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    posted a message on [Release] Catalyst

    regarding the thor its not only a matter of aesthetic. i thought of it as a unit wreacking havoc in front of it, but having a blind spot in the back. however would this mess up the balance to much i guess.. was just an idea comming to my mind.

    drones could work like sillabear in dota for example. if they are out of range (15 maybe) they teleport to you.

    the item system has no benefit yet. however should you consider adding more items in future builds. there is just no room the way it currently is. its by no means urgent right now.

    sorry.. i didnt mean neutralizer. the thing that sucks energy out and give it to you.. whats that called? :D

    -

    consider adding another loading screen.. with instructions and stuff (for new player)

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    1. -units should face where they are shooting (tanks can be an exception)

    2. -drones never ever retreat, doesnt matter how far you go away

    3. -neutralizer do not seem to be having a big impact right now. this would be another thing however if there are more teamhelping builds with heal\shield laser

    4. -heal\shield laser builds are currently not the best choice due to their target priority

    5. -mines dont do the job

    6. -turrets are glascannons

    7. -missiles rank 2 and 3 have range 11

    8. -capturing points is just weird. you cant do it alone and need to be lucky that some marines come along

    9. -you should consider to change the baselayout. maybe make an menu to purchase things, its currently a runaround to shop.. second negative point at the current design: you are limited in itemspace. this allready is leading to uneccessary clicks on most of the shops (power diagnostics, snare drones in example)

    10. -shopping is a really fummbly matter. switching weapons out for new ones should work automatically, selling the old one

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    sorry my bad! i meant decreasing target priority of marines, thx :)

    now for some testing.. gratulation for rank3 on popularity! :D

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    i know that, i just think its "less skilled" to simply hoover round the battle field and picking off marines first without doing something. thats my point.. besides that when waves clash, they first kill all marines.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    can you increase the target priority of marines over marauder? it seems controproductive that the tankunit gets ignored by default

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    the respawn bug always happens when there is a double ko. seems like you cant trigger both events then.. so maybe you should check constantly if a player is dead or maybe make a spawn timer like in enemy territory.. every 30 seconds all dead spawn? dunno

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    okay you managed to make the weapons itself all viable. currently i am mostly doing 2 machineguns, 1 cannon and 1 energy siphon. however a long range missile only is an option too. good work so far

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    you can build a "perpetuum mobile" (not that not most units are one in a game anyway..or they are all solar powered :D)

    shieldflux +3 shield -0,5 energy energyflux +1,5 energy -1shield

    then a criticpoint regarding this items.. there are to many to get energy or shields. i favor the power diagnostics though.. dont know if they are the best, but it seems so. and whats ups with the healing laser.. it has almost no purpose when units get one shotted.. and it drains a huge amount of energy AND its not really helpfull at targeting in most situations.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    that sounds like fun. my game just now involved using cloak, target painter, drone links, snare, and turrets. in theory i thought its a good idea to run around cloaked while painting and slowing people and giving support with turrets. that went good on lvl1 then it had gone horribly bad cause turrets die to missiles in seconds.

    now your endgame... thats a lot of money for 4 glascannons. just dps wise its superior to get 4 weapons and 4 drones. not to mention the placing destroying and running around to get them into a good position. i currently see the negative aspects heavily outweight the benefit of it.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    but for the cost of mines beeing effective (drone link) i could buy cannon and snare drone which is more effective in all other aspects as well :) turrets are the same thing.. they should scale with level to be of any use

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    another thing: you have 1 cannon for slow and 3 machineguns for damage. your vehicel stays at range 8. should be changed to close in to the shortest weaponrange equipped.

    mines are still useless, 3 lvl 1 mines cant even kill a hellion at start. later on they can have 480+480 and do exactly nothing. its a wasted space, which is far more usefull for drones.

    mines and turrets RANDOMLY explode

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    considering even buffing missile launchers is.. then i quit playing your map. sorry thats through the board retarded. its still impossible to recapture a single point when enemy has all of them.. this is flawed. no comeback possible

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    containment field has no optical indicator

    missile launcher fire on the move? i am offended by a long range high damage weapon which base you cant catch :D discussion?

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    i cant push this enough. an building at every capture point would solve many problems. beacon which scales with the normal waves in shield and hp. not reparable and if it falls no more reinforcments will land until it is recaptured.

    xenoth makes good points too. however would i not build in air yet.. until this version is balanced out better :-)

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    @Drakkart: Go

    thats not entirely true.. you dont need to go into the middle. just stay on the highground and shoot everything going into there :) this however heavily favores missile launchers.. again. thats my currently main critic point. they are to damn versatile. next of them are the abilitys.. cloak seems to have no use with its disability to cloak while in combat. this again reduces the usefullness of the drone almost entirely. this however isnt important right now

    Posted in: Project Workplace
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