Hey it's looking really good, just be careful with those sounds, the good fellows at Aksys may not appreciate your use of BlazBlue sound files :S, also, if it turns out to be copyright material Blizzard may choose to remove your game from BNet.
Also, increase the height of those hp bars and such, they got in the way at the end of the vid, covering up the faces and what not.
Lastly, whenever you used your finisher move the camera zoomed/panned to you for a split second, it didn't look so good :S
Rollback Post to RevisionRollBack
Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
Yeah basically. You can get transparencies to work with dds yeah, Idk if you can with anything else thats supported by the editor, but DDS works.
@ Above: I hope not too, its technically free content isn't it? I love Aksys games just as well, and a pretty big GG/Blazblue fan. I wanted an epic soundtrack for an epic map, and the soundtracks to both of those games are pretty epic :)
If I have to change it for any reason though, I'll do so. It's going to suck if it comes to that...
On release, can you pretty plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz ( i figure the more z's i put in plz, the more chance of me getting it) put it on SEA?
It really depends on the player skill it seems. I've beaten ppl 1v3 with the medic but to be fair they couldn't land a skill to save their lives, meanwhile I've also been 1v2'd by an Ace as Sarina+Ezzerat...so yea.
Loving the presentation, with chinese characters on hero selection screen lolz!
Some input:
- This game has glitch Mephs. i.e. often the game won''t spawn any of the hero and stuck. Have to remake. Not sure why but I have encountered this couple of times. Especially when it say Action 2 times.
- Raynor (Assault) is the worst. 1300 HP is too low. The grenede is useless. 50 Ammo? are you SERIOUS? 3 seconds and out of ammo. the ultra combo is lame as well. Balancing is totally needed. Never win with this piece of junk. Maybe I use it wrong
- Fury count should be bar as well imo. Just like in Street Fighter. So you can check enemies ultra combo and be prepared.
- Raynor (Assault) is the worst. 1300 HP is too low. The grenede is useless. 50 Ammo? are you SERIOUS? 3 seconds and out of ammo. the ultra combo is lame as well. Balancing is totally needed. Never win with this piece of junk. Maybe I use it wrong
You are using him wrong. Ace's thing is that he doesn't take any time to warm up his ranged attack like Revolver and the Psions. He's very good if you play shoot-and-cover, especially when you take into account his Hardened Resolve which speeds him up as well as increases the damage he deals. Also, his nerve grenade does a pretty great job against Psions, which could be argued to be his more difficult foes (despite Ace being the counter to these).
Against melee, you're going to want to utilize his slow grenade.
After playing many games in which healing is a cornerstone, and a requirement to have any effectiveness, I've concluded that it's the mechanics, opposed to number crunching, that decided a balance between damage and healing.
Since this game is about skill, and those without skill and proper timing fail, the only way to balance healing is to make it skill based as well, which seems a bit benign at first. Perhaps healing that only occurs on hit;
Ex (using EQ2 ability formatting, as it's easier to understand):
When target takes damage, this ability will cast Regrowth of the Void
Regenerates health equal to 25% of incoming damage plus 3% of the target's max health over 1 second
Lasts until 5 hits are taken
Ex2:
Target: Enemy; No cast; Reuse: 10 seconds; Duration: 20 seconds
When target takes damage, this ability will cast Void's Unforgiving Touch
Instantly regenerates 20 health to allies in an area of effect around the target
As opposed to just clicking allies to heal then running away, you would have to wait for a condition, and time it well in order to succeed. You could even have abilities based completely on skill:
Target: Enemy; No cast; Reuse: 3 seconds; No duration
Does 10 damage to enemies in a frontal arch
If enemyt is killed by this attack, this ability will cast Void Reaper
-Instantly restores 100% of max health of all allies currently on the field
After playing many games in which healing is a cornerstone, and a requirement to have any effectiveness, I've concluded that it's the mechanics, opposed to number crunching, that decided a balance between damage and healing.
Well consider that if you roll a comp with 1 healer and 2 dps, yeah you have better survival, but the toher team that has 3 dps can kill you much faster. In order to get one thing, you sacrifice another. If your team is really solid you can eaisly stomp a healer/2dps team, the thing is you can't be afraid to die. If you waste time, don't keep pressure on the healer in some form (constantly doing damage to someone), switching targets is essential on the fly. If you scare the healer into running and kiting, just switch to something that's out of their range and drop them before he/she can heal them in time.
Support have terrible DPS, so it boggles me when a high dps char runs from them when they're higher on HP. The more you leave support alone, the deadlier they become. Food for thought.
I should mention that double psion+ healer is ridiculous however...really hard comp to beat (asleir/onyx/dex). Judging from the fact EVERY character is supposedly OP that usually means balance is close to "good" at least. I'm still keeping an eye on matchups and specific heroes (RUSH IM LOOKING AT YOU) for being a tad too powerful in some situations.
Positioning also plays a big part. On the other hand if you play with a healer vs. a team without a healer, you can take advantage and play more defensively, juking in/out of LOS picking off little bits of dmg at a time, since you're not under any pressure to keep up with heals, whereas a full dps team should be trying to remove at least one person from the fight ASAP, without fear of dying. Always consider the strengths and weaknesses of each composition. They're fairly dynamic and I feel that there's no such thing as an unbeatable composition, nor is there a composition that's too weak. You have to play on every character in your team's strengths and weaknesses.
When you think 1 DPS class = 1, HPS class = 0, 3 is better than 2 when 3 DPS is against 2 DPS and 1 HPS.
This is number crunching once more; the only thing deciding the battle is HPS vs. DPS, which is exactly what I'm talking about.
You mustn't just think of situations through a DPS class, but a DPS with skill as a variable. Not always is someone going to dish out the maximum DPS possible, but with how healers are now, with instant target and clicks, the healer is always going to dish out the maximum HPS possible. Skill is reliant on the mechanics, not the numbers and formulas of the abilities.
Well also consider just what it takes to heal as each healing class.
Sarina:
Has an ammo clip of 50 maximum.
She can use a channeled heal-per-sec (heals about 30 hp per sec, 5 ammo per pulse so she can heal a maximum of 300 hp with this over 10 seconds). She can't heal herself with this.
Her burst heal heals 225 to all allies in a small AOE and costs 25 ammo, 10 second cooldown.
Her escape ability recovers 200 hp instantly and another 22 hp/sec for 5 seconds, for a total of 310 hp over 5 seconds, only affects herself.
Her ultimate, Solace heals every 3 seconds, over 15 second duration, + initially. Each heal tick is for 122, for a total of 720 hp over 15 seconds. Requires 1000 fury.
Her main damage attack is a DOT that doesn't stack, and deals about 22dmg/sec over 6 seconds, for a total of 132 damage over 6 seconds. This also consumes the same ammo she uses to heal.
Her reload time is 2 seconds, and she needs to reload often to be able to keep healing.
Dex:
Only heal is his nanomed drone, which heals in a static area for about 22/sec while its alive. You can stack up to 2 and have 2 nanomeds on the field at once, healing 44/sec for 10 seconds = 440 hp healed, but this requires that you don't move from the AOE of the drone.
He has an instant shield for 250 HP that lasts 10 seconds, 15 sec cooldown.
His main attack is kind of complicated. When he fires his shotgun, it protrudes 14 tracelines (5 that only have 7 cell range and 9 that have 14 cell range.) in a fanning arc from his character. Each traceline impact deals 8 damage. So at point blank, you can do a maximum of 112 damage to a target per shot. The kickback time is 0.5s between attacks w/ a 12 ammo clip. The arc of the attack makes it behave like scatter fire from a real shotgun, meaning he can hit multiple targets, but the damage will be greatly diminished. At far range you'll be lucky to hit a single target for 16 dmg.
His ultimate shields him completely for 5 seconds and reflects all damage taken.
-
If you want to crunch some numbers and compare to the dps output of a specific hero let me know i'll give you teh specs on any character :)
@Mephs: Go
Just 2 colored images right? red and yellow. I assume to get transparency there is a need to convert the image to a .dds?
Btw, Great work, Very impressive interface design :)
Hey it's looking really good, just be careful with those sounds, the good fellows at Aksys may not appreciate your use of BlazBlue sound files :S, also, if it turns out to be copyright material Blizzard may choose to remove your game from BNet.
Also, increase the height of those hp bars and such, they got in the way at the end of the vid, covering up the faces and what not.
Lastly, whenever you used your finisher move the camera zoomed/panned to you for a split second, it didn't look so good :S
Yeah basically. You can get transparencies to work with dds yeah, Idk if you can with anything else thats supported by the editor, but DDS works.
@ Above: I hope not too, its technically free content isn't it? I love Aksys games just as well, and a pretty big GG/Blazblue fan. I wanted an epic soundtrack for an epic map, and the soundtracks to both of those games are pretty epic :)
If I have to change it for any reason though, I'll do so. It's going to suck if it comes to that...
On release, can you pretty plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz ( i figure the more z's i put in plz, the more chance of me getting it) put it on SEA?
Isnt there a patch coming this week that allows us to upload to different regions?
The medic is kind of OP, when I play her I can win 2v1 almost every time, I only die if it's 3v1.
Also, heals in general become OP in 1v1 matches, any way of writing in a condition "if game is 1v1 healing is reduced by 50%" or something like that?
I know the games not really meant for 1v1 but if your respective teams leave your left at a disadvantage if the other player is a healer.
@EchoedRequiem: Go
It really depends on the player skill it seems. I've beaten ppl 1v3 with the medic but to be fair they couldn't land a skill to save their lives, meanwhile I've also been 1v2'd by an Ace as Sarina+Ezzerat...so yea.
@Mephs: Go
Loving the presentation, with chinese characters on hero selection screen lolz!
Some input:
- This game has glitch Mephs. i.e. often the game won''t spawn any of the hero and stuck. Have to remake. Not sure why but I have encountered this couple of times. Especially when it say Action 2 times.
- Raynor (Assault) is the worst. 1300 HP is too low. The grenede is useless. 50 Ammo? are you SERIOUS? 3 seconds and out of ammo. the ultra combo is lame as well. Balancing is totally needed. Never win with this piece of junk. Maybe I use it wrong
- Fury count should be bar as well imo. Just like in Street Fighter. So you can check enemies ultra combo and be prepared.
I can publish this in the EU for you if you want. I'd love to try it out myself
You are using him wrong. Ace's thing is that he doesn't take any time to warm up his ranged attack like Revolver and the Psions. He's very good if you play shoot-and-cover, especially when you take into account his Hardened Resolve which speeds him up as well as increases the damage he deals. Also, his nerve grenade does a pretty great job against Psions, which could be argued to be his more difficult foes (despite Ace being the counter to these).
Against melee, you're going to want to utilize his slow grenade.
After playing many games in which healing is a cornerstone, and a requirement to have any effectiveness, I've concluded that it's the mechanics, opposed to number crunching, that decided a balance between damage and healing.
Since this game is about skill, and those without skill and proper timing fail, the only way to balance healing is to make it skill based as well, which seems a bit benign at first. Perhaps healing that only occurs on hit;
Ex (using EQ2 ability formatting, as it's easier to understand):
Target: Ally; Cast: 1.5 seconds; Reuse: 15 seconds; Duration: 30 seconds
When target takes damage, this ability will cast Regrowth of the Void
Ex2:
Target: Enemy; No cast; Reuse: 10 seconds; Duration: 20 seconds
When target takes damage, this ability will cast Void's Unforgiving Touch
As opposed to just clicking allies to heal then running away, you would have to wait for a condition, and time it well in order to succeed. You could even have abilities based completely on skill:
Target: Enemy; No cast; Reuse: 3 seconds; No duration
Does 10 damage to enemies in a frontal arch
Well consider that if you roll a comp with 1 healer and 2 dps, yeah you have better survival, but the toher team that has 3 dps can kill you much faster. In order to get one thing, you sacrifice another. If your team is really solid you can eaisly stomp a healer/2dps team, the thing is you can't be afraid to die. If you waste time, don't keep pressure on the healer in some form (constantly doing damage to someone), switching targets is essential on the fly. If you scare the healer into running and kiting, just switch to something that's out of their range and drop them before he/she can heal them in time.
Support have terrible DPS, so it boggles me when a high dps char runs from them when they're higher on HP. The more you leave support alone, the deadlier they become. Food for thought.
I should mention that double psion+ healer is ridiculous however...really hard comp to beat (asleir/onyx/dex). Judging from the fact EVERY character is supposedly OP that usually means balance is close to "good" at least. I'm still keeping an eye on matchups and specific heroes (RUSH IM LOOKING AT YOU) for being a tad too powerful in some situations.
Positioning also plays a big part. On the other hand if you play with a healer vs. a team without a healer, you can take advantage and play more defensively, juking in/out of LOS picking off little bits of dmg at a time, since you're not under any pressure to keep up with heals, whereas a full dps team should be trying to remove at least one person from the fight ASAP, without fear of dying. Always consider the strengths and weaknesses of each composition. They're fairly dynamic and I feel that there's no such thing as an unbeatable composition, nor is there a composition that's too weak. You have to play on every character in your team's strengths and weaknesses.
This is in the works.
@Mephs: Go
When you think 1 DPS class = 1, HPS class = 0, 3 is better than 2 when 3 DPS is against 2 DPS and 1 HPS.
This is number crunching once more; the only thing deciding the battle is HPS vs. DPS, which is exactly what I'm talking about.
You mustn't just think of situations through a DPS class, but a DPS with skill as a variable. Not always is someone going to dish out the maximum DPS possible, but with how healers are now, with instant target and clicks, the healer is always going to dish out the maximum HPS possible. Skill is reliant on the mechanics, not the numbers and formulas of the abilities.
@hihibanana: Go
Well also consider just what it takes to heal as each healing class.
Sarina:
Has an ammo clip of 50 maximum.
She can use a channeled heal-per-sec (heals about 30 hp per sec, 5 ammo per pulse so she can heal a maximum of 300 hp with this over 10 seconds). She can't heal herself with this.
Her burst heal heals 225 to all allies in a small AOE and costs 25 ammo, 10 second cooldown.
Her escape ability recovers 200 hp instantly and another 22 hp/sec for 5 seconds, for a total of 310 hp over 5 seconds, only affects herself.
Her ultimate, Solace heals every 3 seconds, over 15 second duration, + initially. Each heal tick is for 122, for a total of 720 hp over 15 seconds. Requires 1000 fury.
Her main damage attack is a DOT that doesn't stack, and deals about 22dmg/sec over 6 seconds, for a total of 132 damage over 6 seconds. This also consumes the same ammo she uses to heal.
Her reload time is 2 seconds, and she needs to reload often to be able to keep healing.
Dex:
Only heal is his nanomed drone, which heals in a static area for about 22/sec while its alive. You can stack up to 2 and have 2 nanomeds on the field at once, healing 44/sec for 10 seconds = 440 hp healed, but this requires that you don't move from the AOE of the drone.
He has an instant shield for 250 HP that lasts 10 seconds, 15 sec cooldown.
His main attack is kind of complicated. When he fires his shotgun, it protrudes 14 tracelines (5 that only have 7 cell range and 9 that have 14 cell range.) in a fanning arc from his character. Each traceline impact deals 8 damage. So at point blank, you can do a maximum of 112 damage to a target per shot. The kickback time is 0.5s between attacks w/ a 12 ammo clip. The arc of the attack makes it behave like scatter fire from a real shotgun, meaning he can hit multiple targets, but the damage will be greatly diminished. At far range you'll be lucky to hit a single target for 16 dmg.
His ultimate shields him completely for 5 seconds and reflects all damage taken.
-If you want to crunch some numbers and compare to the dps output of a specific hero let me know i'll give you teh specs on any character :)
could you publish it on EU please
I don't know if its fun or not, but you polished the HECK out of it. Shesh. Nice work.
I'm waiting till 1.0 to release on other servers.
@SouLCarveRR: Go
that wud be swell, havent been keeping up with sc2 so i wudnt no