I've a request about bio upgrades. When doing bio upgrades you don't really have a good idea what to upgrade and what ratio it's at currently and what level the bio is at. Would it be possible to add this to show up when you do the upgrades (the text other players see) and maybe on tooltip when doing the upgrades? Or even better have bio ratio and level show constantly beside the minerals or somewhere. I'm guessing marines and marauders are like in normal SC2? Marines are strong against bio and marauders strong against vehicles and buildings? Maybe have the upgrade tooltip reflect what they are good at.
@fenzon: Go
you should never use percent for mesurable quantities.. percent are only usefull if you want to make a bad statistic into a good one :-)
with amounts i would fully support your idea. or just make it as upgrade levels..
i think you should make a larger amount of changes to some private
testing and than post it evry time i start another game theres a new
patch already
Yes... its patching too fast... Do a big patch. I hope you have all written or something or patching wont end. I hope you have final plan for stable version.
Yes... its patching too fast... Do a big patch. I hope you have all written or something or patching wont end. I hope you have final plan for stable version.
I'm more or less happy with the game as it stands. There's no real bugs and the balance is decent. I'll be working on a full inventory/ability re-vamp next and I'm going to take my time with it.
On Spawning layout:
- I expect you've made spawning static by now, if not, do it. Just to make sure.
- Make PF spawning troops to attack middle CP directly, and LT spawning troops to attack side CP's.
- Make Landing Towers rebuilt itself over 30 seconds.
- Rebuild Bio upgrade mechanism. Make separate upgrades for Add +2 marines, Add +1 Marauder, Add +1 Medic, Add +1 Saboteur (Ghost, bonus vs bio, must cast EMP with AI), Add +1 ACV (Little shrinked Agria Civil Transport with turret, tough and with 8 range Autocannon), Upgrade Marines, Upgrade Shocktroopers, and Upgrade Base Defense (Increase Armor and Damage of turrets). All with 2-3 levels and with right gas price.
- You can still keep bios grow in HP and damage, but it's must be minimal in values and completely flat with both teams. For keeping Bios harmful as players escalate, not for giving one team an advantage over other one.
On Map layout:
- Rework the 1st high-ground level of the Bases. Move ramps closer to the corner, so PF Bios will go middle adecuately and LT Bios will go straight to e side CP's with no zig-zags. Don't forget to add a second turret on far-side ramps.
- Move side CP's further away from base, so you wouldn't attack enemy turrets just from their ramps.
- Make two additional small-sized cliff-platforms between middle area and side-walking Bio path-crossing, or just between opposide Side Control Points. It must be somewhere in the middle of these map quadrants of nothingness. Just for a little tactical advantage, but with risk for being blocked as there's only one ramp on each cliff.
- Add some more movement/vision obstacles, primarily on top-right and bot-lef areas
- Or how about expanding these far corners into two new control points with neutral shop buildings, selling one random Artifact item (of any slot type), replaced with another one every 4 minutes? A quite good place for someone, who having troubles capturing middle... oh, and if you have not enough artifacts ideas, I can help. Though it's easy when searching trough available icons yet unused.
-
On Items layout
- As you're going to rewamp the item into upgradeable items, there are lot of items open to introduce and a lot of place. Splash/multitarget weapons are still not there. How about some mortar weapon with high reload, range and splash, in cost of minimum range and low DPS? Of course if there's an easy way to make hyperbolic attack projectiles...
- Make an Energy transfusion item, maybe with low range and Sentry attack effect. Of course it should work only if ally have energy to fill up, one to one.
On the Abilities
- If you wish to grant Vehicles their unique Abilities, do it ASAP. Otherwise there is no point in discussing them as they're now.
Alternatively:
- Double the cost of Armor Repair and Shield Repair, also double the amount restored and energy cost. These abilities are good only in early, but they're require some energy regen items anyway. So, making it more bold will make them how useful even in late game.
- Same with most of the abilities. They all must have unique cost dependent on the effect, much higher than now, competitive with other items.
- Shield must block more damage, but drain more energy.
- Painting must give more additional damage, but have shorter envelope/duration.
- Afterburner must last more, for higher energy.
- Snare and Micro are two most useable and dangerous Abilities, they both must worth about 3k.
- Probe Launcher and Cloak have no practical use, they must be reworked. Like giving you a Cloak to use it at any situation or to attack from within, but draining energy fast. Probes must have greater vision range.
Misc stuff:
- Theres an error in capture message about capturing Refinery. Not Refinary :D
- I wish for air vehicles :((((
- Fighters/Bombers
- Aura Items?
- Probe Launcher and Cloak have no practical use, they must be reworked. Like giving you a Cloak to use it at any situation or to attack from within, but draining energy fast. Probes must have greater vision range.
I did read your whole post and it was quite interesting. I don't mean to quote just this one line but I thought I'd reply to this specific line.
Next match you play, when you're trying to attack the landing towers, strap on a probe launcher and use it to grant vision of the high ground there.
I agree the probe is quite lackluster. I might see about giving it some additional functionality like being able to use your probe to lay mines/turrets.
I am new hereand want to post something special about my FAVORITE MAP Catalist :)
Today on wednesday we all got the new Patch -.- and the map catalyst is no more working good like befor :(
if u die ,ur equipment is droped down or awayfor ever -.-
the siphon laser waeppon is no more working restores no shilds or burn to much energy of urself -.-
also the range is crashed -.- crap to have range by 6 for waeppon who does 4 x 3 dmg -.- not good :)
I did read your whole post and it was quite interesting. I don't mean to quote just this one line but I thought I'd reply to this specific line.
Next match you play, when you're trying to attack the landing towers, strap on a probe launcher and use it to grant vision of the high ground there.
I agree the probe is quite lackluster. I might see about giving it some additional functionality like being able to use your probe to lay mines/turrets.
Yeah, i tried, but were under fire from enemy vehicles, and when I've actually placed it, he destroyed it in moments. Placement range and vision of the Probe are very low. Being that large is not fitting for a probe launched from a vehicle either.
Whoa. Just some other misc stuff came into mind.
- Change Gun Lvl1 attack model to a Gun Lvl2 one (Ghost, i suppose). Replace Gun Lvl2 attack model to Viking (Assault) Gattling. Current Gun Lvl1 attack animation is barely noticeable, you can barely say if you're actually shooting or not, and sound is the same as marines. Gattling is more like the vehicle weapon, but Ghost attack can't look good as a more powerful MG than Gattling. So, make a 1Lvl MG attack as Ghost, and 2Lvl attack as Viking.
- If you don't want flamethrowers in game, make gold Flamethrower Drones at least. That would be fun :D
- Maybe high-level Predator melee Drones would be cool too.
- When I'll be off duty with my work, I can help you with customizing your own models for the map, I have some experience in 3Ds max, though I'm not yet sure about using M3 conversion tools, not tried them yet.
- Spawn points seems not really good on a map of that relatively small size. I believe it's better to make you always respawning near PF and being available to teleport to these stars (owned by your team, of course) with PF or this Upgrade Terminal in cost of some 10 gas.
- I think Siphon was pretty fine, never got any problems countering it with shield regen and normal weapons. But as many believe it's imba, I think you can fix it with just draining your energy per shot. That's an Energy weapon after all. But it must drain enough, like if it's shoots each 2 seconds, it's drains 4/6/8/10 energy per shot, so you can't just spam with it and you can't efficiently use it without some Energy-regen items.
Going to add some stuff later, maybe. Can't remember all ideas. Imagine a game with these features and decide whichever is fitting your idea of the map.
hope u get everything fixed, good luck with that.
and a small suggestion:
it would be nice it there was some kind of beacon placed when you use recall, sothat you can then teleport yourself back to that beacon.
obviously it should be easily destroyable, just so that u can teleport back to battlefield after shopping (but skill have to go to shop)
Major bug (courtesy of the new patch): when you die or buy a new tank, you lose all your items. At one instance, a dying player automatically dropped all items at point of death, and my weapons fired at the items.
Please take a look at this, I'd like to play this map properly again ;)
EDIT: I've also played with the hotfix, and it still happens.
Major bug (courtesy of the new patch): when you die or buy a new tank, you lose all your items. At one instance, a dying player automatically dropped all items at point of death, and my weapons fired at the items.
Please take a look at this, I'd like to play this map properly again ;)
EDIT: I've also played with the hotfix, and it still happens.
The scoreboard doesn't show any kills, only deaths.
If my team has more than 200 vespene, and I upgrade Marauders, it usually takes much more than 120. Sometimes it takes all, sometimes it takes 200 or so, not really sure. Please just take a look at it, there might be something amiss.
About the game itself, it seems to have the same problem that Battle Tanks on war3 had - the game takes too long, and people quit out of boredom. This is because of the nature of the game - every few minutes you buy a new tank, new guns, etc.
For now, here's what I suggest to make it shorter:
Increase respawn times, so that when an enemy is down, you have a better chance of taking down their base.
Add a teleport mechanism or a "pet" that can shop for you. Many players decide to go shopping when they're at the enemy's doorstep, taking sometimes 2-3 minutes (about 30-45 seconds of that is travel time). The simplest implementation would probably be a 10-sec channelable teleport to any control point your team owns.
Give control of spawn upgrades back to the computer, or let players upgrade it from any position. Upgrading your creeps is another reason to fall back from a good offensive momentum.
Change income to be given every few minutes instead of every few seconds. If you're at the shops and just need 500 (or 5000, if it's lategame) minerals for the next best weapon, you'll likely wait for it, even if it takes up to a minute. This, once again, gives your enemies a chance to take back control points.
As you can see, most of my suggestions revolve around giving the attacking team (I define "attacking team" by the team that's currently holding 4-5 of the CPs) more incentive to press the attack and win.
A huge problem I see with this, and a problem that already exists in the game, is the fact that the team that can take the center first and hold it for a good few minutes, usually wins because of the vespene gas income.
Two things I think might help this:
Reduce the vespene income of the center.
Whenever a point is captured, spawn an extra group or even a special unit for the opposing team, to give them a better chance to retake it.
I've a request about bio upgrades. When doing bio upgrades you don't really have a good idea what to upgrade and what ratio it's at currently and what level the bio is at. Would it be possible to add this to show up when you do the upgrades (the text other players see) and maybe on tooltip when doing the upgrades? Or even better have bio ratio and level show constantly beside the minerals or somewhere. I'm guessing marines and marauders are like in normal SC2? Marines are strong against bio and marauders strong against vehicles and buildings? Maybe have the upgrade tooltip reflect what they are good at.
Example
Current bio ratio: 45 % marine | 60 % marauders
Current bio level: 5
@fenzon: Go you should never use percent for mesurable quantities.. percent are only usefull if you want to make a bad statistic into a good one :-) with amounts i would fully support your idea. or just make it as upgrade levels..
Yeah ok. :)
Damn, Siphon gun got nerfed. :(
Yes... its patching too fast... Do a big patch. I hope you have all written or something or patching wont end. I hope you have final plan for stable version.
I'm more or less happy with the game as it stands. There's no real bugs and the balance is decent. I'll be working on a full inventory/ability re-vamp next and I'm going to take my time with it.
Ok, my suggestions...
- I expect you've made spawning static by now, if not, do it. Just to make sure.
- Make PF spawning troops to attack middle CP directly, and LT spawning troops to attack side CP's.
- Make Landing Towers rebuilt itself over 30 seconds.
- Rebuild Bio upgrade mechanism. Make separate upgrades for Add +2 marines, Add +1 Marauder, Add +1 Medic, Add +1 Saboteur (Ghost, bonus vs bio, must cast EMP with AI), Add +1 ACV (Little shrinked Agria Civil Transport with turret, tough and with 8 range Autocannon), Upgrade Marines, Upgrade Shocktroopers, and Upgrade Base Defense (Increase Armor and Damage of turrets). All with 2-3 levels and with right gas price.
- You can still keep bios grow in HP and damage, but it's must be minimal in values and completely flat with both teams. For keeping Bios harmful as players escalate, not for giving one team an advantage over other one.
- Rework the 1st high-ground level of the Bases. Move ramps closer to the corner, so PF Bios will go middle adecuately and LT Bios will go straight to e side CP's with no zig-zags. Don't forget to add a second turret on far-side ramps.
- Move side CP's further away from base, so you wouldn't attack enemy turrets just from their ramps.
- Make two additional small-sized cliff-platforms between middle area and side-walking Bio path-crossing, or just between opposide Side Control Points. It must be somewhere in the middle of these map quadrants of nothingness. Just for a little tactical advantage, but with risk for being blocked as there's only one ramp on each cliff.
- Add some more movement/vision obstacles, primarily on top-right and bot-lef areas
- Or how about expanding these far corners into two new control points with neutral shop buildings, selling one random Artifact item (of any slot type), replaced with another one every 4 minutes? A quite good place for someone, who having troubles capturing middle... oh, and if you have not enough artifacts ideas, I can help. Though it's easy when searching trough available icons yet unused.
-
- As you're going to rewamp the item into upgradeable items, there are lot of items open to introduce and a lot of place. Splash/multitarget weapons are still not there. How about some mortar weapon with high reload, range and splash, in cost of minimum range and low DPS? Of course if there's an easy way to make hyperbolic attack projectiles...
- Make an Energy transfusion item, maybe with low range and Sentry attack effect. Of course it should work only if ally have energy to fill up, one to one.
- If you wish to grant Vehicles their unique Abilities, do it ASAP. Otherwise there is no point in discussing them as they're now.
- Double the cost of Armor Repair and Shield Repair, also double the amount restored and energy cost. These abilities are good only in early, but they're require some energy regen items anyway. So, making it more bold will make them how useful even in late game.
- Same with most of the abilities. They all must have unique cost dependent on the effect, much higher than now, competitive with other items.
- Shield must block more damage, but drain more energy.
- Painting must give more additional damage, but have shorter envelope/duration.
- Afterburner must last more, for higher energy.
- Snare and Micro are two most useable and dangerous Abilities, they both must worth about 3k.
- Probe Launcher and Cloak have no practical use, they must be reworked. Like giving you a Cloak to use it at any situation or to attack from within, but draining energy fast. Probes must have greater vision range.
- Theres an error in capture message about capturing Refinery. Not Refinary :D
- I wish for air vehicles :((((
- Fighters/Bombers
- Aura Items?
I did read your whole post and it was quite interesting. I don't mean to quote just this one line but I thought I'd reply to this specific line.
Next match you play, when you're trying to attack the landing towers, strap on a probe launcher and use it to grant vision of the high ground there.
I agree the probe is quite lackluster. I might see about giving it some additional functionality like being able to use your probe to lay mines/turrets.
death = empty inventory. hotfix plz
Hi ,
I am new hereand want to post something special about my FAVORITE MAP Catalist :)
Today on wednesday we all got the new Patch -.- and the map catalyst is no more working good like befor :( if u die ,ur equipment is droped down or awayfor ever -.- the siphon laser waeppon is no more working restores no shilds or burn to much energy of urself -.- also the range is crashed -.- crap to have range by 6 for waeppon who does 4 x 3 dmg -.- not good :)
Pls fix that
I love u for this map :) gg Gl hf :)
I'm uploading a hotfix for items now, since that is quite a gamebreaking change.
Any other bugs that patch 1.1 brought in are appreciated.
Yeah, i tried, but were under fire from enemy vehicles, and when I've actually placed it, he destroyed it in moments. Placement range and vision of the Probe are very low. Being that large is not fitting for a probe launched from a vehicle either.
Whoa. Just some other misc stuff came into mind.
- Change Gun Lvl1 attack model to a Gun Lvl2 one (Ghost, i suppose). Replace Gun Lvl2 attack model to Viking (Assault) Gattling. Current Gun Lvl1 attack animation is barely noticeable, you can barely say if you're actually shooting or not, and sound is the same as marines. Gattling is more like the vehicle weapon, but Ghost attack can't look good as a more powerful MG than Gattling. So, make a 1Lvl MG attack as Ghost, and 2Lvl attack as Viking.
- If you don't want flamethrowers in game, make gold Flamethrower Drones at least. That would be fun :D
- Maybe high-level Predator melee Drones would be cool too.
- When I'll be off duty with my work, I can help you with customizing your own models for the map, I have some experience in 3Ds max, though I'm not yet sure about using M3 conversion tools, not tried them yet.
- Spawn points seems not really good on a map of that relatively small size. I believe it's better to make you always respawning near PF and being available to teleport to these stars (owned by your team, of course) with PF or this Upgrade Terminal in cost of some 10 gas.
- I think Siphon was pretty fine, never got any problems countering it with shield regen and normal weapons. But as many believe it's imba, I think you can fix it with just draining your energy per shot. That's an Energy weapon after all. But it must drain enough, like if it's shoots each 2 seconds, it's drains 4/6/8/10 energy per shot, so you can't just spam with it and you can't efficiently use it without some Energy-regen items.
Going to add some stuff later, maybe. Can't remember all ideas. Imagine a game with these features and decide whichever is fitting your idea of the map.
Good luck :D
So I believe 1.1 has bugged my map out on the popularity list, and now does not display any category or mode while also not being joinable.
hope u get everything fixed, good luck with that. and a small suggestion: it would be nice it there was some kind of beacon placed when you use recall, sothat you can then teleport yourself back to that beacon. obviously it should be easily destroyable, just so that u can teleport back to battlefield after shopping (but skill have to go to shop)
HELP I CAN'T PLAY!
Hit "Show more" until you find this;
I've renamed the game category to "Tank Battle" so you know what to look for.
Please consider joining and playing for 7 in-game minutes to boost the popularity back up!
If not, well, it's better to burn out than fade away.
Hi there
Major bug (courtesy of the new patch): when you die or buy a new tank, you lose all your items. At one instance, a dying player automatically dropped all items at point of death, and my weapons fired at the items.
Please take a look at this, I'd like to play this map properly again ;)
EDIT: I've also played with the hotfix, and it still happens.
Should be fixed now in version 1.38.
Please let me know if this still occurs.
Found one more bug in the new ver - sometimes if you die, there is no kill text and you dont revive any more. Its quite anoying =(
Any chance this'll get uploaded on the NA side :(?
I hope to release it in the US as soon as I have a stable version for 1.1.
It's working again, thanks for the speedy patch!
Some other minor things:
About the game itself, it seems to have the same problem that Battle Tanks on war3 had - the game takes too long, and people quit out of boredom. This is because of the nature of the game - every few minutes you buy a new tank, new guns, etc. For now, here's what I suggest to make it shorter:
As you can see, most of my suggestions revolve around giving the attacking team (I define "attacking team" by the team that's currently holding 4-5 of the CPs) more incentive to press the attack and win.
A huge problem I see with this, and a problem that already exists in the game, is the fact that the team that can take the center first and hold it for a good few minutes, usually wins because of the vespene gas income.
Two things I think might help this:
Great map, I hope it lasts :)