Without the auto-attacking disabled, the whole positioning and defensive aspect would be useless, yes. What I'll try at some point later is disable collision of DT, and add a button that appears only while Shadowstride is active, in the same slot with same hotkey, which forces DT to attack closest enemy, thus removing the targetting annoyance. So you can get into position, hit hotkey again, and BAM! I think the Dark Templar is one of those classes which still has room left on command card.
Shadowstride dealing area effect damage in the first place is a rather new addition, which was made post-release, so it's not perfect. I try to play all classes to get an idea of what's annoying, poorly balanced etc. Hence why Shadowstride is no longer single target in the first place, or why the Spectre having a "hard" Hold Position to prevent misclicks that make you lose Deploy bonuses, or why the Medic UI was updated with buttons.
It's a work in progress. I do consider it a beta, and treat it as such, making many small changes often based on playing experience and player input.
I don't find Blink Strike useless at all. You lose DPS whenever you have to move to reach enemies, since then you are dealing no damage. I use it as an opener against a new wave, then follow up with Crippling/Soul Harvest or Shadowstride if wave is full of weak enemies.
Death Mark not useful? It makes your first hit against any enemy deal (assuming level 26+) 60% more damage. And that's not 60% of base damage like Offense/Deploy works, it's 60% of TOTAL damage. Your second hit deals 156% more damage. This bonus also affects all your abilities, and all ALLIES' abilities. I'd say it's one of the most potent passives. Maybe even too potent.
The only reason for the 20% book is so people who have partial levels can make use of those without having to play another lower tier game, and buy themselves up to a level without having to have the money for a full level. That is why I added it. It doesn't need to be different. It shouldn't cost more. It's there to let you top off your partial levels, while still paying the same per XP as for the regular book.
I'd say I would agree with the mentionned change for Shadowstride. This is kinda what I was thinking about to allow dts to strike when they wants to.
About Blink Strike, yes, I don't find it useless at all too. It's even really useful, like you say, to quickly get in battle, and deal a nice amount of damage.
Being able to close any group as they are comming is nice, especially when you're the only one who can tank in the group ( and solo wise too ), thus saving you some time each wave.
However, what I said is that, while leveling, I did not find useful to take more than one point in it, because, dps-wise, it was clearly more important to put in crippling strike, and get more level in others ability.
After all, let's look at it:
-Shadowstride deals aoe-based damage, which is probably what is most needed for the whole game ( exept bosses, with the exeption of some who spawn adds ), so you have to level it really more quickly than blink strike. Both are 20-second cooldown, so having to choose between more aoe dps and more monotarget dps ( which is already nice with crippling strike, which is 10 sec-cooldown, plus assassin's mark ), the choice is quickly done, and in favor of shadowstride.
-Reavers's Scythe is mandatory to level if you want to be able to tank at least one wave out two ( because most of the time, if you use it on one wave, it will be on cooldown for the next one ). If you already leveled a DT, you'd see that you really need to level this ASAP, else you won't be able to tank any wave ( which is kinda... Weird for a melee )... But if you got a tank friend, then you don't need it, but hey, i'm playing with random dudes, and i mostly find myself tanking.
-Crippling Strike clearly outclasses Blink in terms of dps, like i said earlier, so why take one more level in blink when you can get more dps and more group utility ( ennemy dps decrease, which means, more tanking ) out this? Blink is 10 sec cooldown, and Crippling Strike is 5 seconds cooldown, while both have exact same damage per rank, thus making Crippling strike 100% more efficient than blink dps wise.
-Soul Harvest is mandatory to level if you want to be able to use your abilities off-cooldown, which is mandatory for either tanking or dpsing. It's also a guarenteed kill everytime it's off cooldown if you level it as the tiers goes on. So you have to upgrade it probably right after getting Reaver's Scythe.
So, what i'm pointing out with this, is the there's nothing appealing to take Blink Strike past level 1. Making it more uselful as you level it would probably make it more worth it, but for now, I didn't level it more than I was forced to. Things like less cooldown ( -1 sec cooldown per rank, for example ), or more utility ( aforementioned synergy with Shadowstride in my other post ) would clearly make it worth it.
I'm not saying death mark isn't useful, it clearly is more dps if you can hit your target more than once. But most of the time, you won't hit targets more than two or three times, so this doesn't change anything ( at least, at my level ), and is CLEARLY overpowered on bosses, since the whole group benefits from it. So yeah, it's too potent. That's why i recommendated to change it to something else, or re-balance it. Even more because it stacks with each mark from each DT if i'm correct, making multiple DT in one group just rape bosses.
Also, i thought of an addition to Reaver's Scythe. Since DT's worst dps is when comfronted to multi target dps ( exept when you can place a nice Shadowstride ), why not make RS make the DT strike more opponents while active, but still only gets healed per strike, not per target hit, which wouldn't change anything healing-wise.
I don't think 1 more opponent struck per ability level would be balanced, 5 more opponent struck is clearly too much. But making it like level 1-3: 1 more opponent, level 4-5: 2 more opponents would be nice. Do you think it would be ok?
I'll continue making feedbacks as I level up my DT, so you can have a player's experience to make eventual changes.
Also, just noticed that you can oneshot anyone in the pvp arena with soul harvest. I don't think that was intended. Just disable this ability in the pvp arena, or make it not work vs players would even this out.
You don't have to level up Blink Strike first, I often ignore certain skills when I level, because others are more useful. Some I never put a point in until the last levels before 20. The issue is if they are useful at level 20 and above, when you have all skills. Before that, anything is optional.
I've made the Shadowstride change, I don't think DT should get ANOTHER AoE skill though, since it's supposed to be a single target class, and when you have Voidstride too, groups are quickly decimated.
I am aware of Soul Harvest and PvP, but PvP is not a priority feature.
Yes, I did not think about Voidstride, which was probably my error when proposing changes. Since I don't have yet access to it, well... I completly forgot i'd be able to have it. And yes, I totally agree with the fact that DT shouldn't get any more aoe. I always liked the monotarget potency that is given to any class that's designed about being stealthy. Giving them too much multi target abilities would clearly break the point of such classes.
I'm looking foreward to try out the Shadowstride change.
I understand PvP isn't a priority. Even more because, I think it would be hard to balance classes for both pvp and pve, and I only tried pvp by curiousity. And this clearly isn't the point of this map. But it's a fun addition.
Also, I've seen that the map was updated before you post this. Any chance we can get full ( or only the most important things for players ) changelog? Thanks in advance.
I've been playing this for a while and I have to say the biggest annoyance I've come across so far is with the spectre. I bought him the +range mod to make better use of his stationary sniping. This means he now has 15 shot range.
Camera range is about 14 to the side and about 8 down, 9/10 up the screen, because of the fixed camera. This means that on some maps where enemies come at you from above/below (e.g. temple) you can't see what you're shooting, you can't target the weaker enemies, etc. Basically your guy just stands there and shots and you see kill count go up but can't do anything useful like using skills on what you're shotting.
Now, you might say, get closer for your skills, well, that's not how a sniper should be. Could you do something about that, like zoom out the camera some more while using a spectre or something? or give some kind of auto-scroll-view to wherever he's shooting? At the moment it's just not satisfactory.
As for the medic buttons bug, here's a bit more info from what I saw personally:
-buttons work (heal, shield, synergy)
-play a game, level up (i put a skill point in synergy if that made any difference)
-next arena, only heal button worked, shield and synergy didn't. Had to manually target people to apply the skills.
-leaving game and joining a new one fixes it. reloading hero in-game does not.
maybe this can help you fix it ;)
also, a description of what you need to unlock kittens (i saw one guy with them?) in the help text or something would be nice, so you know exactly what to aim for. if it's there already then ignore this, but there was a lot of text and i didn't see them with a quick scan over it.
Yeah I might give the Spectre a wider battlefield view. I'll have to test it out and see how it looks.
Medic UI bug still doesn't make sense. The buttons are generated based on the highest ability level enabled for your hero when you join an arena. So unless you level up your abilities after joining arena, I don't see why it wouldn't work.
Information about what is required to unlock kittuns is intentionally not listed, since it makes more interesting and unique to have one. Rather than just reading what to do, you then either have to strive to improve your account stats and be rewarded eventually, or ask someone who has kittuns. Gives that "Oh I got a kittun for that? Awesome!" or "OMG you have a kittun, where did you get that?" effect. Given enough time, they will lose their uniqueness of course, since how to get them will be well known and many people will have them already. But for now, it's sort of an easter egg/secret.
So unless you level up your abilities after joining arena, I
don't see why it wouldn't work.
Come to think of it, I did upgrade my synergy after joining the arena, I didn't think that was important but it makes sense now that it is...
e: maybe an easy fix would be to just disable leveling up skills while in an arena (to save having to fix the whole thing)... i mean, if you forget a skill before entering one, you can just -leave, set the skill and rejoin...?
Question, How did you manage to disallow selection of other units? I can't find any method that works. There is a delay if you respond to a selection event.
another thing I've noticed is that when people speak, the voice chat notifier popup whatever, that lists their name and has the mute button, is shown in the bottom right where your exp is, which makes it a bit hard to see. if possible it would be good if you could move it to an empty part of the screen, such as between the character info and command card, or just above your mineral count, so it's not overlapping with anything? only a minor suggestion but if it's all beta as you say then little things should be fixed too, not just big things ;)
also, zealot Zeal ability isn't applying attack speed correctly. move speed is fine but attack speed is being calculated wrong. 80% attack speed buff to 1.2 base, with 10% accessory, is only giving -0.67 for attack speed. without the zeal, accessory is -0.24 so that's working fine. basically i think zeal is counting it as 4 stacks of -20%? which is why it gives a much lower attack speed buff than it should? the run speed is increased by 80% as it should be.
I think the main problem (except for the need of a wider view that you already know) is that "assasinate" and the skill on the E buton (don't remember the name) are too similar. Maybe you should replace this one by a debuf skill (a "hunter mark" adding ranged damage on the target?).
Just a player's suggestion :) Keep up the great work!
Nash, good job bring this nice map. Lots of fun. Just my two cents,
1) the combat pet can be easily got with 2 high templar without killing on out post map. They just force field continuously block the ramp and the spwning units wont be able to get vision. So, no matter how many spawns there would be, there will be no dmg. We have got it yesterday pass the 20min line and the two high templar just got bored and called bail. Or we can just go forever. My medics got 300+ kills even in that case. You can imagine how many the mystics got. :)
2) the -t5 wont let people know which map they have done or the ones they havent done. Many people (like me) lost the track of it. It will be great to have a way to tell which map needed to be done for that non-combat pet.
Thank you for the effort to bring it. Keep it up man.
Had another job interview today, it seems probable they will hire me. So I don't really know how much more work I'll be doing on this map.
If there are any current issues that could be solved quickly, feel free to post them. I might look into that Spectre zoom out some time during next week.
I'm sort of considering if it's worth handing the project over to someone else if I can't really work on it, but that person would need to be a pretty advanced mapper and be able to understand my code in order to not break the map and make it worse. I don't really know who that person would be.
I think in general you should be able to zoom out a little not just with the spectere I like to view as much as my vision allows. Just something cause I mastered all the heros is that a tenth hero as there are ten hero spaces would be awesome Maybe like a special hero... idk just some input
The 10th slot is there because if you have 9 characters you've been working on a lot and want to play with some low level friends or test something out, you should not have to delete a hero to create a new one. It's an expendable slot.
It's also there for UI symmety and not wasting the dialog space.
Zooming out is not possible to add, since locking the camera for players to avoid scrolling around etc also disables zoom, and there's no way to enable just that feature. It can be done with key events but that causes insane lag issues. Furthermore, casters are not limited by casting range, they can cast anywhere they can see. Allowing them to zoom out would be rather broken.
Since you say you can't zoom out, can you add an autocast to the spectre's snipe ability, and limit it to things at 10+ range only? like so he auto-snipes enemies at 10-13 (i think his snipe is range 13) range? because the viewing window seems to be around 14 wide each side and 9 up, 8 down... so you really can only cast his spells for a short way vertically... the stuff like explosive shot not so important but at least snipe should be for full range... not sure if that would be possible to do. other than that I'm kind of used to him shooting outside of vision range now, it's not ideal but not much you can do there i guess.
Yes, Speaking of that Frontline NA is falling from page 2 to page 5.
Please save the game from going down the pages! It needs played longer so it can be played again! I keep having to try to convince my friends and random people to play frontline with me.
If you can try to get more people playing this, That would be great!
Yes i am super addicted to this game. Help save Frontline from Low Population!
If you need me my gamertag on sc2 is Mekeja. Message me if you want!
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@clad0: Go
Without the auto-attacking disabled, the whole positioning and defensive aspect would be useless, yes. What I'll try at some point later is disable collision of DT, and add a button that appears only while Shadowstride is active, in the same slot with same hotkey, which forces DT to attack closest enemy, thus removing the targetting annoyance. So you can get into position, hit hotkey again, and BAM! I think the Dark Templar is one of those classes which still has room left on command card.
Shadowstride dealing area effect damage in the first place is a rather new addition, which was made post-release, so it's not perfect. I try to play all classes to get an idea of what's annoying, poorly balanced etc. Hence why Shadowstride is no longer single target in the first place, or why the Spectre having a "hard" Hold Position to prevent misclicks that make you lose Deploy bonuses, or why the Medic UI was updated with buttons.
It's a work in progress. I do consider it a beta, and treat it as such, making many small changes often based on playing experience and player input.
I don't find Blink Strike useless at all. You lose DPS whenever you have to move to reach enemies, since then you are dealing no damage. I use it as an opener against a new wave, then follow up with Crippling/Soul Harvest or Shadowstride if wave is full of weak enemies.
Death Mark not useful? It makes your first hit against any enemy deal (assuming level 26+) 60% more damage. And that's not 60% of base damage like Offense/Deploy works, it's 60% of TOTAL damage. Your second hit deals 156% more damage. This bonus also affects all your abilities, and all ALLIES' abilities. I'd say it's one of the most potent passives. Maybe even too potent.
The only reason for the 20% book is so people who have partial levels can make use of those without having to play another lower tier game, and buy themselves up to a level without having to have the money for a full level. That is why I added it. It doesn't need to be different. It shouldn't cost more. It's there to let you top off your partial levels, while still paying the same per XP as for the regular book.
@Nashadun: Go
I'd say I would agree with the mentionned change for Shadowstride. This is kinda what I was thinking about to allow dts to strike when they wants to.
About Blink Strike, yes, I don't find it useless at all too. It's even really useful, like you say, to quickly get in battle, and deal a nice amount of damage. Being able to close any group as they are comming is nice, especially when you're the only one who can tank in the group ( and solo wise too ), thus saving you some time each wave. However, what I said is that, while leveling, I did not find useful to take more than one point in it, because, dps-wise, it was clearly more important to put in crippling strike, and get more level in others ability.
After all, let's look at it:
-Shadowstride deals aoe-based damage, which is probably what is most needed for the whole game ( exept bosses, with the exeption of some who spawn adds ), so you have to level it really more quickly than blink strike. Both are 20-second cooldown, so having to choose between more aoe dps and more monotarget dps ( which is already nice with crippling strike, which is 10 sec-cooldown, plus assassin's mark ), the choice is quickly done, and in favor of shadowstride.
-Reavers's Scythe is mandatory to level if you want to be able to tank at least one wave out two ( because most of the time, if you use it on one wave, it will be on cooldown for the next one ). If you already leveled a DT, you'd see that you really need to level this ASAP, else you won't be able to tank any wave ( which is kinda... Weird for a melee )... But if you got a tank friend, then you don't need it, but hey, i'm playing with random dudes, and i mostly find myself tanking.
-Crippling Strike clearly outclasses Blink in terms of dps, like i said earlier, so why take one more level in blink when you can get more dps and more group utility ( ennemy dps decrease, which means, more tanking ) out this? Blink is 10 sec cooldown, and Crippling Strike is 5 seconds cooldown, while both have exact same damage per rank, thus making Crippling strike 100% more efficient than blink dps wise.
-Soul Harvest is mandatory to level if you want to be able to use your abilities off-cooldown, which is mandatory for either tanking or dpsing. It's also a guarenteed kill everytime it's off cooldown if you level it as the tiers goes on. So you have to upgrade it probably right after getting Reaver's Scythe.
So, what i'm pointing out with this, is the there's nothing appealing to take Blink Strike past level 1. Making it more uselful as you level it would probably make it more worth it, but for now, I didn't level it more than I was forced to. Things like less cooldown ( -1 sec cooldown per rank, for example ), or more utility ( aforementioned synergy with Shadowstride in my other post ) would clearly make it worth it.
I'm not saying death mark isn't useful, it clearly is more dps if you can hit your target more than once. But most of the time, you won't hit targets more than two or three times, so this doesn't change anything ( at least, at my level ), and is CLEARLY overpowered on bosses, since the whole group benefits from it. So yeah, it's too potent. That's why i recommendated to change it to something else, or re-balance it. Even more because it stacks with each mark from each DT if i'm correct, making multiple DT in one group just rape bosses.
Also, i thought of an addition to Reaver's Scythe. Since DT's worst dps is when comfronted to multi target dps ( exept when you can place a nice Shadowstride ), why not make RS make the DT strike more opponents while active, but still only gets healed per strike, not per target hit, which wouldn't change anything healing-wise. I don't think 1 more opponent struck per ability level would be balanced, 5 more opponent struck is clearly too much. But making it like level 1-3: 1 more opponent, level 4-5: 2 more opponents would be nice. Do you think it would be ok?
I'll continue making feedbacks as I level up my DT, so you can have a player's experience to make eventual changes.
Also, just noticed that you can oneshot anyone in the pvp arena with soul harvest. I don't think that was intended. Just disable this ability in the pvp arena, or make it not work vs players would even this out.
Regards. Destrid.
@clad0: Go
You don't have to level up Blink Strike first, I often ignore certain skills when I level, because others are more useful. Some I never put a point in until the last levels before 20. The issue is if they are useful at level 20 and above, when you have all skills. Before that, anything is optional.
I've made the Shadowstride change, I don't think DT should get ANOTHER AoE skill though, since it's supposed to be a single target class, and when you have Voidstride too, groups are quickly decimated.
I am aware of Soul Harvest and PvP, but PvP is not a priority feature.
@Nashadun: Go
Yes, I did not think about Voidstride, which was probably my error when proposing changes. Since I don't have yet access to it, well... I completly forgot i'd be able to have it. And yes, I totally agree with the fact that DT shouldn't get any more aoe. I always liked the monotarget potency that is given to any class that's designed about being stealthy. Giving them too much multi target abilities would clearly break the point of such classes.
I'm looking foreward to try out the Shadowstride change.
I understand PvP isn't a priority. Even more because, I think it would be hard to balance classes for both pvp and pve, and I only tried pvp by curiousity. And this clearly isn't the point of this map. But it's a fun addition.
Also, I've seen that the map was updated before you post this. Any chance we can get full ( or only the most important things for players ) changelog? Thanks in advance.
Regards.
@clad0: Go
I don't keep a changelog for beta, I make changes too often. Mostly just Zealot nerf, DT tweaks and confirm dialog for hero deletion last update.
I've been playing this for a while and I have to say the biggest annoyance I've come across so far is with the spectre. I bought him the +range mod to make better use of his stationary sniping. This means he now has 15 shot range. Camera range is about 14 to the side and about 8 down, 9/10 up the screen, because of the fixed camera. This means that on some maps where enemies come at you from above/below (e.g. temple) you can't see what you're shooting, you can't target the weaker enemies, etc. Basically your guy just stands there and shots and you see kill count go up but can't do anything useful like using skills on what you're shotting. Now, you might say, get closer for your skills, well, that's not how a sniper should be. Could you do something about that, like zoom out the camera some more while using a spectre or something? or give some kind of auto-scroll-view to wherever he's shooting? At the moment it's just not satisfactory.
As for the medic buttons bug, here's a bit more info from what I saw personally: -buttons work (heal, shield, synergy) -play a game, level up (i put a skill point in synergy if that made any difference) -next arena, only heal button worked, shield and synergy didn't. Had to manually target people to apply the skills. -leaving game and joining a new one fixes it. reloading hero in-game does not. maybe this can help you fix it ;)
also, a description of what you need to unlock kittens (i saw one guy with them?) in the help text or something would be nice, so you know exactly what to aim for. if it's there already then ignore this, but there was a lot of text and i didn't see them with a quick scan over it.
Yeah I might give the Spectre a wider battlefield view. I'll have to test it out and see how it looks.
Medic UI bug still doesn't make sense. The buttons are generated based on the highest ability level enabled for your hero when you join an arena. So unless you level up your abilities after joining arena, I don't see why it wouldn't work.
Information about what is required to unlock kittuns is intentionally not listed, since it makes more interesting and unique to have one. Rather than just reading what to do, you then either have to strive to improve your account stats and be rewarded eventually, or ask someone who has kittuns. Gives that "Oh I got a kittun for that? Awesome!" or "OMG you have a kittun, where did you get that?" effect. Given enough time, they will lose their uniqueness of course, since how to get them will be well known and many people will have them already. But for now, it's sort of an easter egg/secret.
Come to think of it, I did upgrade my synergy after joining the arena, I didn't think that was important but it makes sense now that it is...
e: maybe an easy fix would be to just disable leveling up skills while in an arena (to save having to fix the whole thing)... i mean, if you forget a skill before entering one, you can just -leave, set the skill and rejoin...?
Question, How did you manage to disallow selection of other units? I can't find any method that works. There is a delay if you respond to a selection event.
I just disabled all selection types for all players.
another thing I've noticed is that when people speak, the voice chat notifier popup whatever, that lists their name and has the mute button, is shown in the bottom right where your exp is, which makes it a bit hard to see. if possible it would be good if you could move it to an empty part of the screen, such as between the character info and command card, or just above your mineral count, so it's not overlapping with anything? only a minor suggestion but if it's all beta as you say then little things should be fixed too, not just big things ;)
also, zealot Zeal ability isn't applying attack speed correctly. move speed is fine but attack speed is being calculated wrong. 80% attack speed buff to 1.2 base, with 10% accessory, is only giving -0.67 for attack speed. without the zeal, accessory is -0.24 so that's working fine. basically i think zeal is counting it as 4 stacks of -20%? which is why it gives a much lower attack speed buff than it should? the run speed is increased by 80% as it should be.
I think the main problem (except for the need of a wider view that you already know) is that "assasinate" and the skill on the E buton (don't remember the name) are too similar. Maybe you should replace this one by a debuf skill (a "hunter mark" adding ranged damage on the target?).
Just a player's suggestion :) Keep up the great work!
Hi,
Nash, good job bring this nice map. Lots of fun. Just my two cents,
1) the combat pet can be easily got with 2 high templar without killing on out post map. They just force field continuously block the ramp and the spwning units wont be able to get vision. So, no matter how many spawns there would be, there will be no dmg. We have got it yesterday pass the 20min line and the two high templar just got bored and called bail. Or we can just go forever. My medics got 300+ kills even in that case. You can imagine how many the mystics got. :)
2) the -t5 wont let people know which map they have done or the ones they havent done. Many people (like me) lost the track of it. It will be great to have a way to tell which map needed to be done for that non-combat pet.
Thank you for the effort to bring it. Keep it up man.
try instead of "-t5" using "-t5arenas"
Had another job interview today, it seems probable they will hire me. So I don't really know how much more work I'll be doing on this map.
If there are any current issues that could be solved quickly, feel free to post them. I might look into that Spectre zoom out some time during next week.
I'm sort of considering if it's worth handing the project over to someone else if I can't really work on it, but that person would need to be a pretty advanced mapper and be able to understand my code in order to not break the map and make it worse. I don't really know who that person would be.
I think in general you should be able to zoom out a little not just with the spectere I like to view as much as my vision allows. Just something cause I mastered all the heros is that a tenth hero as there are ten hero spaces would be awesome Maybe like a special hero... idk just some input
The 10th slot is there because if you have 9 characters you've been working on a lot and want to play with some low level friends or test something out, you should not have to delete a hero to create a new one. It's an expendable slot.
It's also there for UI symmety and not wasting the dialog space.
Zooming out is not possible to add, since locking the camera for players to avoid scrolling around etc also disables zoom, and there's no way to enable just that feature. It can be done with key events but that causes insane lag issues. Furthermore, casters are not limited by casting range, they can cast anywhere they can see. Allowing them to zoom out would be rather broken.
Since you say you can't zoom out, can you add an autocast to the spectre's snipe ability, and limit it to things at 10+ range only? like so he auto-snipes enemies at 10-13 (i think his snipe is range 13) range? because the viewing window seems to be around 14 wide each side and 9 up, 8 down... so you really can only cast his spells for a short way vertically... the stuff like explosive shot not so important but at least snipe should be for full range... not sure if that would be possible to do. other than that I'm kind of used to him shooting outside of vision range now, it's not ideal but not much you can do there i guess.
can u share this map? i wanna translate by korean
Yes, Speaking of that Frontline NA is falling from page 2 to page 5.
Please save the game from going down the pages! It needs played longer so it can be played again! I keep having to try to convince my friends and random people to play frontline with me.
If you can try to get more people playing this, That would be great!
Yes i am super addicted to this game. Help save Frontline from Low Population! If you need me my gamertag on sc2 is Mekeja. Message me if you want!