I released a hotfix today.. should solve the most annoying HOTS bugs.. hopfully. :) Performance should also increase due to reduced foliage.
Searching some partners is maybe a good idea.. never thought about it.
Regarding your points: Spawn time is actually increased as you die - up to a maximum of 60 secs. In the new release there are only a few build-slots dedicated in each fortress - this should guarantee some sort of balance.
You can see them only in Bnet. :) But I can copy them for you:
4.0:
- HOTS patch adapting...
- NEW: you can now choose which outposts units from your own barracks attack
- NEW: Credit Island ;) (reachable via the Infinite Impropability Drive...)
- fixed: defense towers are no longer able to see enemys on higher cliff levels
- fixed: reduced overall foliage detail level
- fixed: now you can hide/expand the Zerg Rage Counter
- balance: reworked weapon damage and cost
- balance: changed initial money and income
- balance: 4 slots for barracks inside the bases (outside there is still plenty of space..)
- balance: repair tower now much harder to destroy
- balance: increased overdrive speed buff to +5/10/15/20/30%
4.2:
- NEW: Income Timer
- fixed: Zerg wave timer window position
- fixed: additional reinforcements (center outpost) owner now checked when the transport is created
- balancing: slightly increased periodic income
- balancing: slightly decreased Soldier HP
- balancing: slightly increased Tankbister HP
Last patches where really good, but there`s still two major ones:
1. After a while into the game some graphics disappears (minions, shooting, barracks). Makes the game almost unplayable since you don`t see anything.
2. Sometimes when you die you never respawn and the RIP msg never disappears.
And a minor one:
1. Zerg Spine Crawler is not displayed right, looks like a round shield thingy or something.
Except for this the game works brilliant. Hope for a fix for the major ones soon, a lot of ppl. don`t wanna play cause of these bugs. But nice work with the map so far:)
Seams I found the solution for the invis-units bugs... (yay). Please report otherwise! The never-respawn bug was connected to this one as far as I know.
The spine crawler.. yes I experienced it.. its a problem in the actor since the HOTS patch, but I havent figured out how to solve by now..
Invis-units bug is fixed now- good work.
Other Bugs:
1:Never re-spawn bug still exists.
2:Also South side cannot build 4 Barracks in their slots, the last slot to north is too small.
3: Repair Pod is still killable- may be you can give to it some attack or more HP in order not to rush in base kill it fast and cripple the enemy team without repairs.
Balance stuff:
Guns:
First with the usefull T1 guns the T2 guns are almost useless or bad buy. Better to take 2 T1 guns and sell them later for T3 that could be combined then using T2. T2 Guns need to cost less.
Lasers are still the best weapons in the game. Reducing their range to 7 or 7.5 would make them more balanced.Rocket Barrage needs a bit more range.
Flame-thrower and Mortar are still useless- they need a way more DPS in order to have a point.
Both Pyramid special guns are useless- they could be more expensive but with more DPS.
Tanks:
Basic Walker HP update with 100 makes it even more OP compared to base tank, roll back the HP to 400 or give base tank 600 start HP. 5000 Thor tank seems useless compared to Laser tank- it needs more better stuff, same story for the 12 000 tank in one of the south side shops.
Mk2 Banshee torpedo needs to do more Dmg. 1100 max is not good enough. for the price of the tank if we compare the torpedo hit from smaller banshee to let say battle tank- 1/3 of its HP, the Mk2 Banshee does 1/5 or even less to to 5000 tanks.
Zerg:
It is now too powerful making hiring hunting squads for enemy more vital tactic then updating your own units.
The 2 Nudos in Zerg Territory are hard to kill in early/mid game making the North side first defences easy to kill by the Zerg Attacks. Zerg in general is luck factor that could change the game for one of the sides. I guess that better base cannons that have secondary attack with add-on versus Zerg Units would fix it. Now with slower start attack damage for the tanks Zerg does more damage then the enemy units.
Quite variable, different spots, no any pattern. I guess it happens mostly when the player is not killed by other player but from zerg/defence/soldiers.
Also other bug- south side south post barracks left defence turret near the bunker is killable from above the hill without making Dmg there.
Nice work with the balance changes. You fixed most of the stuff. The Predator now could be used as specialised defence killer combined with motars/torpedo and vision
New series of bugs to report>
1> Enhanced Armour ability update does not show or work on all 3 tanks that use it T1 Tank,Battle Tank and Laser Tank.
2> Boom Tank Nanite Skin Ability does not work- it does not add any armour and it does not repair the tank. Robotlings are also too weak in HP.
3> I really like the Zerg nydos map symbol, can you add it also to the normal nydos as well not only to the one with turrets?
Also the Zerg is a way too powerful versus defences due to the tons of zerglings that swarm the non-moving target,Tanks can kite it but the defences are static. Can you add flame secondary attack to small perimeter defences and to the bunkers as well?
4 Nydos spams kill north first defence bunker and small turret and barracks , if the Nydos spam in the Zerg territory in early game it is really hard to kill, making north side not so worthy to capture/play there.
4> Elite Shop Rocket Barrage combo is a way too cheap to combine compared with others- it should cost more then 500 for sure. Also Swarm Rocket update costs only 1000. Also combining 4 mk3 weapons is cheaper then combining 2 Mk3 and 2 Mk4 weapons. If we compare it with one of the other combos the ultimate weapon costs around 2500-3000 less for around the same efficiency.
5> Lighting Generator could have a slight Damage Buff, you can make again the last combo 3000 instead of 2000 but give it around 700-730 DPS because it have less range then the Rainbow Laser.
The secondary flame attack is an great idea! I've added a first version to the vulcan perimeter defenses.
I'm not sure if its a good idea to add them to the small perimeter defenses, because its intended that the Zerg are a high thread and to strong outpost-defenses may negate this effect.
The nydus that spawn due to attack waves (the ones without Spine-Crawlers around :) ) dont spawn additional troops after the wave itself, so an alarm is not quite nessessary in my opinion...
And yes.. passive abilities were broken (my fault). Fixed now - thx for the hint.
[EDIT]Regarding the combining costs: The "ultimate" weapons have different total costs - thats true. But hey have different strenght though.[/EDIT]
My idea about the secondary flame attack is to have really short range so it can hurt only the zerglings swarming the bunker/volkano, also it gives the defender of the base tactical advantage to stay near the parameter defence.
My concerns about the base defences is that luck plays huge role here- if team A holds the base, zergs swarm it even if the ragemeter is in favour of attacking the other team, A loses the defences and B takes the base afterwards really fast because have no defences to take care about. Also the base defences are really important in the early game and useless in late game. The said problem is concerning the early game, in late game player tanks can remove the defences effortlessly and really fast.
Same story with the Nydos attack. May be it is good to add Turrets near Nydos only in late game.
My concern was about north side because the zerg got more units there not only the Nydos and its units and 2 turrets so 2 T2 tanks in mid game are needed to kill it on 2 times when one other tank must keep the north forward post alive. This is weakening the attacked team a lot but promotes organisation and team play also it is worth 1500 credits to the other team to hire zerg squad to hunt for the enemy.
hi all. There is one thing that should be fixed as soon as possible, cos it ruins all the game and there will happen 2 things: 1 - all begin to use it (the game then will long too much time and will be no fun at all) or 2 - no one will play with me )). The thing is that parameters here are stackable, so U may have more then 20 armor - as U can guess in this case no one can hit U, I even dont say kill U :). My suggestion - just remove stack ability this map, and all will be fine.
Best regards,
Vetalkl
No not really, they swarm the bunker as well. It slows the attack but still it is too strong on north side, may be you can improve timing a bit as well- give a bit more time between zerg spams north.
May be you can add the same to bunker and increase the range to 0,7.
Also I noticed that the HP updates does not reduce my speed.
Hm.. I cannot confirm that the slowing does not work - check again maybe? :) (if at travel speed, you will only notice that the speed buff is not 100% but its still buffed though)
The target of the zerg attack are choosen randomly (and - of course - depending on the rage counter) - so there is no special timer for attacks at the northern base. I've increased the time between the waves a bit...
Now north Zerg works well finally. Still very dangerous but beatable. The speed reduction works- however it does not display instantly but after a couple of seconds- so I stay corrected.
I noticed other bug. By re-spawning in front of the home base- if one hits you meanwhile you instantly die- if there are any soldiers that attack the headquarters the defending team cannot re-spawn.
Also income distribution by leavers is really a problem- if one good player with strong tank and equipment drops the team gets only his minerals that he had but in general none hosts many minerals because they buy stuff. Can the team get all of the leaver stuff sold at shop in mineral equivalent or any other bonus like dropping all of the mounted items in front of home base or similar?
Because when 2 people leave in early game the rest 2 have barely chance to control any base no matter how huge the difference in player skill is. The team that got people left should get some bigger bonus may be the equivalent of one controlled base income or similar.
Okay I changed the leaver-handling. Now the value of the items and the tank a player has are tracked periodically and granted to the other players if this player leaves.
Also I added a respawn-invulnerability.
Regarding a bonus for the team with fewer people.. hm I'm not sure if its a good idea, but ill think about it.
The re-spawn bug still exists but the leaver money work just fine. May be you can move the re-spawn spot near the healing spot so the enemy forces wont kill it too fast before it gets normal shape.
I released a hotfix today.. should solve the most annoying HOTS bugs.. hopfully. :) Performance should also increase due to reduced foliage.
Searching some partners is maybe a good idea.. never thought about it.
Regarding your points: Spawn time is actually increased as you die - up to a maximum of 60 secs. In the new release there are only a few build-slots dedicated in each fortress - this should guarantee some sort of balance.
Anywhere I can see the full patch notes for 4.0 and 4.1? B.Net seems to have a cutoff point for the patch notes where I can't see anymore.
You can see them only in Bnet. :) But I can copy them for you:
4.0:
- HOTS patch adapting... - NEW: you can now choose which outposts units from your own barracks attack - NEW: Credit Island ;) (reachable via the Infinite Impropability Drive...) - fixed: defense towers are no longer able to see enemys on higher cliff levels - fixed: reduced overall foliage detail level - fixed: now you can hide/expand the Zerg Rage Counter - balance: reworked weapon damage and cost - balance: changed initial money and income - balance: 4 slots for barracks inside the bases (outside there is still plenty of space..) - balance: repair tower now much harder to destroy - balance: increased overdrive speed buff to +5/10/15/20/30%
4.2:
- NEW: Income Timer - fixed: Zerg wave timer window position - fixed: additional reinforcements (center outpost) owner now checked when the transport is created - balancing: slightly increased periodic income - balancing: slightly decreased Soldier HP - balancing: slightly increased Tankbister HP
@Freddy2287: Go
Last patches where really good, but there`s still two major ones: 1. After a while into the game some graphics disappears (minions, shooting, barracks). Makes the game almost unplayable since you don`t see anything. 2. Sometimes when you die you never respawn and the RIP msg never disappears.
And a minor one: 1. Zerg Spine Crawler is not displayed right, looks like a round shield thingy or something.
Except for this the game works brilliant. Hope for a fix for the major ones soon, a lot of ppl. don`t wanna play cause of these bugs. But nice work with the map so far:)
Seams I found the solution for the invis-units bugs... (yay). Please report otherwise! The never-respawn bug was connected to this one as far as I know.
The spine crawler.. yes I experienced it.. its a problem in the actor since the HOTS patch, but I havent figured out how to solve by now..
Invis-units bug is fixed now- good work. Other Bugs: 1:Never re-spawn bug still exists. 2:Also South side cannot build 4 Barracks in their slots, the last slot to north is too small. 3: Repair Pod is still killable- may be you can give to it some attack or more HP in order not to rush in base kill it fast and cripple the enemy team without repairs.
Balance stuff:
Guns: First with the usefull T1 guns the T2 guns are almost useless or bad buy. Better to take 2 T1 guns and sell them later for T3 that could be combined then using T2. T2 Guns need to cost less.
Lasers are still the best weapons in the game. Reducing their range to 7 or 7.5 would make them more balanced.Rocket Barrage needs a bit more range. Flame-thrower and Mortar are still useless- they need a way more DPS in order to have a point. Both Pyramid special guns are useless- they could be more expensive but with more DPS.
Tanks: Basic Walker HP update with 100 makes it even more OP compared to base tank, roll back the HP to 400 or give base tank 600 start HP. 5000 Thor tank seems useless compared to Laser tank- it needs more better stuff, same story for the 12 000 tank in one of the south side shops. Mk2 Banshee torpedo needs to do more Dmg. 1100 max is not good enough. for the price of the tank if we compare the torpedo hit from smaller banshee to let say battle tank- 1/3 of its HP, the Mk2 Banshee does 1/5 or even less to to 5000 tanks.
Zerg: It is now too powerful making hiring hunting squads for enemy more vital tactic then updating your own units. The 2 Nudos in Zerg Territory are hard to kill in early/mid game making the North side first defences easy to kill by the Zerg Attacks. Zerg in general is luck factor that could change the game for one of the sides. I guess that better base cannons that have secondary attack with add-on versus Zerg Units would fix it. Now with slower start attack damage for the tanks Zerg does more damage then the enemy units.
When does the respawn-bug occur? Can you something about the circumstances?
@Freddy2287: Go
Quite variable, different spots, no any pattern. I guess it happens mostly when the player is not killed by other player but from zerg/defence/soldiers. Also other bug- south side south post barracks left defence turret near the bunker is killable from above the hill without making Dmg there.
Considered your points. I reworked parts of the revive system - maybe it helps. I've never experienced the revive-bug myself
Nice work with the balance changes. You fixed most of the stuff. The Predator now could be used as specialised defence killer combined with motars/torpedo and vision New series of bugs to report>
1> Enhanced Armour ability update does not show or work on all 3 tanks that use it T1 Tank,Battle Tank and Laser Tank.
2> Boom Tank Nanite Skin Ability does not work- it does not add any armour and it does not repair the tank. Robotlings are also too weak in HP.
3> I really like the Zerg nydos map symbol, can you add it also to the normal nydos as well not only to the one with turrets?
Also the Zerg is a way too powerful versus defences due to the tons of zerglings that swarm the non-moving target,Tanks can kite it but the defences are static. Can you add flame secondary attack to small perimeter defences and to the bunkers as well? 4 Nydos spams kill north first defence bunker and small turret and barracks , if the Nydos spam in the Zerg territory in early game it is really hard to kill, making north side not so worthy to capture/play there.
4> Elite Shop Rocket Barrage combo is a way too cheap to combine compared with others- it should cost more then 500 for sure. Also Swarm Rocket update costs only 1000. Also combining 4 mk3 weapons is cheaper then combining 2 Mk3 and 2 Mk4 weapons. If we compare it with one of the other combos the ultimate weapon costs around 2500-3000 less for around the same efficiency.
5> Lighting Generator could have a slight Damage Buff, you can make again the last combo 3000 instead of 2000 but give it around 700-730 DPS because it have less range then the Rainbow Laser.
The secondary flame attack is an great idea! I've added a first version to the vulcan perimeter defenses. I'm not sure if its a good idea to add them to the small perimeter defenses, because its intended that the Zerg are a high thread and to strong outpost-defenses may negate this effect.
The nydus that spawn due to attack waves (the ones without Spine-Crawlers around :) ) dont spawn additional troops after the wave itself, so an alarm is not quite nessessary in my opinion...
And yes.. passive abilities were broken (my fault). Fixed now - thx for the hint.
[EDIT]Regarding the combining costs: The "ultimate" weapons have different total costs - thats true. But hey have different strenght though.[/EDIT]
@Freddy2287: Go
My idea about the secondary flame attack is to have really short range so it can hurt only the zerglings swarming the bunker/volkano, also it gives the defender of the base tactical advantage to stay near the parameter defence.
My concerns about the base defences is that luck plays huge role here- if team A holds the base, zergs swarm it even if the ragemeter is in favour of attacking the other team, A loses the defences and B takes the base afterwards really fast because have no defences to take care about. Also the base defences are really important in the early game and useless in late game. The said problem is concerning the early game, in late game player tanks can remove the defences effortlessly and really fast.
Same story with the Nydos attack. May be it is good to add Turrets near Nydos only in late game. My concern was about north side because the zerg got more units there not only the Nydos and its units and 2 turrets so 2 T2 tanks in mid game are needed to kill it on 2 times when one other tank must keep the north forward post alive. This is weakening the attacked team a lot but promotes organisation and team play also it is worth 1500 credits to the other team to hire zerg squad to hunt for the enemy.
hi all. There is one thing that should be fixed as soon as possible, cos it ruins all the game and there will happen 2 things: 1 - all begin to use it (the game then will long too much time and will be no fun at all) or 2 - no one will play with me )). The thing is that parameters here are stackable, so U may have more then 20 armor - as U can guess in this case no one can hit U, I even dont say kill U :). My suggestion - just remove stack ability this map, and all will be fine. Best regards, Vetalkl
Oh good point. I've hotfixed this - Tuning and armor items are not stackable anymore - only the highest tier in your inventory will be applied.
btw: is the vulcan perimeter flamer enough to weaken the zerg a litte bit? :)
@Freddy2287: Go
No not really, they swarm the bunker as well. It slows the attack but still it is too strong on north side, may be you can improve timing a bit as well- give a bit more time between zerg spams north. May be you can add the same to bunker and increase the range to 0,7. Also I noticed that the HP updates does not reduce my speed.
Hm.. I cannot confirm that the slowing does not work - check again maybe? :) (if at travel speed, you will only notice that the speed buff is not 100% but its still buffed though)
The target of the zerg attack are choosen randomly (and - of course - depending on the rage counter) - so there is no special timer for attacks at the northern base. I've increased the time between the waves a bit...
@Freddy2287: Go
Now north Zerg works well finally. Still very dangerous but beatable. The speed reduction works- however it does not display instantly but after a couple of seconds- so I stay corrected. I noticed other bug. By re-spawning in front of the home base- if one hits you meanwhile you instantly die- if there are any soldiers that attack the headquarters the defending team cannot re-spawn. Also income distribution by leavers is really a problem- if one good player with strong tank and equipment drops the team gets only his minerals that he had but in general none hosts many minerals because they buy stuff. Can the team get all of the leaver stuff sold at shop in mineral equivalent or any other bonus like dropping all of the mounted items in front of home base or similar? Because when 2 people leave in early game the rest 2 have barely chance to control any base no matter how huge the difference in player skill is. The team that got people left should get some bigger bonus may be the equivalent of one controlled base income or similar.
Okay I changed the leaver-handling. Now the value of the items and the tank a player has are tracked periodically and granted to the other players if this player leaves. Also I added a respawn-invulnerability.
Regarding a bonus for the team with fewer people.. hm I'm not sure if its a good idea, but ill think about it.
The re-spawn bug still exists but the leaver money work just fine. May be you can move the re-spawn spot near the healing spot so the enemy forces wont kill it too fast before it gets normal shape.
You mean that you can be damaged just after respawning? Or is there still some trouble with being not revived at all?