My loadout never exceeds the limits of the inventory though. Everything was fine until I ran into this random issue a few games ago. I haven't really changed strategy or items either. In one game I bought the missile launcher in the countdown stage and it was just left on the floor, I couldn't remove the light cannon from my inventory and in previous games, the cannon had been switched to missile automatically.
I changed the inventory quite dramatically about an hour ago.
I'm sorry for the confusion. The part you're probably interested in is that now, level 1 vehicles can only hold 2 weapons. You'll need to upgrade your chassis at the vehicle shop to hold more.
I've patched in some notes at the game start. Hopefully this should help clear up confusion. I'm sorry for surprising people with a change like this. I'll make sure to give more ample in-game warnings in future.
@Eiviyn: Go
GREAT Patch!
love it! but the people are seeing it as a bug that if like weapon slots are full and you buy an additional weapon the additional weapon gets dropped on the ground instead of in the not anymore existing inventory. the trick is to sell weapons first and then buy new ones but most people don't seem to get that.
just played the new version and i have to say, the new equipmentsystem is just awesome.
now every vehicle has its own purpose and the scouts are actually worth buying.
one small thing ive noticed. ive upgraded to tank early and lost my second ability, it didnt drop to ground or something, it was just gone. i dont know if this is intended. i think there should be a inventorybar that holds inactive equipment like befor so you dont drop/remove something cause of a mistake
hey i just got a weird idea
how about adding a biological veichle to make the shotguns usefull
they got no shields or shield slots but they have way more hp and hp regen would seem original i dont think anyone came up with that (except blizz but u know... they made the entire game so why not)
At some point (far, far down the line), I'll be adding Protoss and Zerg as playable factions. Zerg vehicles will be biological. By playable faction, I mean you choose in the lobby and the faction most picked is the one your team plays as in-game. The changes will be purely cosmetic at first, before diversifying a little.
Again, this isn't something I'll be adding until the game as it stands is mostly complete. Which it isn't. Far from it.
just played the new version and i have to say, the new equipmentsystem is just awesome. now every vehicle has its own purpose and the scouts are actually worth buying.
one small thing ive noticed. ive upgraded to tank early and lost my second ability, it didnt drop to ground or something, it was just gone. i dont know if this is intended. i think there should be a inventorybar that holds inactive equipment like befor so you dont drop/remove something cause of a mistake
I've put the item storage back in, along with cleaning up the system as a whole.
This was the original concept of Catalyst that I had when the editor came out. Kinda makes me smile when I think how what I had in mind at the time is absolutely nothing like how it turned out...
Middle Control Point is enigmatic. Additional spawns from it cannot be countered by any means and easy to defend because there's only one.
- Get 2 additional Mid CPs as soon as possible, otherwise game result is predetermined on the moment Mid CP is captured.
Missiles are still OP. Get three opponents with all-missile build? Just surrender already...
- Change them to have 4 sec reload, or considerable minimum attack range.
Troop Upgardes are too considerable.
- Decrease the amount of HP and Damage gain by Upgrades or
- Make them either not that fast or rework them to be purchasable with minerals, leaving gas for gaining new Troop types like Medics/Ghosts/Armored Transports.
Miniguns are useless. Too high skill required and too high risk involved to use them effectively.
- Change range to 6. It's not a handhold rifle or something.
- Change firing projectiles to Stalker/Phoenix for 3rd and 4th MG's. They're more fitting. Current projectiles, together with other beam projectiles like Mothership and Colossus are using, is more about Laser Weapon with bonus against shields or something.
- I would still like to see MG's more fast and less powerful.
Turrets need to be useful.
- Make them more fortified, with higher placement cooldown and normal size.
Some of the 1st grade Utility drones has 420 HP, which is really game breaking.
- Making Combat Drones more sturdy is much a better idea than that...
There's a bug with starting a game other than 3v3. Initially added AI players are non-targetable by an opponent, and not targeting opponents himself as being Allied with them.
- Check out the Triggers about Ally/Enemy settings for initially AI players.
IMO after some time playing this map. Its not that fun anymore. Cant find it interesting coz there is no tactical approach and items aint providing enough of variety.
Wc3 Battle Tanks had much more interesting weapons, and terrain. And its was more simple and fun.
IMO after some time playing this map. Its not that fun anymore. Cant find it interesting coz there is no tactical approach and items aint providing enough of variety.
Wc3 Battle Tanks had much more interesting weapons, and terrain. And its was more simple and fun.
wc3 battle tanks also had years of development. I've had 6 days.
More variety will come, I promise. Just for now, I have gameplay issues to solve.
Middle Control Point is enigmatic. Additional spawns from it cannot be countered by any means and easy to defend because there's only one.
- Get 2 additional Mid CPs as soon as possible, otherwise game result is predetermined on the moment Mid CP is captured.
Missiles are still OP. Get three opponents with all-missile build? Just surrender already...
- Change them to have 4 sec reload, or considerable minimum attack range.
Troop Upgardes are too considerable.
- Decrease the amount of HP and Damage gain by Upgrades or
- Make them either not that fast or rework them to be purchasable with minerals, leaving gas for gaining new Troop types like Medics/Ghosts/Armored Transports.
Miniguns are useless. Too high skill required and too high risk involved to use them effectively.
- Change range to 6. It's not a handhold rifle or something.
- Change firing projectiles to Stalker/Phoenix for 3rd and 4th MG's. They're more fitting. Current projectiles, together with other beam projectiles like Mothership and Colossus are using, is more about Laser Weapon with bonus against shields or something.
- I would still like to see MG's more fast and less powerful.
Turrets need to be useful.
- Make them more fortified, with higher placement cooldown and normal size.
Some of the 1st grade Utility drones has 420 HP, which is really game breaking.
- Making Combat Drones more sturdy is much a better idea than that...
There's a bug with starting a game other than 3v3. Initially added AI players are non-targetable by an opponent, and not targeting opponents himself as being Allied with them.
- Check out the Triggers about Ally/Enemy settings for initially AI players.
Thank you for the feedback.
Lists like this are great. They give me something to look down, check if I agree with, and go off to fix. Even better, I don't have to work through the whole list at once. I can come back later and check the other points.
Middle Control Point is enigmatic. Additional spawns from it cannot be countered by any means and easy to defend because there's only one.
- Get 2 additional Mid CPs as soon as possible, otherwise game result is predetermined on the moment Mid CP is captured.
yes, mid is still too important and too hard to capture (but not impossible. i still think mid shouldnt have bios watching it and no bios attacking it and just give vespine (more then the other points so that it gets important)
Missiles are still OP. Get three opponents with all-missile build? Just surrender already...
- Change them to have 4 sec reload, or considerable minimum attack range.
dont agree with that. missiles are strong, but i dont think theyre op. the only thing that sometimes is a bit unbalanced is that u can be attacked but the enmy is not completly visible so u can see him but not attack him, so you just have to run for it, but hey, thats life, its ok.
Troop Upgardes are too considerable.
- Decrease the amount of HP and Damage gain by Upgrades or
- Make them either not that fast or rework them to be purchasable with minerals, leaving gas for gaining new Troop types like Medics/Ghosts/Armored Transports.
the hpgain is ok, you gain enough dmg to kill them yourself, but the dmg is way too high in the lategame. ive seen it that ive got oneshotet by the middledeffing bios (with the scout, coudnt build that much def)
Miniguns are useless. Too high skill required and too high risk involved to use them effectively.
- Change range to 6. It's not a handhold rifle or something.
- Change firing projectiles to Stalker/Phoenix for 3rd and 4th MG's. They're more fitting. Current projectiles, together with other beam projectiles like Mothership and Colossus are using, is more about Laser Weapon with bonus against shields or something.
- I would still like to see MG's more fast and less powerful.
no..... guns are not useless...... and theyre not op..... theyre exactly right. i know it takes skill to use them, but hey, it would be boring if there wouldnt be something that uses skill. look at guns: they do the most dps of all weapons, they do 50% more dmg vs bios so you can farm easily and kill the enemy very fast. ok, you have to be close, but if you have the skill, thats not realy a problem...... if you think theyre too weak, dont use them. making them more range would defenatly make them op.
Turrets need to be useful.
- Make them more fortified, with higher placement cooldown and normal size.
hmmmm, turrets, yeah they go down way too fast :/ but i think the flaw is more that u have to destroy them for yourself if you want to build on other positions and already have the maximum. it would be better if the first one placed would be destroyed wehen you build the 5th, but only have 4 turrets
I've buffed machine guns to range 6 in my offline build. I agree that it sucks to have to get so point blank to use them.
Turrets... I just refuse to buff their health. They are so easily replaced that buffing their health is just not an option right now. If I buffed their health, I'd have to increase their energy cost and cooldown, which makes them more fidgety to use.
I also disagree with turrets being useless. I love them for holding nodes.
I've buffed machine guns to range 6 in my offline build. I agree that it sucks to have to get so point blank to use them.
It's just that Guns are not that good with damage. Taking 1st grade MG's in start it a fail-stuff, you can't even fight bio with that, getting focused by it all the way, not speaking about enemy techs.
Quote from Eiviyn:
Turrets... I just refuse to buff their health. They are so easily replaced that buffing their health is just not an option right now. If I buffed their health, I'd have to increase their energy cost and cooldown, which makes them more fidgety to use.
I also disagree with turrets being useless. I love them for holding nodes.
Sorry about that one. Just checked them out and it seems they're ok. But it's strange that they all have the same HP's, considering the cost differences. That the reason they're totally useless in late, so theres no reason to buy a 4th one.
Still, their size is just smaller than Drones. Thats not right. I think they should have different amount of HPs and bigger size, like the 4th Level turret is 1.0 scale of original model. You can also change their model to Betty, so it's not the same shape as perimeter turrets. It's also would be cool, that you're just buying a Sentry Turret with no weapon preset, but could change it by selecting placed turret and choosing one of three weapons manually. So, if you're just need to keep a point from bios, you're switching to MG, and if there's player coming, changing it to missiles to give you some fire support.
There are some other misc issues:
Main Base targeting is a little buggy. When there are about 6-8 units attacking it, it's just rapidly rotates without actually shooting.
There are hole in the way-point schemes. When your team losing an off-side CP, you can barely recapture mid CP, losing half of attacking bios. When your base are losing a Landing Tower, your team can't recapture an off-side outpost at all, because you have no troops attacking it anymore. Troops spawned at your team main landing zone are attacking enemy base lines straightforward.
- Consider to add a waypoint priority determination which will lead Main LZ bios to attack off-side CP instead of enemy Main Base, if that off-side CP has been captured by an enemy team.
Turrets get 30% of your vehicle's hp/shields. I might change that so that higher level turrets get more, starting at 25% and ending at 40%. The scale is an issue, I agree.
I wish I knew what causes the fortress to go crazy while attacking. I've tried changing everything, including just leaving it as a default planetary fortress. It's as if the moment I mess with the weapon, it breaks. It's not a huge issue in my eyes however, the weapon still fires.
As for the waypoint system, I've revamped the whole thing.
Attackers now follow much simpler routes and spawn more predictably. You can spend vespane on increasing marine count, increasing marauder count or upgrading attackers. Current costs are 50 for an extra marine per wave, 80 for a marauder, and 150 for the upgrade.
Upgrades are purchased at your repair zone. Vespane is a team resource, so only one player needs to spend it. If someone in your team is being silly with upgrades, well, sorry, but it's a team game. Also it's not like any of the upgrades are bad. Trading vespane has no effect as the vespane count is stored internally as a variable, and the visible vespane count is only for display purposes.
NPC units won't defend bases anymore. This should make the middle easier to take over.
hmmm, im curious how the rangeincrease of the guns will turn out endgame.i knwo ive said alread, but endgame guns just rock the house. with 4 or more lvl 3 guns you can kill most vehicles befor they even fired the second rockets. and the creeps stoping to defend will be nice and get much more speed in the game. cant wait to play the next update =)
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@Xenoth87: Go
My loadout never exceeds the limits of the inventory though. Everything was fine until I ran into this random issue a few games ago. I haven't really changed strategy or items either. In one game I bought the missile launcher in the countdown stage and it was just left on the floor, I couldn't remove the light cannon from my inventory and in previous games, the cannon had been switched to missile automatically.
I changed the inventory quite dramatically about an hour ago.
I'm sorry for the confusion. The part you're probably interested in is that now, level 1 vehicles can only hold 2 weapons. You'll need to upgrade your chassis at the vehicle shop to hold more.
I've patched in some notes at the game start. Hopefully this should help clear up confusion. I'm sorry for surprising people with a change like this. I'll make sure to give more ample in-game warnings in future.
@Eiviyn: Go GREAT Patch! love it! but the people are seeing it as a bug that if like weapon slots are full and you buy an additional weapon the additional weapon gets dropped on the ground instead of in the not anymore existing inventory. the trick is to sell weapons first and then buy new ones but most people don't seem to get that.
Hopefully the new, shiny red warnings will give people an idea.
just played the new version and i have to say, the new equipmentsystem is just awesome. now every vehicle has its own purpose and the scouts are actually worth buying.
one small thing ive noticed. ive upgraded to tank early and lost my second ability, it didnt drop to ground or something, it was just gone. i dont know if this is intended. i think there should be a inventorybar that holds inactive equipment like befor so you dont drop/remove something cause of a mistake
hey i just got a weird idea how about adding a biological veichle to make the shotguns usefull they got no shields or shield slots but they have way more hp and hp regen would seem original i dont think anyone came up with that (except blizz but u know... they made the entire game so why not)
At some point (far, far down the line), I'll be adding Protoss and Zerg as playable factions. Zerg vehicles will be biological. By playable faction, I mean you choose in the lobby and the faction most picked is the one your team plays as in-game. The changes will be purely cosmetic at first, before diversifying a little.
Again, this isn't something I'll be adding until the game as it stands is mostly complete. Which it isn't. Far from it.
I've put the item storage back in, along with cleaning up the system as a whole.
sorry my bad! i meant decreasing target priority of marines, thx :)
now for some testing.. gratulation for rank3 on popularity! :D
there is an issue with the Ai it does not upgrade the vehicles and therefore becomes the freekill later in the game ..
Just for the fun of it, I stumbled across this;
http://www.gardenofaiur.com/blog/catalyst/
This was the original concept of Catalyst that I had when the editor came out. Kinda makes me smile when I think how what I had in mind at the time is absolutely nothing like how it turned out...
Current Version Issues:
- Get 2 additional Mid CPs as soon as possible, otherwise game result is predetermined on the moment Mid CP is captured.
- Change them to have 4 sec reload, or considerable minimum attack range.
- Decrease the amount of HP and Damage gain by Upgrades or
- Make them either not that fast or rework them to be purchasable with minerals, leaving gas for gaining new Troop types like Medics/Ghosts/Armored Transports.
- Change range to 6. It's not a handhold rifle or something.
- Change firing projectiles to Stalker/Phoenix for 3rd and 4th MG's. They're more fitting. Current projectiles, together with other beam projectiles like Mothership and Colossus are using, is more about Laser Weapon with bonus against shields or something.
- I would still like to see MG's more fast and less powerful.
- Make them more fortified, with higher placement cooldown and normal size.
- Making Combat Drones more sturdy is much a better idea than that...
- Check out the Triggers about Ally/Enemy settings for initially AI players.
IMO after some time playing this map. Its not that fun anymore. Cant find it interesting coz there is no tactical approach and items aint providing enough of variety.
Wc3 Battle Tanks had much more interesting weapons, and terrain. And its was more simple and fun.
wc3 battle tanks also had years of development. I've had 6 days.
More variety will come, I promise. Just for now, I have gameplay issues to solve.
Thank you for the feedback.
Lists like this are great. They give me something to look down, check if I agree with, and go off to fix. Even better, I don't have to work through the whole list at once. I can come back later and check the other points.
Again, thank you for the feedback and layout.
yes, mid is still too important and too hard to capture (but not impossible. i still think mid shouldnt have bios watching it and no bios attacking it and just give vespine (more then the other points so that it gets important)
dont agree with that. missiles are strong, but i dont think theyre op. the only thing that sometimes is a bit unbalanced is that u can be attacked but the enmy is not completly visible so u can see him but not attack him, so you just have to run for it, but hey, thats life, its ok.
the hpgain is ok, you gain enough dmg to kill them yourself, but the dmg is way too high in the lategame. ive seen it that ive got oneshotet by the middledeffing bios (with the scout, coudnt build that much def)
no..... guns are not useless...... and theyre not op..... theyre exactly right. i know it takes skill to use them, but hey, it would be boring if there wouldnt be something that uses skill. look at guns: they do the most dps of all weapons, they do 50% more dmg vs bios so you can farm easily and kill the enemy very fast. ok, you have to be close, but if you have the skill, thats not realy a problem...... if you think theyre too weak, dont use them. making them more range would defenatly make them op.
hmmmm, turrets, yeah they go down way too fast :/ but i think the flaw is more that u have to destroy them for yourself if you want to build on other positions and already have the maximum. it would be better if the first one placed would be destroyed wehen you build the 5th, but only have 4 turrets
I've buffed machine guns to range 6 in my offline build. I agree that it sucks to have to get so point blank to use them.
Turrets... I just refuse to buff their health. They are so easily replaced that buffing their health is just not an option right now. If I buffed their health, I'd have to increase their energy cost and cooldown, which makes them more fidgety to use.
I also disagree with turrets being useless. I love them for holding nodes.
It's just that Guns are not that good with damage. Taking 1st grade MG's in start it a fail-stuff, you can't even fight bio with that, getting focused by it all the way, not speaking about enemy techs.
Sorry about that one. Just checked them out and it seems they're ok. But it's strange that they all have the same HP's, considering the cost differences. That the reason they're totally useless in late, so theres no reason to buy a 4th one.
Still, their size is just smaller than Drones. Thats not right. I think they should have different amount of HPs and bigger size, like the 4th Level turret is 1.0 scale of original model. You can also change their model to Betty, so it's not the same shape as perimeter turrets. It's also would be cool, that you're just buying a Sentry Turret with no weapon preset, but could change it by selecting placed turret and choosing one of three weapons manually. So, if you're just need to keep a point from bios, you're switching to MG, and if there's player coming, changing it to missiles to give you some fire support.
There are some other misc issues:
- Consider to add a waypoint priority determination which will lead Main LZ bios to attack off-side CP instead of enemy Main Base, if that off-side CP has been captured by an enemy team.
@Xenoth87: Go
Turrets get 30% of your vehicle's hp/shields. I might change that so that higher level turrets get more, starting at 25% and ending at 40%. The scale is an issue, I agree.
I wish I knew what causes the fortress to go crazy while attacking. I've tried changing everything, including just leaving it as a default planetary fortress. It's as if the moment I mess with the weapon, it breaks. It's not a huge issue in my eyes however, the weapon still fires.
As for the waypoint system, I've revamped the whole thing.
Attackers now follow much simpler routes and spawn more predictably. You can spend vespane on increasing marine count, increasing marauder count or upgrading attackers. Current costs are 50 for an extra marine per wave, 80 for a marauder, and 150 for the upgrade.
Upgrades are purchased at your repair zone. Vespane is a team resource, so only one player needs to spend it. If someone in your team is being silly with upgrades, well, sorry, but it's a team game. Also it's not like any of the upgrades are bad. Trading vespane has no effect as the vespane count is stored internally as a variable, and the visible vespane count is only for display purposes.
NPC units won't defend bases anymore. This should make the middle easier to take over.
I'll have this build ready sometime today.
hmmm, im curious how the rangeincrease of the guns will turn out endgame.i knwo ive said alread, but endgame guns just rock the house. with 4 or more lvl 3 guns you can kill most vehicles befor they even fired the second rockets. and the creeps stoping to defend will be nice and get much more speed in the game. cant wait to play the next update =)