Thank you for the kind words! It's things like this that really keep me going. I can usually be found on a weekend, though in honesty I have more fun creating the map than playing it. It's not because I dislike my own map, but I always just preferred making maps to playing them. I rely heavily on player feedback. Though that doesn't mean I take all feedback blindly, just I have my own suspicions and in all honesty, the feedback I've been getting over catalyst has nearly always been very targetted and useful.
As far as saving is concerned, the game will never, ever reach a point where a player who has played more has a physical unfair advantage over those that haven't. I'd love to include more aesthetic features, though. Rank icons are something I'd like to add, with a track for how many matches you've won. That'd be after I get a solid save system working, however. The one I have right now is honestly rather flimsy, and likely the only reason it works at all is because the stat that it saves is quite pointless. It was an intentional choice by me to start with a rather worthless stat and work my way up from there.
On topic, I'll have a huge content patch coming this weekend unless something horrid goes wrong. I'm really pleased with this.
I just LOVE this map... And I am looking for more... But since I have limited time to play this great game, and sometimes I'm looking for a quickie... If there's any way you could boost AI in any way, it would really be great... Keep up the good work, I am lovin it :) If you ever decide to make bigger map with all the same setup, I would be even a bigger fan(if that would even be possible). :D
Yeah, there should be some sort of upgrade system for the AI. It performs quite well, but it remains on the starter vehicle forever and doesn't seem to buy additional equipment, either.
Also, a bug I found: If you upgrade your turrets while you have some placed already, you can exceed the limit. In my case, I had 4 standard turrets planted, then upgraded 2 of them, and was able to plant 6 total. Not sure if that's intended!
Buuut yeah. I love your usage of decals and standard "shape" objects to mark spawnpoints and control point ownership, not to mention the crossed-wrenches icon on the repairing station... Also I just noticed how there's a little crater under the Planetary Fortress when you blow it up. It looked fairly 3D, so I don't think it's a decal generated by the building explosion... therefore, wow! So much attention to detail! Your work is most lovely! Raising all thumbs I have.
If you ever decide to make bigger map with all the same setup, I would be even a bigger fan(if that would even be possible). :D
It's funny that you say that, because this is pretty much my current terraining project. It's a 192*192 version of Catalyst with 3 central outposts, 2 "close" outposts per team and the map utilizes the full play area. It's basically a much larger and more progressive version of the current map. It takes me a long, long time to terrain though, so it's not something I'd expect soon!
Yeah, there should be some sort of upgrade system for the AI. It performs quite well, but it remains on the starter vehicle forever and doesn't seem to buy additional equipment, either.
I've been fighting with a way to remove items from the AI's inventory without assigning them variables. It's essential given my current inventory system, and I'm struggling to find a solution.
Hi there. First i want to say i rather like your map and have played quite a few games on it. But sadly there are a few major balance-flaws in my eyes concerning the 5 different chassis-types, resulting in a big big loss of diversity, which i will try to adress in the oncoming wall of text.
1.Raven/Science Vessel/Battlecruiser
Alright i like the idea to be able to build yourself a summoner like vehicle with lots of drones doing the dirty work for you, healing Weapons and all that good stuff, but in reality you are just a freaking slow practice target floating around with zero offensive powers against enemy players thanks to random dronebehavior.
This is where chassis-specific abilities could really help out.
In this case it would be really helpful if the carrier had a build in weapon system that in itself does zero damage but whenever it targets an enemy all your drones/turrets attack it with 30% increased weapon speed.
I also dont really understand why the carrier has less hp/shields than a mech considering it is even slower than a heavy armored tank.
And really flying is no real advantage in your map since you can push your own creeps around and no one would try to escape through enemy creeps anyway.
2.Wraith/Banshee
Ok lets start by looking at the available weapon choices for this one:
Machine Guns:
Soo all in all a fighter + machine guns is pretty much a suicidecommando cause to do damage you have to be in range of the enemy and with basically zero hp/shields, few armor slots and less weapon slots than a tank/mech you are screwed from the start.
Cannons:
Cannons have the same problem as machine guns since most players i encounter dont take machine’s anyway -> you are in range of the enemy -> you die -> the end
Rockets:
Alright that leaves rockets as the only reasonable choice you have but since many guys take rockets as well because they are afraid of close combat you cant micro jack and die after 2 salves from a thor/tank as lvl 4 fighter.
So the problem is that in a game where everyone has potentially the same range as you but more hp/weapon slots/armor slots additional speed means nothing at all.
Sure you can escape faster but if all you can do is escaping... well you get the idea.
Also it is much harder to micro a flyer because he has to accelerate after stopping and if you order him to go somewhere he will slowly fly a pretty circle before doing what he is supposed to do resulting in deaths and sad pilots.
My suggestion if you want to maintain the concept of hit&run for the fighter would be
either give them +2 to sight and weapon-range
or scrap invisibility as purchaseable ability and give it to the fighter only (since it is totally useless as of now course everyone can see the distortion where a stealthed enemy is) make it usable infight and allow you to fire while stealthed. It should drain energy pretty fast of course and after all it is counterable with probes.
With one of these changes the fighter could become a micro-intensive but deadly sniper which would be rather fun to play in my book.
3.Hellion/Vulture/Diamondback
He has the same problems as the fighter - speed doesn’t do too much for you.
He has at least same hp as the mech but since a mech/tank has more weapons/shields you still get shredded.
As special ability i dunno maybe he should take 20% less damage while moving or leave a firetrail i don`t really know right now xD
You could also scrap purchaseable mines and give it to the scout, increase the deployment limit, that would give him a pretty nifty role at setting up traps and luring the enemy into them with his higher speed.
4.Goliath/Thor
Is one of the 2 strong guys right now. He is the ‘’I Kill U Before U Kill Me’’ guy with amazing offensive firepower but less hp than a tank.
As special ability i dunno, after all i was mainly thinking about the sucky chassis :P
5.Tank
Alright the tank is freaking amazing atm because he has a lot of hp enabling him to use the strongest weapon the machine gun effectively which turns him (in combination with heavy armor+repair kits) into a slow walking but unstoppable killing machine of doom.
Special abilities yea i dunno you dont need one you are unstoppable harhar.
So congratulations if you were able to read through all that i hope you take my feedback somewhat seriously since all i see right now are dominating tanks/mechs every game.
If i ever try something different than a tank/mech against a 3 tank/mech team we lose -> the end.
But all in all i still love your map so i hope it continues to grow in the future.
You may be underestimating the Carrier type. While I agree that drones and mines do not have quite the desired effect, a Carrier using Turrets excels at area denial, pushing back enemy waves and even ambushing enemy vehicles and cutting off their escape path with a turret field. Additionally, shield upgrades, energy regeneration, shield-leeching weaponry and the Repair abilities turn your carrier-type into a fearsome tank that never runs out of shield unless it's being focused down by two ARES. Add mobility-enhancing abilities like the scanner Probe (for Recalling to it) and Micro Warp Drive, and you have my dream vehicle!
However I noticed that Mechs are usually the preferred chassis for healing-type builds, which I believe shouldn't be the case. Shouldn't Carriers be more fit for the job? The carriers' role in healing is limited by their amount of weapon slots.. perhaps you could introduce healer drones?
Also, speaking of Micro Warp Drive: Eiviyn, would it be possible to change the mechanic to the Stalker's Blink ability instead of using the current range indicator? With Blink you can click anywhere on the map and have your Stalkers blink toward it, but with Micro Warp Drive your mouse pointer needs to stay within the ability range, which is annoying.
Yea well its possible to get the carrier somewhat working with the setup you described but i seriously doubt you can stand against a tank/mech who knows what he is doing(i know since one game i was that tank who knew what he was doing and i raped 2 bc's with turret play over and over xD).
If he is surrounded by creeps your drones dont focus fire jack while he rapes you with his weapon systems. You are slow as hell AND have less hp/shields than a mech/tank.
Keep in mind everyone can purchase shield leeching stuff + regeneration so that is no advantage at all. also against a machinegun wielding tank turrets last mere seconds.
Also for your setup you need a Battlecruiser but by the time t3 vehicles hit the field most of my games are over anyway.
Ok lets start by looking at the available weapon choices for this one:
Machine Guns:
Soo all in all a fighter + machine guns is pretty much a suicidecommando cause to do damage you have to be in range of the enemy and with basically zero hp/shields, few armor slots and less weapon slots than a tank/mech you are screwed from the start.
Cannons:
Cannons have the same problem as machine guns since most players i encounter dont take machine’s anyway -> you are in range of the enemy -> you die -> the end
Rockets:
Alright that leaves rockets as the only reasonable choice you have but since many guys take rockets as well because they are afraid of close combat you cant micro jack and die after 2 salves from a thor/tank as lvl 4 fighter.
So the problem is that in a game where everyone has potentially the same range as you but more hp/weapon slots/armor slots additional speed means nothing at all. Sure you can escape faster but if all you can do is escaping... well you get the idea. Also it is much harder to micro a flyer because he has to accelerate after stopping and if you order him to go somewhere he will slowly fly a pretty circle before doing what he is supposed to do resulting in deaths and sad pilots.
My suggestion if you want to maintain the concept of hitrun for the fighter would be
either give them +2 to sight and weapon-range
or scrap invisibility as purchaseable ability and give it to the fighter only (since it is totally useless as of now course everyone can see the distortion where a stealthed enemy is) make it usable infight and allow you to fire while stealthed. It should drain energy pretty fast of course and after all it is counterable with probes.
With one of these changes the fighter could become a micro-intensive but deadly sniper which would be rather fun to play in my book.
I use the fighter constantly. I die as crap as the wraith, but almost never do as the banshee or dusk wing. And i use machineguns. Flying plus speed is an advantage since you can run away over edges of cliffs, while your pursuers have to go around and use the ramp, which most likely will be filled with creeps anyway. Add a snare drone and afterburner to that and you can't be caught.
Altough, i really would like a sight range upgrade... i like to stand on the edge of a cliff in the center, and can't even see the right-side ramp... Unless someone else gets me sight, i can't even use the range advantage of rockets (i tried rockets one game and went back to machineguns...). The weapon range upgrade could be useful as well and actually make the fighters more unique and useful - i rarely see a good enemy fighter...
Now, cattlebruisers do just fine in my opinion. Hell, healing gear is even OP if you ask me... Not even energy drain weapons stop healing gear before you die... But an ability that makes all drones attack a certain target (without any special bonus. maybe even add a 10 second cooldown...) seems like a good idea.
And i like the idea of making each chassis unique by adding such "abilities" (Fighter range, Carrier drone focus fire, etc.)
Also, Eiviyn, you gonna use the kill credit system i sent you? I know i totally owned a guy yesterday, but died when he had about 4 HP cause of creeps (effing short line of sight...) and then the AI player came up and shot 1 rocket and killed him and recieved credit...
And, just to be annoying and put it out there yet again, always ready to help you if you need it ;)
FFS... Had to edit 5 billion times cause i couldn't get quote to work, and when i did my own words were deleted...
thats cause heal weapons only drain energy, but dont need energy to function unlike the siphon gun :P
and i agree, shiel\armor heal, drone link and 6 turrets are totaly silly right now. you CANNOT capture a point with 9 turrets standing there.. its in no way possible.
Alright maybe i just suck at controling a fighter but mathematically it is impossible for you to win against a mech/tank given same weapon choices.
He has more hp/shields than you and same/more weapon slots. the end
also if you are bound to cliffabusing to use a vehicle somewhat effectively thats no fun in my eyes QQ
One game i tried a fighter-machinegun-bombing build it was fun as hell steathing to the enemy and oneshotting them with mines but it only worked once because after that they just stopped standing under distorted areas. QQ
If i tried approaching without stealth i died faster than a fly that comes into contact with a windshield at 200kmh.
Sure some of you may say dont engage the enemy alone then, its a teamplaymap duh!!11!!!1!
But sadly 1v1 imbalances translate to 2v2/3v3 fights all the same.
Alright maybe i just suck at controling a fighter but mathematically it is impossible for you to win against a mech/tank given same weapon choices. He has more hp/shields than you and same/more weapon slots. the end
One game i tried a fighter-machinegun-bombing build it was fun as hell steathing to the enemy and oneshotting them with mines but it only worked once because after that they just stopped standing under distorted areas. QQ If i tried approaching without stealth i died faster than a fly that comes into contact with a windshield at 200kmh.
thats because bombs get shot midair and you cannot do anything about it. anyway, a fighter can have nearly as much hp as an ares. now think about that and say they are made of paper mache.
Lazy, try using armor repair ability and having energy regen and civilian repair in your shield slots (energy regen first, civilian once you get dusk wing)
start the game off with armor repair, buy 1 machine gun, keep the cannon, buy a heavy armor and buy the energy regen. Upgrade everything except the cannon once, energy regen first probably, get banshee, sell cannon, buy more guns and heavy platings. Keep spamming repair and you'll live longer than usual, but wraith will still die like crap. With a high enough energy regen, the banshee can keep itself safe by using the repair abilities (both shield and armor) and running away shortly to heal up a tiny bit, wait for creeps, run in using creeps as meat shields, make a hit, run back out (the guy won't see you till its too late and will maximally get one shot off at you since he will autoattack creeps).
If you have lots of health, fly in, deal damage till youre in the orange, run out.
Once you have a dusk wing, everything is WAY easier since you can get afterburner and civilian repair and more weapons.
but yeah, having special "abilities" is still a nice idea. Tanks and goliaths are too hard to kill early on...
Alright thanks for your suggestions will try it out if i come around to play a bit but the thing is i already use armorrepair+heavy armor and machineguns just not as fighter but as tank - and i literally faceroll my way to victory its kinda dumb. this is why i cant wrap my head around the idea that it is so much harder as a fighter.
I think a first step do get some mid-game balance would be to give the tier2 banshee 4 weapon slots and not 3 after all tanks and mechs at tier 2 also have 4 weapon slots.
Thank you for the kind words! It's things like this that really keep me going. I can usually be found on a weekend, though in honesty I have more fun creating the map than playing it. It's not because I dislike my own map, but I always just preferred making maps to playing them. I rely heavily on player feedback. Though that doesn't mean I take all feedback blindly, just I have my own suspicions and in all honesty, the feedback I've been getting over catalyst has nearly always been very targetted and useful.
As far as saving is concerned, the game will never, ever reach a point where a player who has played more has a physical unfair advantage over those that haven't. I'd love to include more aesthetic features, though. Rank icons are something I'd like to add, with a track for how many matches you've won. That'd be after I get a solid save system working, however. The one I have right now is honestly rather flimsy, and likely the only reason it works at all is because the stat that it saves is quite pointless. It was an intentional choice by me to start with a rather worthless stat and work my way up from there.
On topic, I'll have a huge content patch coming this weekend unless something horrid goes wrong. I'm really pleased with this.
@Eiviyn: Go
I just LOVE this map... And I am looking for more... But since I have limited time to play this great game, and sometimes I'm looking for a quickie... If there's any way you could boost AI in any way, it would really be great... Keep up the good work, I am lovin it :) If you ever decide to make bigger map with all the same setup, I would be even a bigger fan(if that would even be possible). :D
P.S. please boost AI :D
BR, aza
Yeah, there should be some sort of upgrade system for the AI. It performs quite well, but it remains on the starter vehicle forever and doesn't seem to buy additional equipment, either.
Also, a bug I found: If you upgrade your turrets while you have some placed already, you can exceed the limit. In my case, I had 4 standard turrets planted, then upgraded 2 of them, and was able to plant 6 total. Not sure if that's intended!
Buuut yeah. I love your usage of decals and standard "shape" objects to mark spawnpoints and control point ownership, not to mention the crossed-wrenches icon on the repairing station... Also I just noticed how there's a little crater under the Planetary Fortress when you blow it up. It looked fairly 3D, so I don't think it's a decal generated by the building explosion... therefore, wow! So much attention to detail! Your work is most lovely! Raising all thumbs I have.
It's funny that you say that, because this is pretty much my current terraining project. It's a 192*192 version of Catalyst with 3 central outposts, 2 "close" outposts per team and the map utilizes the full play area. It's basically a much larger and more progressive version of the current map. It takes me a long, long time to terrain though, so it's not something I'd expect soon!
I've been fighting with a way to remove items from the AI's inventory without assigning them variables. It's essential given my current inventory system, and I'm struggling to find a solution.
Popularity resets suck. That is all.
wow the map is on page 7 or so.. and stuff like artifact defense is on page 1. this system is most bullshit ever.
uhh.. you removed the armor icon on unit status. with this you removed the display for speed..
Hi there. First i want to say i rather like your map and have played quite a few games on it. But sadly there are a few major balance-flaws in my eyes concerning the 5 different chassis-types, resulting in a big big loss of diversity, which i will try to adress in the oncoming wall of text.
1.Raven/Science Vessel/Battlecruiser
Alright i like the idea to be able to build yourself a summoner like vehicle with lots of drones doing the dirty work for you, healing Weapons and all that good stuff, but in reality you are just a freaking slow practice target floating around with zero offensive powers against enemy players thanks to random dronebehavior.
This is where chassis-specific abilities could really help out.
In this case it would be really helpful if the carrier had a build in weapon system that in itself does zero damage but whenever it targets an enemy all your drones/turrets attack it with 30% increased weapon speed.
I also dont really understand why the carrier has less hp/shields than a mech considering it is even slower than a heavy armored tank. And really flying is no real advantage in your map since you can push your own creeps around and no one would try to escape through enemy creeps anyway.
2.Wraith/Banshee
Ok lets start by looking at the available weapon choices for this one:
Machine Guns:
Soo all in all a fighter + machine guns is pretty much a suicidecommando cause to do damage you have to be in range of the enemy and with basically zero hp/shields, few armor slots and less weapon slots than a tank/mech you are screwed from the start.
Cannons:
Cannons have the same problem as machine guns since most players i encounter dont take machine’s anyway -> you are in range of the enemy -> you die -> the end
Rockets:
Alright that leaves rockets as the only reasonable choice you have but since many guys take rockets as well because they are afraid of close combat you cant micro jack and die after 2 salves from a thor/tank as lvl 4 fighter.
So the problem is that in a game where everyone has potentially the same range as you but more hp/weapon slots/armor slots additional speed means nothing at all. Sure you can escape faster but if all you can do is escaping... well you get the idea. Also it is much harder to micro a flyer because he has to accelerate after stopping and if you order him to go somewhere he will slowly fly a pretty circle before doing what he is supposed to do resulting in deaths and sad pilots.
My suggestion if you want to maintain the concept of hit&run for the fighter would be
either give them +2 to sight and weapon-range
or scrap invisibility as purchaseable ability and give it to the fighter only (since it is totally useless as of now course everyone can see the distortion where a stealthed enemy is) make it usable infight and allow you to fire while stealthed. It should drain energy pretty fast of course and after all it is counterable with probes.
With one of these changes the fighter could become a micro-intensive but deadly sniper which would be rather fun to play in my book.
3.Hellion/Vulture/Diamondback
He has the same problems as the fighter - speed doesn’t do too much for you. He has at least same hp as the mech but since a mech/tank has more weapons/shields you still get shredded.
As special ability i dunno maybe he should take 20% less damage while moving or leave a firetrail i don`t really know right now xD You could also scrap purchaseable mines and give it to the scout, increase the deployment limit, that would give him a pretty nifty role at setting up traps and luring the enemy into them with his higher speed.
4.Goliath/Thor
Is one of the 2 strong guys right now. He is the ‘’I Kill U Before U Kill Me’’ guy with amazing offensive firepower but less hp than a tank.
As special ability i dunno, after all i was mainly thinking about the sucky chassis :P
5.Tank
Alright the tank is freaking amazing atm because he has a lot of hp enabling him to use the strongest weapon the machine gun effectively which turns him (in combination with heavy armor+repair kits) into a slow walking but unstoppable killing machine of doom.
Special abilities yea i dunno you dont need one you are unstoppable harhar.
So congratulations if you were able to read through all that i hope you take my feedback somewhat seriously since all i see right now are dominating tanks/mechs every game.
If i ever try something different than a tank/mech against a 3 tank/mech team we lose -> the end.
But all in all i still love your map so i hope it continues to grow in the future.
You may be underestimating the Carrier type. While I agree that drones and mines do not have quite the desired effect, a Carrier using Turrets excels at area denial, pushing back enemy waves and even ambushing enemy vehicles and cutting off their escape path with a turret field. Additionally, shield upgrades, energy regeneration, shield-leeching weaponry and the Repair abilities turn your carrier-type into a fearsome tank that never runs out of shield unless it's being focused down by two ARES. Add mobility-enhancing abilities like the scanner Probe (for Recalling to it) and Micro Warp Drive, and you have my dream vehicle!
However I noticed that Mechs are usually the preferred chassis for healing-type builds, which I believe shouldn't be the case. Shouldn't Carriers be more fit for the job? The carriers' role in healing is limited by their amount of weapon slots.. perhaps you could introduce healer drones?
Also, speaking of Micro Warp Drive: Eiviyn, would it be possible to change the mechanic to the Stalker's Blink ability instead of using the current range indicator? With Blink you can click anywhere on the map and have your Stalkers blink toward it, but with Micro Warp Drive your mouse pointer needs to stay within the ability range, which is annoying.
Yea well its possible to get the carrier somewhat working with the setup you described but i seriously doubt you can stand against a tank/mech who knows what he is doing(i know since one game i was that tank who knew what he was doing and i raped 2 bc's with turret play over and over xD).
If he is surrounded by creeps your drones dont focus fire jack while he rapes you with his weapon systems. You are slow as hell AND have less hp/shields than a mech/tank.
Keep in mind everyone can purchase shield leeching stuff + regeneration so that is no advantage at all. also against a machinegun wielding tank turrets last mere seconds.
Also for your setup you need a Battlecruiser but by the time t3 vehicles hit the field most of my games are over anyway.
Lazy got some good arguments.
I use the fighter constantly. I die as crap as the wraith, but almost never do as the banshee or dusk wing. And i use machineguns. Flying plus speed is an advantage since you can run away over edges of cliffs, while your pursuers have to go around and use the ramp, which most likely will be filled with creeps anyway. Add a snare drone and afterburner to that and you can't be caught.
Altough, i really would like a sight range upgrade... i like to stand on the edge of a cliff in the center, and can't even see the right-side ramp... Unless someone else gets me sight, i can't even use the range advantage of rockets (i tried rockets one game and went back to machineguns...). The weapon range upgrade could be useful as well and actually make the fighters more unique and useful - i rarely see a good enemy fighter...
Now, cattlebruisers do just fine in my opinion. Hell, healing gear is even OP if you ask me... Not even energy drain weapons stop healing gear before you die... But an ability that makes all drones attack a certain target (without any special bonus. maybe even add a 10 second cooldown...) seems like a good idea.
And i like the idea of making each chassis unique by adding such "abilities" (Fighter range, Carrier drone focus fire, etc.)
Also, Eiviyn, you gonna use the kill credit system i sent you? I know i totally owned a guy yesterday, but died when he had about 4 HP cause of creeps (effing short line of sight...) and then the AI player came up and shot 1 rocket and killed him and recieved credit...
And, just to be annoying and put it out there yet again, always ready to help you if you need it ;)
FFS... Had to edit 5 billion times cause i couldn't get quote to work, and when i did my own words were deleted...
thats cause heal weapons only drain energy, but dont need energy to function unlike the siphon gun :P and i agree, shiel\armor heal, drone link and 6 turrets are totaly silly right now. you CANNOT capture a point with 9 turrets standing there.. its in no way possible.
Alright maybe i just suck at controling a fighter but mathematically it is impossible for you to win against a mech/tank given same weapon choices. He has more hp/shields than you and same/more weapon slots. the end
also if you are bound to cliffabusing to use a vehicle somewhat effectively thats no fun in my eyes QQ
One game i tried a fighter-machinegun-bombing build it was fun as hell steathing to the enemy and oneshotting them with mines but it only worked once because after that they just stopped standing under distorted areas. QQ If i tried approaching without stealth i died faster than a fly that comes into contact with a windshield at 200kmh.
Sure some of you may say dont engage the enemy alone then, its a teamplaymap duh!!11!!!1! But sadly 1v1 imbalances translate to 2v2/3v3 fights all the same.
noone said anything about a frontal 1on1 fight.
online games are obviously not the right playing fields for you.
thats because bombs get shot midair and you cannot do anything about it. anyway, a fighter can have nearly as much hp as an ares. now think about that and say they are made of paper mache.
@Ryaneko: Go
alright its true a fighter can have more hp than a NONUPGRADED ares i know but that sadly proves nothing at all
dusk wing: 700hp/300shields/4 armorslots/2Shieldslots/max upgraded:4120hp/shield
ares : 1200hp/600shields/5armorslots/5shieldslots/max upgraded:7200hp/shield
i dont want to sound like a jackass but these are the facts :P
so what exactly is your point?
my point is that the pretty hefty drawbacks regarding stats and slots currently arent justified with the argument ''Duh you can fly!''.
Thats why i was suggesting in my first post that every chassis needs a chassis-specific ability to give it a role it is good at.
Otherwise everyone uses the best thing mech/tank and that is pretty boring
Lazy, try using armor repair ability and having energy regen and civilian repair in your shield slots (energy regen first, civilian once you get dusk wing)
start the game off with armor repair, buy 1 machine gun, keep the cannon, buy a heavy armor and buy the energy regen. Upgrade everything except the cannon once, energy regen first probably, get banshee, sell cannon, buy more guns and heavy platings. Keep spamming repair and you'll live longer than usual, but wraith will still die like crap. With a high enough energy regen, the banshee can keep itself safe by using the repair abilities (both shield and armor) and running away shortly to heal up a tiny bit, wait for creeps, run in using creeps as meat shields, make a hit, run back out (the guy won't see you till its too late and will maximally get one shot off at you since he will autoattack creeps).
If you have lots of health, fly in, deal damage till youre in the orange, run out.
Once you have a dusk wing, everything is WAY easier since you can get afterburner and civilian repair and more weapons.
but yeah, having special "abilities" is still a nice idea. Tanks and goliaths are too hard to kill early on...
you should release a "new" version after the reset.. right now you cannot play it cause its way down the list.
@TheAlmaity: Go
Alright thanks for your suggestions will try it out if i come around to play a bit but the thing is i already use armorrepair+heavy armor and machineguns just not as fighter but as tank - and i literally faceroll my way to victory its kinda dumb. this is why i cant wrap my head around the idea that it is so much harder as a fighter.
I think a first step do get some mid-game balance would be to give the tier2 banshee 4 weapon slots and not 3 after all tanks and mechs at tier 2 also have 4 weapon slots.