Uploaded 1.22. Various minor fixes and other behind the scenes changes. Only thing you should notice is no more drop pod bug, hopefully no more respawn bug, and the AI won't (entirely) steal your kills.
After some searching, I've isolated the resource trading bug. It turns out that your AI attackers are the ones giving you money. I never thought to look at them, because they aren't owned by a player at all.
It should be fixed in the next update along with a host of other corrections, which should be some time tonight.
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.
okay i played a game now testing shields in general (they suck) and got a double ko with an enemy.. all my items dropped and i didnt respawn xD this was pretty much game then.. want to have the replay?
oh and.. i think 1% movement speed is neglectable for 3 armor instead of 2, what do you guys think?
okay i played a game now testing shields in general (they suck) and got a double ko with an enemy.. all my items dropped and i didnt respawn xD this was pretty much game then.. want to have the replay?
oh and.. i think 1% movement speed is neglectable for 3 armor instead of 2, what do you guys think?
I've replaced the way armour works entirely. It's similar to shields now. Perhaps too similar. I'll diversify them as balance unfolds. I'll upload the build soon.
The respawn bug is... odd. I've seen it once ever. It exists. I'm not sure why. I'll create a fallback in a future build.
i am having issues with the taking of the points. first of all the middle point is far to hard to get from your opponent. i didnt figure out the system yet. do you have to stand there a specific amount of time without an enemy entering it? i would suggest there are turrets or other buildings which needs to be destroyed to stop them from landing there (maybe like the landing beacon in the mainbase?)
right now a game without tanks is in progress.. red wins simply by getting lucky to get middle first. now red gets more and more upgrades. the waves arent balancing them out over time like it should be.
first of all you need to make formations for the waves. marauder always in front, moving at same speed with marines in the back.
-turrets dont get more hp/shield which makes them useless on later levels
-mines have the highest priority to get attacked. meaning you cant place them anywhere near a 10 km radius of an enemy unit..
i understand that, they are entirely useless however the way they are =) i am fighting 90% of the time, i would never spend 21k on mines which i can only use the rest of the time on the other side of the map where no fighting takes place!
turrets are the same.. 21k for a thing that instantly dies? no way =)
dont get me wrong, i really like the map. its fun to play. there are just some issues which needs to be fixed, then more and more diversity can be added. overall great job!
with diversity i mean things like auras, abilitys, teamskills etc.
Food for thought. 3x level four mines with 4x drone links does 3,000 damage. That's basically more health than anything has.
Just takes quite some well placement to set them down! I'll see how things play out though. I tried using mines myself, and while rather insane against the AI attackers, not many players fell for them.
Shall see. Might add some mine related ability that allows them to be set with no countdown and/or launched at range, for a short duration and long cd.
the armor change was really no good idea. cant you make an damage reduction based on amount of armor? currently you die in seconds to everything, you cant dive 1 second into infantrie or dead.
the armor change was really no good idea. cant you make an damage reduction based on amount of armor? currently you die in seconds to everything, you cant dive 1 second into infantrie or dead.
I'll probably be changing the way infantry works entirely. I'm not happy with it right now.
I've changed the layout of the centre base. It hopefully should be easier to attack now. I'd appreciate any feedback on this, or ways to make it easier to attack.
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Uploaded 1.22. Various minor fixes and other behind the scenes changes. Only thing you should notice is no more drop pod bug, hopefully no more respawn bug, and the AI won't (entirely) steal your kills.
@Syl3r: Go
no its not hard to get close.. blink and snare do a pretty good job. however 9 armor negates guns completely if i am not mistaken
After some searching, I've isolated the resource trading bug. It turns out that your AI attackers are the ones giving you money. I never thought to look at them, because they aren't owned by a player at all.
It should be fixed in the next update along with a host of other corrections, which should be some time tonight.
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.
okay i played a game now testing shields in general (they suck) and got a double ko with an enemy.. all my items dropped and i didnt respawn xD this was pretty much game then.. want to have the replay?
oh and.. i think 1% movement speed is neglectable for 3 armor instead of 2, what do you guys think?
i declare mines as supermegauseless!
I've replaced the way armour works entirely. It's similar to shields now. Perhaps too similar. I'll diversify them as balance unfolds. I'll upload the build soon.
The respawn bug is... odd. I've seen it once ever. It exists. I'm not sure why. I'll create a fallback in a future build.
Tried a new build tonight. Had some insane error so had to drop back a build. In case anyone was wondering why it's just skipped up 2 versions.
i am having issues with the taking of the points. first of all the middle point is far to hard to get from your opponent. i didnt figure out the system yet. do you have to stand there a specific amount of time without an enemy entering it? i would suggest there are turrets or other buildings which needs to be destroyed to stop them from landing there (maybe like the landing beacon in the mainbase?) right now a game without tanks is in progress.. red wins simply by getting lucky to get middle first. now red gets more and more upgrades. the waves arent balancing them out over time like it should be.
first of all you need to make formations for the waves. marauder always in front, moving at same speed with marines in the back.
-turrets dont get more hp/shield which makes them useless on later levels
-mines have the highest priority to get attacked. meaning you cant place them anywhere near a 10 km radius of an enemy unit..
ps: red won in 27 minutes ;-)
@Ryaneko: Go
I wish I could make the central point lower ground. I am going to change it to be an attacker's advantage though.
Turrets are meant to be less useful the further you go on. They're basically just there to stop you losing too early.
Mines have a high priority because if you could dump mines under AI units... well, haha, yeah!
i understand that, they are entirely useless however the way they are =) i am fighting 90% of the time, i would never spend 21k on mines which i can only use the rest of the time on the other side of the map where no fighting takes place! turrets are the same.. 21k for a thing that instantly dies? no way =)
dont get me wrong, i really like the map. its fun to play. there are just some issues which needs to be fixed, then more and more diversity can be added. overall great job!
with diversity i mean things like auras, abilitys, teamskills etc.
ps: red won again :-P
Food for thought. 3x level four mines with 4x drone links does 3,000 damage. That's basically more health than anything has.
Just takes quite some well placement to set them down! I'll see how things play out though. I tried using mines myself, and while rather insane against the AI attackers, not many players fell for them.
@Eiviyn: Go
the problem is that 3x lvl 4 is money that you need in big guns or shields or you cant overwhelm the bio mass :D
Shall see. Might add some mine related ability that allows them to be set with no countdown and/or launched at range, for a short duration and long cd.
red ALWAYS gets the middle.. even in 3on3 rushing for it.
oh and these ways from bio. they sometimes go to capture point and sometimes ignore it. i dont really know how to capture points.. :D explain please
Uploaded version 1.25.
There's various balance changes, mostly related to armour and machine guns. Few other changes too, minor ones.
I left trigger error reporting in. I'd appreciate any screenshots of any trigger errors that arise. Thanks!
hi.. this tutorial button, please remove it or make me able to cancel it :
\
okay you balanced it to missile wars.. bio does way to much damage for having no armor at all
I'll be implementing a data bank feature in the future that remembers if you've seen the tutorial. If you have, it won't display the button anymore.
I'll also try and get the tutorial to be voiced. Shall see.
@Eiviyn: Go
the armor change was really no good idea. cant you make an damage reduction based on amount of armor? currently you die in seconds to everything, you cant dive 1 second into infantrie or dead.
I'll probably be changing the way infantry works entirely. I'm not happy with it right now.
Uploaded a new build. Mostly bug fixes.
I've changed the layout of the centre base. It hopefully should be easier to attack now. I'd appreciate any feedback on this, or ways to make it easier to attack.