okay i like the change to the middle. makes it more easy to assault.
what i would like to see is a auto upgrade from weapons.. you buy a weapon lvl2 and it automatically fills a empty slot, if there is no empty slot it switches a lvl 1 weapon out. would it me make less annoying to shop.
an idea: let missiles be less effective versus shields, machineguns penetrate them or deal more damage, and cannons effective versus bio. so every weapon has its purpose?
edit: im still not satisfied with the capture mechanism. i played a lot of dawn of war. there you have to physically capture a point with a unit for like 10 seconds doing nothing. here it seems player have no control over the mechanism whatsoever.. you need infantry to be there.
I'm probably just going to slow income gain down by a lot in future. I plan to make it so that when your team kills an npc attacker or tower, your whole team gets an income reward. I'll also remove the passive income entirely. Hopefully this should solidify the team aspect of the map, since I plan to bump it up to 5 per team eventually and the less competition you have with your partners, the better.
I'm working on completely revamping the way npc attackers work right now, so that will be my next major update.
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.)
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
I dont think you should remove the high ground aspect. It looks pretty cool how it currently is.
The thing is, because the middle gives you access to much deeper territory, It should be slightly harder to defend/maintain. I think less units or defences should pass through there, It has to be sort of exposed in someway.
- 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.
- 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.
- 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.
- 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.
- 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...
- 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.
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 :-)
- 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.
- 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.
- 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.
- 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.
- 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...
- 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.
Heya.
Thanks for the feedback.
I do plan on changing weapons. Right now my plan is to add a minor snare to cannons and give machine guns a bonus to biological. Missile launchers will stay the same, perhaps increasing their range to 11.
I'll work on the vehicle descriptions. My aim here is to eventually have unique abilities for each vehicle. 2 per chassis.
The base defence and fortress weaknesses, well, I nerfed bio in the latest build. I hope it's enough to make the bases stronger. If it's not, I'll make more direct changes. The same goes for vehicle hit points, I'm hoping it's just bio being too strong rather than vehicles being too weak.
Air vehicles are something I definitely plan to add for the future, alongside what you suggested; interceptors. Though I was going to call them Fighters and Bombers, they'd be specific to air vehicles and be more durable. This is the kind of thing I would add only when the current game is relatively balanced, however.
I do plan on changing weapons. Right now my plan is to add a minor snare to cannons and give machine guns a bonus to biological. Missile launchers will stay the same, == perhaps increasing their range to 11. ==
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
- 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.
Right now, machine guns do 50% more damage to bio. Cannons apply a 20% snare. Energy neutralizers do the same damage as cannons, but range 7 and don't snare.
Oh.
Of course it's all yours to decide whatever changes to do. Hope that's will work good too. Still, I really appreciate if you're gonna see it up about missiles, as they're just too powerful already to buff them more. Just played a game where one picked Cannons and two picked Missiles only. That was a waste. That way it's not beneficial to play by anything else like Support layout (Drones for fights, Augments and heals for Weapons, Mechs as a chassis). Missiles have no any counters, so they're dominating currently, as even newbies see their bigger damage ratings and picking them on that feeling. In earlier version there was armor to counter, so you were playing on Missiles 2-hits mechanic for your own good and then someone has to get Machine Guns to counter your armor (and that worked both ways for me, actually, I've frequently countered Armor builds without any problems with shields whatsoever).
Please, keep that in mind. Thanks.
With abilities, please, take the way to make them more powerful with more energy use, so Mech players would benefit from their EP bonus more. I'm just sticking with that damn AoS assasin/tank/support/dps-classes style and want your awesome map to get that feel, to make that styles and their hybrids all viable and balansed among themselves. Tanks about survival, assasins about stealth and nuking, support about auras and buffs and dps about debuffs and escapes.
The base defence and fortress weaknesses, well, I nerfed bio in the latest build. I hope it's enough to make the bases stronger. If it's not, I'll make more direct changes. The same goes for vehicle hit points, I'm hoping it's just bio being too strong rather than vehicles being too weak.
That's not all about Bios, that's overall weakness of Turrets. In fact, Turrets and MB are actually supposed to be just pillaging Bios and having feak spots against Players (like Missiles that just can be fired from safe distance or MG's that can penetrate their armor, etc.). But now it's just opposite - Turrets making bursts of heavy damage but very slowly, so they're more suitable against Players, but pathetic with Bios. That's means player have to make effrt to get their team's Bios kill that Turret, rather than aggressively attack Turrets themselves under Bios cover, that's more effective.
Same goes with MB. It's just 60 damage, than can't even kill a 1st upgrade marine with single hit, that's weird. MB must just wreak havoc around itself, so players people would make some effort to kill it, not just keep enemy players distracted while Bios make all the job. It's classic about AoS map genre, that Bios needed only to eat damage from defenses instead of Players with minimal push by their own.
And about Air vehicles - sure, it's your order. Just keep middle flat before you're implement them. This way it's will be good chassis type to assault points - you ignore high-ground, you don't need to follow up all the roads and you're providing field of view for your allies to push high-ground effectively. After that, you can return to the initial layout with no issues at all.
More durable? Can't support that. I'd better see more durable combat (non-utility) drones. Air auto-fighters just can't be more durable than them, that's out of logic. It's much easier to hit-down the air vehicle, than land one generally. Considering the fact that they're very hard to focus down by their movement patter, that's more balanced as well.
Oh, almost forgot. Please, can you change the Hue value of different combat Drones? Like, little Red to MG, little Green to Cannons and little Blue to Missiles?
Just a reminder: Listening to your players for balance is a bad idea as a Dev most of the time. You can look at what they say is bad, but decide on your own what to change.
+ Like the new center. Leave it as it is now, its fine.
+ NPC Spawns are fine, people need to learn that moving in too close too early is stupid. This was the same for Battle Tanks btw, if you didn't watch out, you die.
- Still no Capture Bar to be seen.
- Base still too weak
- Defense Towers too weak
Edit: Also get on IRC!
Edit: Checking the Update from a minute ago now.
okay i like the change to the middle. makes it more easy to assault.
what i would like to see is a auto upgrade from weapons.. you buy a weapon lvl2 and it automatically fills a empty slot, if there is no empty slot it switches a lvl 1 weapon out. would it me make less annoying to shop.
an idea: let missiles be less effective versus shields, machineguns penetrate them or deal more damage, and cannons effective versus bio. so every weapon has its purpose?
edit: im still not satisfied with the capture mechanism. i played a lot of dawn of war. there you have to physically capture a point with a unit for like 10 seconds doing nothing. here it seems player have no control over the mechanism whatsoever.. you need infantry to be there.
I'm probably just going to slow income gain down by a lot in future. I plan to make it so that when your team kills an npc attacker or tower, your whole team gets an income reward. I'll also remove the passive income entirely. Hopefully this should solidify the team aspect of the map, since I plan to bump it up to 5 per team eventually and the less competition you have with your partners, the better.
I'm working on completely revamping the way npc attackers work right now, so that will be my next major update.
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.)
@Drakkart: Go
Kinda have to agree with this statement. Having played a few games, I feel the middle once captured, offers too great an advantage.
I'll be returning the central platform to it's former glory. I am tempted to just remove the high ground aspect completely from the central base.
@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
@Eiviyn: Go
I dont think you should remove the high ground aspect. It looks pretty cool how it currently is.
The thing is, because the middle gives you access to much deeper territory, It should be slightly harder to defend/maintain. I think less units or defences should pass through there, It has to be sort of exposed in someway.
Hi again, Eiviyn !
- 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.
- 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.
- 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.
- 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.
- 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...
- 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.
v1.27 is out.
There are only 3 changes in this build.
1) Nerfed npc attacker scaling.
2) Fixed a bug with buying vehicles and armour.
3) Redid the central outpost. Again.
Feedback is appreciated. Thanks for baring with me!
Edit: Oh, and I added a shameless plug to sc2mapster.com in the description, as a thanks for all the feedback.
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 :-)
Heya.
Thanks for the feedback.
I do plan on changing weapons. Right now my plan is to add a minor snare to cannons and give machine guns a bonus to biological. Missile launchers will stay the same, perhaps increasing their range to 11.
I'll work on the vehicle descriptions. My aim here is to eventually have unique abilities for each vehicle. 2 per chassis.
The base defence and fortress weaknesses, well, I nerfed bio in the latest build. I hope it's enough to make the bases stronger. If it's not, I'll make more direct changes. The same goes for vehicle hit points, I'm hoping it's just bio being too strong rather than vehicles being too weak.
Air vehicles are something I definitely plan to add for the future, alongside what you suggested; interceptors. Though I was going to call them Fighters and Bombers, they'd be specific to air vehicles and be more durable. This is the kind of thing I would add only when the current game is relatively balanced, however.
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?
LOLWUT!!?!?!?!?
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
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.
Right now, machine guns do 50% more damage to bio. Cannons apply a 20% snare. Energy neutralizers do the same damage as cannons, but range 7 and don't snare.
I'll leave missile launchers at range 10 for now.
I'll be uploading this build soon.
@Eiviyn: Go
Oh.
Of course it's all yours to decide whatever changes to do. Hope that's will work good too. Still, I really appreciate if you're gonna see it up about missiles, as they're just too powerful already to buff them more. Just played a game where one picked Cannons and two picked Missiles only. That was a waste. That way it's not beneficial to play by anything else like Support layout (Drones for fights, Augments and heals for Weapons, Mechs as a chassis). Missiles have no any counters, so they're dominating currently, as even newbies see their bigger damage ratings and picking them on that feeling. In earlier version there was armor to counter, so you were playing on Missiles 2-hits mechanic for your own good and then someone has to get Machine Guns to counter your armor (and that worked both ways for me, actually, I've frequently countered Armor builds without any problems with shields whatsoever).
Please, keep that in mind. Thanks.
With abilities, please, take the way to make them more powerful with more energy use, so Mech players would benefit from their EP bonus more. I'm just sticking with that damn AoS assasin/tank/support/dps-classes style and want your awesome map to get that feel, to make that styles and their hybrids all viable and balansed among themselves. Tanks about survival, assasins about stealth and nuking, support about auras and buffs and dps about debuffs and escapes.
The base defence and fortress weaknesses, well, I nerfed bio in the latest build. I hope it's enough to make the bases stronger. If it's not, I'll make more direct changes. The same goes for vehicle hit points, I'm hoping it's just bio being too strong rather than vehicles being too weak.
That's not all about Bios, that's overall weakness of Turrets. In fact, Turrets and MB are actually supposed to be just pillaging Bios and having feak spots against Players (like Missiles that just can be fired from safe distance or MG's that can penetrate their armor, etc.). But now it's just opposite - Turrets making bursts of heavy damage but very slowly, so they're more suitable against Players, but pathetic with Bios. That's means player have to make effrt to get their team's Bios kill that Turret, rather than aggressively attack Turrets themselves under Bios cover, that's more effective.
Same goes with MB. It's just 60 damage, than can't even kill a 1st upgrade marine with single hit, that's weird. MB must just wreak havoc around itself, so players people would make some effort to kill it, not just keep enemy players distracted while Bios make all the job. It's classic about AoS map genre, that Bios needed only to eat damage from defenses instead of Players with minimal push by their own.
And about Air vehicles - sure, it's your order. Just keep middle flat before you're implement them. This way it's will be good chassis type to assault points - you ignore high-ground, you don't need to follow up all the roads and you're providing field of view for your allies to push high-ground effectively. After that, you can return to the initial layout with no issues at all.
More durable? Can't support that. I'd better see more durable combat (non-utility) drones. Air auto-fighters just can't be more durable than them, that's out of logic. It's much easier to hit-down the air vehicle, than land one generally. Considering the fact that they're very hard to focus down by their movement patter, that's more balanced as well.
Oh, almost forgot. Please, can you change the Hue value of different combat Drones? Like, little Red to MG, little Green to Cannons and little Blue to Missiles?
Thanks.
v1.28 is up.
Mostly boring tooltip/graphical changes.
Base defences are buffed. Machine guns, cannons, and neutralizers are all buffed. Please check them out, and any feedback would be most appreciated.
Just a reminder: Listening to your players for balance is a bad idea as a Dev most of the time. You can look at what they say is bad, but decide on your own what to change.
+ Like the new center. Leave it as it is now, its fine.
+ NPC Spawns are fine, people need to learn that moving in too close too early is stupid. This was the same for Battle Tanks btw, if you didn't watch out, you die.
- Still no Capture Bar to be seen.
- Base still too weak
- Defense Towers too weak
Edit: Also get on IRC!
Edit: Checking the Update from a minute ago now.
@Gorandor: Go
Congrats 100th post Xaragoth.
Also you need to get this on US soon. I'm a fan of battle tanks :P