1. gas costs are to high for hallucination.
2. gas hog does like nothing... ??
3. the 10th wave is the most boring evar for the spawn is way to low
4. the 12th or 13 th wave is kinda the killer the spawn rate is much to high.
"Won't be this patch but something I'm considering; removing the vehicle shop entirely and just having you upgrade your starter vehicle in a similar style to how you upgrade items. Another thing I'm considering; removing the ability shop and replacing it with a dota style skill system. Each vehicle class will have set skills, with more unlocked when you upgrade your chassis."
I consider both of these changes horrible, for startes need actually more than one game to even look around catchin all the possibilieites if now the shops were removed they could not look around and just wonder how people come with these imbalanced battlecruisers or whatever. your game, but i remember you wanted it kept simple. well buying a vehicle = simple. testing out by playing more matches and every time picking a new one is not simple. i predict if you are going to change this new players will most likely not playing more than one or two frustrated games before they give up on it.
actually there are two lanes.
dota has 3 lanes
the early Catalyst had like 4 lanes but they crossed their pathes constantly which was very fresh and unique.
if i were you i would like to get back there... dunno how, - somehow ..
first of all thanks for fixing the stuff and for the tower man i love the tower...
but now the game is i kinda feel to simplyfied. i am kinda missing the diffrent ways troops used to march around on the field like in the ol days...
it gave some crossings a strategic value like knowing from this position i can shot the troops cominalong that path and those comin along that path...
and no defenders is kinda strange as well... but fair, really fair.
but if there are only 2 troops on the field marching along the pathes why has the base these 2 entrances on each side? why not just one an the landing tower placed a bit aside so players need to kill it because troops pass by it without attacking? the defending turrets on the highground maybe?
anyway i liked the 4 troops on the gamefield thingy more i guess. hercules brings 2 and landing towers also bring two ... dunno but there was more action somehow.
The mid is - i would wish for some walls, imagine an octahedral figure the sides towards the troops entrances/exits are open with the color bars the other 4 sides are walls. so you also spawn behind a wall.
The behaviour i would wish for would be like. if a spot gets captured the troops capturing it barickade there and all the other forces of that color leave that spot alone and march straight for the next targets. like at the beginning the hercules brings 2 packs these move out to secure the outposts and barricake there (granting them a slight defenders advantage). the hercules brings the next troops. For the outposts are already ours, these troops head out for the center in a pretty straight line. Once won there, even a single marine bunkers in there and is the defender, whereas reinforcements leave the middle alone and head out for the enemies outpost. This way the middle keeps constantly changing ownership, because the enemy pushes in with full packs and the defenders don't get reinforced. somewhen they are dead and that is the time where the real battle starts for it again.
Right now, it is just like siting in the middle and keeping it, grants you kills and the other team has to try to push in to change that. Well 3 players on one spot with their reinforcements constantly passing by is a hard nut to crack. But if the troops would pick other Pathes depending on targets to assault, neither attacker nor defender could just sit still, for if your troops leave the middle alone, you have to help defend there and you want to use that advantage to attack their outposts the same time. menaing the nemy also has to decide if he defends the own outposts or keeps helping attacking the center.
So not just 3 players sitting at one spot pushing their advantage with ideling around...
i also would wish for "consumeeables" like to carry around in the inventroy and then seeting like a turret up just consumes that inventory item.
so it is gone, no respawn once killed it is gone.
could also be mines or actuall "health" potions or infested marines which head out for the enemy just as troops do.
eiviyn could you please take a look into neutralizer drones they seem like smash anything else... other drones bio packs enemy heroes ...
it is like they just frickin don't die compared to any other drone out there.
@Eiviyn: Go
GREAT Patch!
love it! but the people are seeing it as a bug that if like weapon slots are full and you buy an additional weapon the additional weapon gets dropped on the ground instead of in the not anymore existing inventory. the trick is to sell weapons first and then buy new ones but most people don't seem to get that.
not sure if it helps but i noticed a lack in error reports so maybe this is a hint.
i killed (like no respawn) all 3 enemy heroes in one game with one setup, maybe you could look into the used items if they trigger something or stuff.
vulture +
4 medium neutralizer drones
the second drone push weapon
3 X the second cannon
2nd and 3rd power diagnostics
2X the second "i take energy but restore shield" shield
1X the second shield with + attackspeed
i normally killed them before with lower items so maybe just some tier of the items are affected by this bug. i just thought woah if his layout produces this error it maybe could be tracked that way easier.
- Imho, Armor is needed anyway. First time I've seen the map it's was pretty close to being balanced. What the way it's broken with shield regen? If it's not technical issue, you should return it and make some anti-shield ajustments. Without Armor, missiles are all-over weapon class currently and there's NO ANY reasons now to buy Guns really or playing slow-but-fat Vehicle layouts - missiles own you anyway.
let us say you introduce armor again then you again screw it up with the weapons. i mean i know the last time armor was in the game and a little hellion unpenetrateable... just firing with his single gun not bothering what shots at him for he does not loose any hp.
so there need to be limits. but as you have 4 armor slots you have a problem as developer for any armor introduced and be it the smallest number always needs to be considered what if 4 times the thickest armor gets put into thse slots?
so either you scale the amount of armor down to meaningless or it gets imbalanced because pure armorbuilds suddenly again rock the house.
right now armor gives hp like shields do that is fine for every weapons does damage on them. so the weaponsystem can be a rock paper scissors of its own range vs damage.
you need to repair hp shields regen alone fine, simple no frickin bonuses you need to remember no fricking whatever, simple. works missles have the range machineguns have the power.
the only thing i would consider fair would be 1 armor on the tier 2 vehicles and 2 aromor on the tier 3 vehicles so upgrading the vehicle itself really provides some benefit. (1/2 armor for both hp and shield).
- I would like too see physical weapon layout like that:
1.Missiles shot each 4 seconds but with 10 range (yeah that one feat is just too much effective on 3 fire rate) and get 20% bonus against Buildings.
2.Cannons are average, shot each 2 seconds, have 20% bonus against Tank-class vehicles, but can't hit Air units.
3.Guns shots each second, have 20% bonus against Shields (same power drain to reflect more frequent attacks, in theory).
+ 4. Flamethrowers for near-melee range (2-3 i believe) with 0.5 rate with low damage, splash, armor-ignore and bonus to Biologic.
not simple
adding bonuses needs remembering needs more time to find into the game and actually as suggest would change way to much.
let it just be HP and let shield just be regenerating HP and balance all around that imho is the way to keep it simple.
- I would like to see Air Vehicles available for players with lower HP and EP rating, but best fitting to Attacking. That actually could've fixed the hard time attacking High Ground without modifying middle control point.
wtf what? not simple
adding air screws the whole simple concept. it is good to have highground and highground advantage and you want vision then get a probelauncher these should provide vision...
- I would also like to see air drones based on Interceptor aspect that you can launch from your vehicle. Same as basic Drones, but more hard to focus and no need to wait for them to follow you, but still less durable and with reduced fire range.
- Current Middle control point is better, adding more mess around itself :D Good idea.
ok you just added walls - why not gaps so vision would be present just the path around forced?
and the lights signaling ownership are not visible anymore because of highground... (low settings only the lights indicate that)
- Base Defenses and Main Building still not changed and very, very easy to destroy. Both have to get either more armor or higher firerate and damage, so players involvement would be necessary to break trough.
- I can assume to get basic Hit Point for all vehicles a little higher. Somehow it's not looking good right not. Don't know why, but as you get more powerful Drones/Weapons, enemies start to break apart so fast...
that is because those enemies also just went for guns and not for shields or armor
- Vehicles need to be described on their base stats rather than just by words. Also, their stats really should differ more. Scouts must have more speed and low armor and Tanks must get the opposite. They're not feeling like Tanks currently.
well kinda true
i already mentioned that scouts don't scale up as mechs or tanks do because speed could become a real issue.
what about tier 1 units all have
100 shield
200 hp
100 energy
3 speed
then tier one scouts get +4%shield +4% hp +10% energy and +2% speed
tier one mech get +10% shield + 6% energy + 4%hp
tank gets 10% shield 10% hp
tier 2 units have basic
250 shield
450hp
150 energy
3 speed
(1 armor maybe)
scouts +10%hp +10%hp + 16% energy + 4% speed
mechs 20% shield 8%hp 12% energy
tanks 20% shiled 20% hp
tier 3 units have basic
450 shield
700hp
200 energy
3 speed
(2 armor maybe)
scouts +16%hp +16%hp + 20% energy + 8% speed
mechs 30% shield 12%hp 18% energy
tanks 30% shiled 30% hp
feel free to manipulate the values as you see fit but i think there is an underlying pattern/concept visible.
first of all the game is down now to who ever takes the middle first wins.
the middle is unconquerable. the masses of bio in there als reinforcing quickly shut down any attempts.
due the fact that one color holds it retreat also often ends in enemy forces because they are between you and your doorstep.
there are no tank defenders necessary to hold it. and if one of them shows up then on the highground. but to claim the middle you need to get in the most uncomfortable place on the whole map this is a trap.
again tune down the frickin bio!
two biopacks in the middle at any point in time are not conquerable and the own bio is not able to gt there to help because the reinforcing bio holds them of quite nicely.
concept flaw:
the thing is the way the biowaves get generated accumulate the more points you have the more the bio will push.
instead of the waves spawn at the base and follow a path you add additional forces at all the waypoints.
what you should do instead would be like. every side gets 4 biopacks.
2 always spawn in the base.
if there are no landingtowers two more spawn in the base.
if there are landing towers pack 3 and 4 spawn there and aim for the outpost.
if the outpost is claimed the packs 3 and 4 will spawn there and aim for the center.
if the center is taken pack 3 and 4 will spawn there and aim for the opposing outposts.
if the opposing outposts are taken pack 3 and 4 aim for the enemy command center.
another rule to add if thre are no defenders for any of these points the pack will stay there and defend and wait for further reinforcements. (this way the defender has an advantage defending the landing towers which is really needed.)
armor should only provide hp real armor bonuses like in sc2 are not balanceable for you are free to equip what you want whereas armor in sc2 is limited to a max of 6.
eiviyn please nerf the bio again and please strengthen the base defenses.
please tune down the damn bio stop upgrading it at a certain point. we had 3 fully build up ares but just got swarmed by them the enemybots didn't even show up.
once the landing towers lost these just flood ya and still the messages are coming upgraded upgraded it just sucks. if you can't do shit about it and get swarmed by double the bio than you have.
you need to really change this. for we can't even move out anymore to retake a spot because a single bio wave just annihaltes an ares with full experimental gear.
tune them down. limit the upgrades not more than 4.
what about picking and paying but retrieving when reentering the base? <- would be great imho
an other thought i had was about (one use items) what about i buy this autodrone use it / deploy it and it is gone swirling around somewhere shooting stuff with the wrong color...
well there is not much use for money if you already have everything.
agree the bio is also still a bit too strong i mean it ends the game often. also a bit sad is that you can tank and therefore destroy the enemy CC with way less than the maximum. i mean this thing has hitpoints and stuff but could you please increase its firing rate a bit and its shield regen? i man it is sad when you are still battling the players somwhere on the field and then suddenly the game ends because 6 marines and 4 marauders managed to get to the enemy CC and kill it. ok i exaggerate here but well the thing is to weak overall.
know what.
thinking about it i guess it would be cool if the tier 1 units just had 2 of each slot the tier 2 units 3 and the tier 3 units 4.
still looking for a way to make the vehicles more valuable
0
you asked for feedback right?
1. gas costs are to high for hallucination. 2. gas hog does like nothing... ?? 3. the 10th wave is the most boring evar for the spawn is way to low 4. the 12th or 13 th wave is kinda the killer the spawn rate is much to high.
0
"Won't be this patch but something I'm considering; removing the vehicle shop entirely and just having you upgrade your starter vehicle in a similar style to how you upgrade items. Another thing I'm considering; removing the ability shop and replacing it with a dota style skill system. Each vehicle class will have set skills, with more unlocked when you upgrade your chassis."
I consider both of these changes horrible, for startes need actually more than one game to even look around catchin all the possibilieites if now the shops were removed they could not look around and just wonder how people come with these imbalanced battlecruisers or whatever. your game, but i remember you wanted it kept simple. well buying a vehicle = simple. testing out by playing more matches and every time picking a new one is not simple. i predict if you are going to change this new players will most likely not playing more than one or two frustrated games before they give up on it.
0
actually there are two lanes. dota has 3 lanes the early Catalyst had like 4 lanes but they crossed their pathes constantly which was very fresh and unique.
if i were you i would like to get back there... dunno how, - somehow ..
0
hmmm
first of all thanks for fixing the stuff and for the tower man i love the tower... but now the game is i kinda feel to simplyfied. i am kinda missing the diffrent ways troops used to march around on the field like in the ol days... it gave some crossings a strategic value like knowing from this position i can shot the troops cominalong that path and those comin along that path... and no defenders is kinda strange as well... but fair, really fair. but if there are only 2 troops on the field marching along the pathes why has the base these 2 entrances on each side? why not just one an the landing tower placed a bit aside so players need to kill it because troops pass by it without attacking? the defending turrets on the highground maybe?
anyway i liked the 4 troops on the gamefield thingy more i guess. hercules brings 2 and landing towers also bring two ... dunno but there was more action somehow. The mid is - i would wish for some walls, imagine an octahedral figure the sides towards the troops entrances/exits are open with the color bars the other 4 sides are walls. so you also spawn behind a wall.
The behaviour i would wish for would be like. if a spot gets captured the troops capturing it barickade there and all the other forces of that color leave that spot alone and march straight for the next targets. like at the beginning the hercules brings 2 packs these move out to secure the outposts and barricake there (granting them a slight defenders advantage). the hercules brings the next troops. For the outposts are already ours, these troops head out for the center in a pretty straight line. Once won there, even a single marine bunkers in there and is the defender, whereas reinforcements leave the middle alone and head out for the enemies outpost. This way the middle keeps constantly changing ownership, because the enemy pushes in with full packs and the defenders don't get reinforced. somewhen they are dead and that is the time where the real battle starts for it again. Right now, it is just like siting in the middle and keeping it, grants you kills and the other team has to try to push in to change that. Well 3 players on one spot with their reinforcements constantly passing by is a hard nut to crack. But if the troops would pick other Pathes depending on targets to assault, neither attacker nor defender could just sit still, for if your troops leave the middle alone, you have to help defend there and you want to use that advantage to attack their outposts the same time. menaing the nemy also has to decide if he defends the own outposts or keeps helping attacking the center. So not just 3 players sitting at one spot pushing their advantage with ideling around...
i also would wish for "consumeeables" like to carry around in the inventroy and then seeting like a turret up just consumes that inventory item. so it is gone, no respawn once killed it is gone. could also be mines or actuall "health" potions or infested marines which head out for the enemy just as troops do.
0
eiviyn could you please take a look into neutralizer drones they seem like smash anything else... other drones bio packs enemy heroes ... it is like they just frickin don't die compared to any other drone out there.
0
there is an issue with the Ai it does not upgrade the vehicles and therefore becomes the freekill later in the game ..
0
@Eiviyn: Go GREAT Patch! love it! but the people are seeing it as a bug that if like weapon slots are full and you buy an additional weapon the additional weapon gets dropped on the ground instead of in the not anymore existing inventory. the trick is to sell weapons first and then buy new ones but most people don't seem to get that.
0
edit: ah you are already working on it...
on the permakillbug
not sure if it helps but i noticed a lack in error reports so maybe this is a hint. i killed (like no respawn) all 3 enemy heroes in one game with one setup, maybe you could look into the used items if they trigger something or stuff.
i normally killed them before with lower items so maybe just some tier of the items are affected by this bug. i just thought woah if his layout produces this error it maybe could be tracked that way easier.
0
diffrent playstyles possible - checked
gj on that one. actually i like how the center works now it is possible to capture it but it is also easyly defended.
0
that is good bcause that is the part skill kicks in.
0
let us say you introduce armor again then you again screw it up with the weapons. i mean i know the last time armor was in the game and a little hellion unpenetrateable... just firing with his single gun not bothering what shots at him for he does not loose any hp. so there need to be limits. but as you have 4 armor slots you have a problem as developer for any armor introduced and be it the smallest number always needs to be considered what if 4 times the thickest armor gets put into thse slots? so either you scale the amount of armor down to meaningless or it gets imbalanced because pure armorbuilds suddenly again rock the house. right now armor gives hp like shields do that is fine for every weapons does damage on them. so the weaponsystem can be a rock paper scissors of its own range vs damage.
you need to repair hp shields regen alone fine, simple no frickin bonuses you need to remember no fricking whatever, simple. works missles have the range machineguns have the power.
the only thing i would consider fair would be 1 armor on the tier 2 vehicles and 2 aromor on the tier 3 vehicles so upgrading the vehicle itself really provides some benefit. (1/2 armor for both hp and shield).
not simple adding bonuses needs remembering needs more time to find into the game and actually as suggest would change way to much. let it just be HP and let shield just be regenerating HP and balance all around that imho is the way to keep it simple.
wtf what? not simple adding air screws the whole simple concept. it is good to have highground and highground advantage and you want vision then get a probelauncher these should provide vision...
ok you just added walls - why not gaps so vision would be present just the path around forced? and the lights signaling ownership are not visible anymore because of highground... (low settings only the lights indicate that)
agreed i favor the firing rate
that is because those enemies also just went for guns and not for shields or armor
well kinda true
i already mentioned that scouts don't scale up as mechs or tanks do because speed could become a real issue.
what about tier 1 units all have
100 shield
200 hp
100 energy
3 speed
then tier one scouts get +4%shield +4% hp +10% energy and +2% speed
tier one mech get +10% shield + 6% energy + 4%hp
tank gets 10% shield 10% hp
tier 2 units have basic
250 shield
450hp
150 energy
3 speed
(1 armor maybe)
scouts +10%hp +10%hp + 16% energy + 4% speed
mechs 20% shield 8%hp 12% energy
tanks 20% shiled 20% hp
tier 3 units have basic
450 shield
700hp
200 energy
3 speed
(2 armor maybe)
scouts +16%hp +16%hp + 20% energy + 8% speed
mechs 30% shield 12%hp 18% energy
tanks 30% shiled 30% hp
feel free to manipulate the values as you see fit but i think there is an underlying pattern/concept visible.
0
first of all the game is down now to who ever takes the middle first wins. the middle is unconquerable. the masses of bio in there als reinforcing quickly shut down any attempts. due the fact that one color holds it retreat also often ends in enemy forces because they are between you and your doorstep. there are no tank defenders necessary to hold it. and if one of them shows up then on the highground. but to claim the middle you need to get in the most uncomfortable place on the whole map this is a trap.
again tune down the frickin bio! two biopacks in the middle at any point in time are not conquerable and the own bio is not able to gt there to help because the reinforcing bio holds them of quite nicely.
concept flaw:
the thing is the way the biowaves get generated accumulate the more points you have the more the bio will push. instead of the waves spawn at the base and follow a path you add additional forces at all the waypoints. what you should do instead would be like. every side gets 4 biopacks.
2 always spawn in the base. if there are no landingtowers two more spawn in the base. if there are landing towers pack 3 and 4 spawn there and aim for the outpost. if the outpost is claimed the packs 3 and 4 will spawn there and aim for the center. if the center is taken pack 3 and 4 will spawn there and aim for the opposing outposts. if the opposing outposts are taken pack 3 and 4 aim for the enemy command center.
another rule to add if thre are no defenders for any of these points the pack will stay there and defend and wait for further reinforcements. (this way the defender has an advantage defending the landing towers which is really needed.)
0
armor should only provide hp real armor bonuses like in sc2 are not balanceable for you are free to equip what you want whereas armor in sc2 is limited to a max of 6.
eiviyn please nerf the bio again and please strengthen the base defenses.
please tune down the damn bio stop upgrading it at a certain point. we had 3 fully build up ares but just got swarmed by them the enemybots didn't even show up.
once the landing towers lost these just flood ya and still the messages are coming upgraded upgraded it just sucks. if you can't do shit about it and get swarmed by double the bio than you have. you need to really change this. for we can't even move out anymore to retake a spot because a single bio wave just annihaltes an ares with full experimental gear.
tune them down. limit the upgrades not more than 4.
0
what about picking and paying but retrieving when reentering the base? <- would be great imho
an other thought i had was about (one use items) what about i buy this autodrone use it / deploy it and it is gone swirling around somewhere shooting stuff with the wrong color... well there is not much use for money if you already have everything.
0
agree the bio is also still a bit too strong i mean it ends the game often. also a bit sad is that you can tank and therefore destroy the enemy CC with way less than the maximum. i mean this thing has hitpoints and stuff but could you please increase its firing rate a bit and its shield regen? i man it is sad when you are still battling the players somwhere on the field and then suddenly the game ends because 6 marines and 4 marauders managed to get to the enemy CC and kill it. ok i exaggerate here but well the thing is to weak overall.
know what. thinking about it i guess it would be cool if the tier 1 units just had 2 of each slot the tier 2 units 3 and the tier 3 units 4. still looking for a way to make the vehicles more valuable