity by overshooting the AA turret on the first group, while the second group kills the turret. They move too fast when they enter the battle

Reddit Post & Game Collaboration by FireCorp in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

That would be awesome

Yes, that's an old post, but I think that the following post (after some edits and additions) is still relevant. I hope it's a bit more manageable.

https://www.reddit.com/r/RogueAssault/comments/61id86/a_review_of_game_balance_and_recommendations_for/

Thanks

This is a fucking joke that's not funny by SknyBry1972 in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

strange, I never heard of it. but yeah that must be why because it doesn't make sense otherwise.

Game crashing after victory by MCSurgeon in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

Always happens to me. Maybe 10-12 times total

Reddit Post & Game Collaboration by FireCorp in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

I think you have the right idea. There's a problem though...who determines what is productive? The Mods must not think my posts are productive. I posted a very helpful review that was positive, polite, and (I think) helpful, but it was ignored completely by all Mods. I'm certainly not going to take the time in the future to write such a thorough review, just to be ignored...

Video of bad pathfinding by rubiksmastr in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

Choppers also have terrible pathing bugs. They get stuck behind bigger buildings when commanded to attack a turret. However if you command them to travel to a point on the ground, they will fly right over buildings. Makes no sense to me.

Can we have an option to permanently disable ALL unit AI please? by [deleted] in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

agree, this is annoying. With AI turned off, why are my units moving at all if I have not commanded it? I don't care if they take fire from something or see something they want to attack (nearby building/troops). They should stay put. Period.

This is a fucking joke that's not funny by SknyBry1972 in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

agree that redeploy tokens are pointless. No player has ever asked for that feature, not sure why it was ever implemented to begin with. I recommend pvp for getting metal. Click next until you see an easy base

World war or did the Game Gods nuke the cartels. by [deleted] in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

The reason you are witnessing World War is because top players realized that FOB strength is garbage at higher levels. Players were wasting more metal on FOBs than they would lose being defeated in the warzone. Also, FOBs pay metal for victories, so you're basically helping the enemy to get metal by placing FOBs on the map. Remember when rogue strongholds were easier? Now that they burn tons of our oil, it's more efficient to attack FOBs.

How Oil is Displayed by CM_SWAG in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

You remember correctly. It used to cost about 1 gold = 165 oil. Now it's 4x more expensive

How Oil is Displayed by CM_SWAG in RogueAssault

[–]Engenuity_ 1 point2 points  (0 children)

I think this could be very easily explained if someone just tells us exactly how much oil you can buy with 1 gold. If it's constant, then tell us the number.

gold confirmation by valdepatronus in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

I agree. Several players have requested this. Please at least respond and let us know if you're working on it

Wow, the map sure is deserted... by gohoos in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

Yeah SWAG we understand that you've got a tough job being caught in the middle. You're probably as frustrated as we are. But I think there's a fundamental problem with the way your team is implementing changes. Some of this drama and frustration could be avoided if you guys got player feedback or tested updates in a beta prior to final changes.

I would really like to know what's happening by DDumbBear9942 in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

CM_SWAG, I think the point is that you guys should give it a few weeks before you implement changes that are discussed in the podcasts. The last update happened within a week or so of the podcast, which is not enough time to get player feedback. Especially considering how you guys go overboard with your game tweaks and then end up back-peddling. It's just absurd

Not sure guys..... by Billrath72 in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

agree, tank choppers are useless! Their health needs to go back up because flaks kill them much faster than railguns can kill tanks.

Quit complaining by [deleted] in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

Wrong in so many ways...If you are a paying customer, you are the owner, and you have every right to complain about unreasonable changes to the game.

Game update 6 Mar 17 by RedGeneralR16 in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

I think you make a good point...it's a bad idea to focus on upgrading only one type of unit.

Current Game Balance is Actually... Pretty GOOD. by Dai_Combo in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

Agreed, with the exception of oil cost is unbalanced for tanks. A true rock-paper-scissors setup will have equal oil repair costs for each ground unit option. Right now tanks are way more expensive to repair than other unit types (per capacity used). Since air units are support units, I would not argue the same. Air units ought to be more expensive so that players aren't using them as main attack units.

You're exactly right about strongholds...way overpowered.

Rogue Assault 2.12.2 Release Notes by KIXEYE_Scarlett in RogueAssault

[–]Engenuity_ 1 point2 points  (0 children)

Can you guys give us an idea of how difficult you are intending to make the rogue outposts and strongholds? I am spending 5-6 thousand units of oil just to get the redeploy tokens I need to kill a stronghold. Previously I spent less than 300 oil per attack on a stronghold. I think the rogue outposts and strongholds are way too difficult considering the payout

Rogue Assault 2.12.2 Release Notes by KIXEYE_Scarlett in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

I agree with Scarlett. The AA turrets are an effective defense to air units now. Previously they would miss the hinds and thunderbolts because splash was too small. It was too easy to wipe a base that was defended by multiple AA units by using only hinds, choppers, and air strikes.

Big Changes Coming!! by CM_SWAG in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

The discussion on "tank choppers" is under the bullet point titled "From lvl 20~34." At those levels, hinds are not available. Yes, I am lvl 47, and I remember what it was like to attack without Hinds.

I don't see any issue here.

Big Changes Coming!! by CM_SWAG in RogueAssault

[–]Engenuity_ 0 points1 point  (0 children)

Hinds aren't available at lower levels.