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Due to certain limitations encountered while creating the campaign map, we are currently remaking the ATE mod, which is expected to take some time. The new version of ATE—especially the design and systems of the human faction—will differ significantly from Version 5.1. Once completed, the new version will overwrite the current one. If you prefer Version 5.1, please make sure to back it up in advance.
I was wondering whether it'd be possible to "roll up" actions doing the same thing for different units as in the base game, i.e. dived or surfaced Attack Subs share one group action: whether to all surface or all dive and so have TSFs have their flight, jump, and land actions rolled up. This would really help in reaction-to-action time, especially when doing a laserjagd with a motley group of TSFs.
On that topic, maybe a "Laserjagd" action to prioritise attacking laser classes? It irks so to have a destroyer or fort basically graphic-covering the small laser classes as well as when the TSFs attack the tankier BETAs as the first valid target into their attack radius when the reason they're doing a kamikaze run is to exterminate some laser classes.
Finally, I think something funny is going on with the tags whereby double-clicking certain TSFs would lead to its being grouped up with TSFs of other types.
also why was the il76 removed?
what does the capture underground thingy on all the tsf's for? i tested it but i couldnt figure out what it was for
谢谢您愿意用时间来看我的反馈并解答
- 发现豹2A7V的炮塔细节和现实有些不同,可能是特意简化了?
- 艾布拉姆斯的炮管看着有点太纤细了
4.关于步战车
- 我认为布莱德利跟t15的反坦克导弹都是平射的,不应该会被光线级拦截掉,或者说拦截窗口很小(平衡方式可以降低射程或者削弱导弹威力)而拳犬师装甲车的导弹则是抛射(虽然我觉得muvluv世界观因为光线级的存在不是很有可能会出现抛射长钉这样的东西),因此被光线级拦截我认为是合理的(为了在其他步战车面前显得没那么鸡肋,可以适当的增强拳犬师,增强方式可以增强拳犬师的机动性/极速)
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这些只是个人游玩时的感受,如果能对优化有帮助就太好了!再次感谢您带来这么棒的作品。
1.关于光线级
- 当遇到大量光线级时,发现炮弹总在开火瞬间就被拦截,陆军火力完全失效(可能是设定如此?)
- 如果能给炮兵设计某种特殊攻击模式(比如低弹道平射)可能会更平衡?
- 或者能让光线级/重光线级在蓄力攻击的时候没办法拦截导弹/炮弹感觉也会更合理一些?
2.反光线导弹系统
- 后期操作压力大时,经常忘记使用反光线导弹
- 希望可以增加自动建造/发射反光线导弹的功能(可以在反光线发射井T2时解锁该功能)
Will not significantly buff or debuff the units. Some Melee/Hive mechanics maybe changed. And the balance can be modified anytime in the future update.
Overall I absolutely love your mod. I thought I was just going to like it as a Muv Luv fan but honestly you've just made a great game in general
EU = Anti laser suppression and holding the line, especially once you get the p1000 but after that if you play on lower difficulties you could push out and expand but turtling is really the right approach and a turtle approach is needed to advance towards the beta
USSR = Great for pushes as the tsf's are quick to build and the tanks are fast and cheap. as well as unlocking the t4 resource extractor.
USA = A great all around choice and the safest choice if you want to experience all the other options units and use in a combined attack.
JAPAN = Its a nation where you really have to turtle hard as most of its units are so expensive and you really have to rely on static defenses and just holding the line to gather up the needed resources to drop A-04 and build up your army.
- Turtle hard and build walls and defenses, but the best defense is the coastal artillery, because it can kill and outrange the smaller laser class while being able to get a lock on the heavy laser before it can aim on your walls. and build flamethrowers 5 tiles behind your walls to not get chipped if some beta get through
- Dont play on small maps with little to no resource points. the beta will win, even if its the easiest difficulty.
- Try to experiment on strategies, this are just the strategies i used to beat nightmare difficulty on the LARGE EARTH map
- Fast tech as well as focus on defense, its not worth it to poke the beta and try to stall. yes just focus on your base and your economy for the long run, the game always lasts that long and its just dumb if you attack the main beta hive early because your just going to activate it and make it harder on yourself.
i finally found a suitable and optimal way to play as humans across all difficulties. yes, it involves insane macro-management and luck if it wants to get pulled off especially in the harder difficulties.
- The beta burrow attacks and landing units primarily focuses on the farthest tech structure so to counter place your hq near this points and adjust as you slowly push forward. yes, you have to turtle and get your army up, focus on crowd control rather than heavy hitters. TSF's with shields can help but its situational and can realistically only last a small laser shot or two.