First off Id like to say that Titans being amphibious is great and that there’s no more auto casting of their special. But the Titans of old used to have two distinct attacks that they use on non Titans ie units and buildings. Those two attacks are 1) Slams the ground with fists/hammer and 2) Does a foot slam twice. These attacks are generated via random ness and you cannot change it manually. This can result in weird situations where the Titan does a second step next to the building it has already destroyed. Or the AoE damage to a unit it fails to kill in one strike follows the target on the second step. I hope these issues have been resolved.
Hello,
That’s interesting feedback about the Titan mechanics! It sounds like you enjoy the recent changes to Titans, particularly the amphibious nature and the removal of auto-casting specials.
The points about the two distinct attacks (ground slam and foot stomp) and the randomness associated with them are valid concerns. Here’s a breakdown of the situation and potential improvements:
Current Design:
Random attack selection can lead to:
Inefficient movement (double stepping)
Mismatched area-of-effect damage
Potential Improvements:
Targeted Attacks: Allow players to choose between the ground slam and foot stomp for more strategic gameplay. This could be implemented through a hotkey or selection menu.
Prioritized Attacks: Prioritize the ground slam healthinsurancemarket when attacking buildings and the foot stomp for units. This would improve efficiency and avoid double stepping near destroyed buildings.
Attack Indicators: Visually indicate which attack the Titan will perform before it executes, allowing players to better anticipate movement and area-of-effect.
Implementation:
These improvements would likely involve modifying the game code to introduce player control over attack selection or implement prioritization based on target type.
Overall:
While the current random attack system might function, the suggested improvements could enhance the gameplay experience by providing players with more control and strategic decision-making during Titan combat.
Here are some additional thoughts:
Balance Considerations: Introducing targeted attacks might require balancing adjustments to ensure neither option becomes overpowered.
Learning Curve: Adding attack selection might introduce a steeper learning curve for new players. Tutorials or clear UI elements could help mitigate this.
By considering these aspects, the developers can determine the best approach to refine Titan mechanics and create a more engaging gameplay experience.
Did you copy and paste my post on ChatGPT? Ai sure has evolved In the last few years.
Yes, now at least using titans on aquatic maps rents you out…
My thoughts exactly lol
I should’ve also mentioned the whole thing with flying units and how they only take AoE damage from Titans.
It would be cool if they had an animation where they grep a flying unit and throw it to the ground.
Maybe they’ll put it in later…