tedster
My effortposts bring all the boys to the yard
And they're like, "how u gather more shards?"
And I write, "kill the creeps labeled hard;
gotta rotate, while the titan shrines charge"
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If you organize a concave before a fight it wouldn't require any specific movement, just a button-press. Which is pretty damn powerful all things considered.
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My only concern is that this would trivialize some in-battle micro. I can see myself mashing this button constantly to pull back wounded troops and cancelling it with an attack-move command, or using it to trivially separate my tanking hero from my …
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There are certainly a handful of people who can! That's why i said "most" TBH 2-3 days isn't enough time for even most good players to put together a team and get ready. There's a lot of reasons to push it back and if that expands the player pool…
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I'm voicing my opinion that 1 week in is too soon for most of the Open Alpha people to compete with the Closed Alpha crew. I'd prefer to push it back to the second week so the first "tourney" isn't just a showmatch between people who have been playi…
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@Treisk If sandstinger upgrade was to get changed (which I'm not sure is necessary, but I don't have the data to back it) I would suggest nerfing the upgrade itself rather than changing the cost. The symmetry on the cost of Basic Unit unique upgrad…
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Final Thought Why is there a side LANE at all? There's nothing marching down the lane, so why does it exist? What could it be other than a lane? A jungle? Cliffs? A town? Is the concept of a "lane" as a feature limiting creativity? Is the con…
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A thought that I want to float out there is that I believe players are encouraged to spend too long in the center lane - side lane rewards notwithstanding. The ratio of "must-be-center" time feels quite high, and that's ok right now because there's …
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@excal said: hey tedster beyond that, we're also interested in leveraging mercenaries here. if players can create meaningful threats with juggernauts/engineers/etc., then this could open up more opportunities to split. i think there are a…
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I personally think it's very much in line with range increases on other basics. I could be convinced otherwise if a transcendent player came around and dominated with Sandstingers but I really don't think that's happening at the moment. Eris is a g…
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OK gonna try to quickly respond to a few things I disagree with re: balance because I think you're missing some important considerations/counterpoints. Here goes! Sandstingers are by no means an oppressive unit at any level I've played at. They a…
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Updated with a quick set of thoughts about "safe" objectives
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I've honestly stopped updating this thread because so much was changed over the course of several rapid-fire patches. Most of this stuff is referring to legacy units and balance and is no longer applicable in the current patch. On top of that the cu…
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@Rundar said: I agree with pretty much all the issues here. Having multiple ways to end the game is a staple of RTS games, and that is also something HotS (MOBA) got right and I love (mentioned by tedster earlier). Making the map bigger, addin…
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Man i just posted a separate megathread on this, i can't believe I didn't see this post first. I'll read through it and see if I have any additional comments, in the meantime I've posted a bunch over at https://guardiansofatlas.org/forums/discussion/849/m…
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Challenges to Implementing New Objectives Good news: the two most important obstacles to adding new objectives not only help cancel each other out, they actually help address a fairly frequent gripe of a subset of testers! Map size would probably…
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I understand this concern but it takes maybe 5-6 games in the current iteration to unlock virtually any unit composition, and that's a reasonable learning window anyway to figure out what the units you're unlocking are even doing. In short while I …
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https://www.twitch.tv/tedsternator War3 tournament vet, played a lot of Atlas closed alpha. I'll be streaming on the regs, depending on when games are happening. I may also attempt to do a series of tutorial videos if that proves to be helpful (an…
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I would agree that right now Nautilusks feel a bit too easy to kite without having clear roles, especially due to the released reliance of Blue on Quadrapi. On the other hand, I feel like Slugs should be the counterpick to heavy tanks rather than pu…
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I agree with Tokowa's observations to a large degree, especially on the suicidal nature of the Cinder Beetle upgrade. An upgrade designed to trigger only when you are "losing" is going to feel bad the majority of the time, even if it's good, which i…
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I'll be having nightmares about Frostcallers for years (otherwise I really really like this patch)
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Yeah, it seems like a lot of the changes were closely related to stuff I discussed - I'm assuming they had already reached similar conclusions, but it feels good to see some confirmation Honestly I really think the current build is the most fun ve…
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Hey I just wanted to mention that i've suspended this thread and will not be doing White for now since so much has changed about the game that there's no way what I post will be remotely accurate for the current build. I could post White as sort of…
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Good thoughts. I tend to agree that there feel like too few units available at the moment for the progression system to be enjoyable. High-tier blobs feel especially powerful when you only have a handful of ramshackle units to fight them with, and t…
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Blue finished: possible placeholder for wrap-up
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Reserved: White
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Blue Blue is my favorite faction. It is a highly synergistic faction with lots of tough choices to make in deck and army composition. It is encouraged to build a "complete" army and has interesting support options along with neat tools for ambushin…
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Green Green is in a weird place, with a handful of good units but much less synergy or variety than other decks. Green feels strong but same-y, and units typically don't feel like they "go together"; you're just using 1-2 "good" units and often ign…
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SEND US IN COACH
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Reset me coach, I can take it