Respawn bug:
If my respawn point is set to a control point, and it is captured by the other team while I'm busy respawning, I still spawn there.
My weapons start attacking for 2 seconds before I actually respawn, and then I'm not invisible.
Also, drones survive if you die.
Thanks for the report. I expected there to be a few bumps. I should have these fixed today.
While playing today i might have encoutered a bug, when killing someone and several of you weapons get the "killing Blow" You get multiple credit for the kill, mening i got "kill" for the player several times, even got the 3kill streak thing from killing 1 player, and my team got loads of additional Vespene.
The combo i used when this happened: Tank 2x lv2 rockets and 2x lv2 those shield regen tasers
But, I belive I only encountered this when it were bots player i killed (Players who had left).
EU Btw
Edit: Told you here instead of the Sc2 forums becouse the EU login is bugged :S
so let me get this straight.
the team who controlls more points gets more vespene gas. the team which gets more money in the beginning can upgrade their equipment earlier, the team who upgrades their equipment earlier gets more money and has an easier time defending their territory..
I agree with Ryaneko, right now it is too difficult to come back on top if your team lost a lot of control points. The team controlling more points than the other should not get a vespene gas advantage.
On arrays:
The healing arrays are going berserk on healing fully healed units, shouldn't they only heal damaged units?
On possible new equipment:
I would like to see some kind of ranged defence which takes up a weapon slot, so you'd be trading offensive capability for defensive.
Also, resistance type armors would be cool, for instance:
Reactive Plating: Reduces incoming damage from ballistic weapons by X%.
Reflective Plating: Reduces incoming damage from energy based weapons by X%.
so let me get this straight. the team who controlls more points gets more vespene gas. the team which gets more money in the beginning can upgrade their equipment earlier, the team who upgrades their equipment earlier gets more money and has an easier time defending their territory..
you dont see anything wrong with that?
The game has to end somehow. It's not perfect but the alternative is 2h long Battle Tanks matches. It's something that bugs me a lot and something that I very much want to improve upon.
How would you stop a game dragging on forever?
@MoonMcDemon
I have a pretty huge update coming today. Just need to test it.
as i wrote in another post on the last page, take a point based victory instead of destroying something.
the concern in my last post however was that it will be a really steep curve how the team with an early advantage dominantes throughout the game. thats just because they will have an constant income, which will rise exponentially (weapons doubling their damage on every level).
the point is to win and end the game as soon as possible while having fun ammirite? i dont enjoy long matches like in league of legends where good games last 70 mins while at mid game its just kill kill kill die respawn and repeat and only advantage is being feed which i almost always am lol i like how it is atm no need to change
as i wrote in another post on the last page, take a point based victory instead of destroying something.
the concern in my last post however was that it will be a really steep curve how the team with an early advantage dominantes throughout the game. thats just because they will have an constant income, which will rise exponentially (weapons doubling their damage on every level).
I am still seriously considering converting the game into an Arathi Basin "Amass this many resources" type battleground. I don't see that as a good solution, however, as the ending never really feels... final, if you get what I mean. The game just kinda ends suddenly.
It would, on the other hand, let me control match duration much more tightly and give the better team a clear advantage without a snowball effect.
Maybe make a bar on the hud that moves to left or right each minute based on how many points are captured and by which team.
If the bar is completely to the left team 1 wins, if the bar is completely on the right, team 2 wins.
This could still be a long stalemate tho.
Alternatively you could just outright get points per minute for each captured point. The team that amasses a X points wins.
This way you get immense control over the time it takes to end a game.
Ofcourse in both these situations there would be no additional gas generated by capture points to remove the snowball effect.
Re-worked item system. Purchase level 1 items at the shop structures. Upgrade items in your inventory by left clicking. Upgrading costs minerals.
Income reduced and pawn fraction lowered to compensate for new inventory system.
Fixed lobby system. Allows you to choose your team in the lobby. This should allow 1v1 and 2v2 matches.
The fortress is back. Invulnerable until both landing towers are destroyed.
New tooltips for nearly every item in-game.
Minor gameplay and balance fixes.
Unit kill counts are saved between vehicles. Drone, mine and turret kills count towards the owner unit's kill count.
Your vehicle's kills are saved and recorded between matches. This is the kill display on the unit itself, not the scoreboard. Saving is done at the end of the match. You will be prompted when the save is complete. Consider this a test run in preparation for more.
This is a pretty big update overall and I'm expecting a few bugs to have slipped by. Feedback is very much appreciated.
so how about damaging the enemy hq with indirect means (holding control points, powering a laser, overcharging a electric net) its really the same basic idea but with an explosion at the end :-)
another mode you could look into is the unreal tournamend 2k4 onslaught mode. there you have to capture a way of nodes from your energy core to the enemys in order to lower their shields. there are most of the time 3 seperate ways which have to be covered.
infantrie still only takes the outer entry of the base.. making the one with 2 cannons totaly useless.
You are most certainly not meant to lose items when dying or switching vehicles.
I made some changes to the ress trigger to stop the kill counter ticking multiple times. Please mention if this still happens in 1.43.
I know that... I liked how you lost items when dying anyway. Was more fun to play like that.
Anyway... units are still too large on my screen :D. I can fit 2 siege tanks under my siege tank if its centered. So my sight is smaller than my weapon range ? Logic ?
+1 for Ryaneko's "powering laser" idea. If each control point is actually some sort of weapon that automatically fires at the enemy base, you'll be able to very accurately set the average and maximum game time. You can also make a "long mode" that players can vote on to decrease the power of the lasers.
Also, a huge laser beam across the map is cool.
Another thing I'd still like to see changed is to be able to upgrade infantry/add more from anywhere on the map, ie. not having to be in base. That, or give control back to the computer.
EDIT: Please also move the turrets up the cliff. At the moment, sieging them is very easy, and if you charge out to defend them, the other team can just run up the cliff of the control point that's right there.
EDIT: Found a few more:
When I got to 60 kills, the quest stopped updating the goal - eventually I was 200/60. I was using Turrets throughout the game, might be related to that?
Additional Marauder and Marine spawns don't seem to work. I was playing a 2v2 and my ally dropped before we did any upgrades. Infantry Upgrade worked as normal, except sometimes it would remove 400 vespene instead of 200.
Bots (both computer players and leaver replacements) don't upgrade items, or even buy new tanks.
When I got to 60 kills, the quest stopped updating the goal - eventually I was 200/60. I was using Turrets throughout the game, might be related to that?
Additional Marauder and Marine spawns don't seem to work. I was playing a 2v2 and my ally dropped before we did any upgrades. Infantry Upgrade worked as normal, except sometimes it would remove 400 vespene instead of 200.
Bots (both computer players and leaver replacements) don't upgrade items, or even buy new tanks.
The vespane counter bugs out if a player leaves. The vespane is there, but the display is wrong. Typically if you're 3v3 and 1 player leaves, your counter will be 50% too high. If you're 2v2 and 1 leaves, it'll be off by double. If 3v3 and 2 leave, it'll be off by triple. I'm aware of the issue and will try to fix it.
This is the new spawn layout I am thinking of using.
Red lines are current red unit paths. Blue lines, same.
Pink are new. Units are dropped at landing towers via dropships and work directly towards enemy outposts. Same for light blue lines.
Unit upgrades will be removed. NPC units will automatically upgrade over time.
If enemy owns 3 bases - you spawn extra marine per wave per spawn
If enemy owns 4 - extra marine
If enemy owns all 5 - extra marauder
1 base will provide 10 resources per 10 seconds. The game will be modeled around holding 3 bases for 20 minutes. If the central base changes hands, this will extend the game time.
Under this model you will need to acquire 3600 resources. This will take 20 minutes if you control 3 bases, 15 minutes if you control 4, and 12 minutes if you control 5.
I like this model so far. I plan to leave the current victory conditions in as they are. That is, destroying a landing tower will stop some spawns. Destroying the fortress will end the game. These will be secondary to the main "Collect 3600 resources" objective and will only be a true option to teams that are dominating their opponents.
Once 3600 resources are acquired, the story is that you are building a nuclear missile. At that point, the missile is complete and launched from your fortress. The victory cinematic plays, showing the fort being nuked.
Opinions/refinements before I start working on this?
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Thanks for the report. I expected there to be a few bumps. I should have these fixed today.
Hey
While playing today i might have encoutered a bug, when killing someone and several of you weapons get the "killing Blow" You get multiple credit for the kill, mening i got "kill" for the player several times, even got the 3kill streak thing from killing 1 player, and my team got loads of additional Vespene.
The combo i used when this happened: Tank 2x lv2 rockets and 2x lv2 those shield regen tasers
But, I belive I only encountered this when it were bots player i killed (Players who had left).
EU Btw
Edit: Told you here instead of the Sc2 forums becouse the EU login is bugged :S
@Eiviyn: Go
so let me get this straight. the team who controlls more points gets more vespene gas. the team which gets more money in the beginning can upgrade their equipment earlier, the team who upgrades their equipment earlier gets more money and has an easier time defending their territory..
you dont see anything wrong with that?
I agree with Ryaneko, right now it is too difficult to come back on top if your team lost a lot of control points. The team controlling more points than the other should not get a vespene gas advantage.
On arrays:
The healing arrays are going berserk on healing fully healed units, shouldn't they only heal damaged units?
On possible new equipment:
I would like to see some kind of ranged defence which takes up a weapon slot, so you'd be trading offensive capability for defensive.
Also, resistance type armors would be cool, for instance:
Can't wait for the next version, keep it up!
The game has to end somehow. It's not perfect but the alternative is 2h long Battle Tanks matches. It's something that bugs me a lot and something that I very much want to improve upon.
How would you stop a game dragging on forever?
@MoonMcDemon
I have a pretty huge update coming today. Just need to test it.
@Eiviyn: Go
Looking forward to it :-)
@Eiviyn: Go
as i wrote in another post on the last page, take a point based victory instead of destroying something.
the concern in my last post however was that it will be a really steep curve how the team with an early advantage dominantes throughout the game. thats just because they will have an constant income, which will rise exponentially (weapons doubling their damage on every level).
the point is to win and end the game as soon as possible while having fun ammirite? i dont enjoy long matches like in league of legends where good games last 70 mins while at mid game its just kill kill kill die respawn and repeat and only advantage is being feed which i almost always am lol i like how it is atm no need to change
I am still seriously considering converting the game into an Arathi Basin "Amass this many resources" type battleground. I don't see that as a good solution, however, as the ending never really feels... final, if you get what I mean. The game just kinda ends suddenly.
It would, on the other hand, let me control match duration much more tightly and give the better team a clear advantage without a snowball effect.
@Eiviyn: Go
Sounds interesting.
Maybe make a bar on the hud that moves to left or right each minute based on how many points are captured and by which team. If the bar is completely to the left team 1 wins, if the bar is completely on the right, team 2 wins.
This could still be a long stalemate tho.
Alternatively you could just outright get points per minute for each captured point. The team that amasses a X points wins. This way you get immense control over the time it takes to end a game.
Ofcourse in both these situations there would be no additional gas generated by capture points to remove the snowball effect.
Version 1.43
This is a pretty big update overall and I'm expecting a few bugs to have slipped by. Feedback is very much appreciated.
Actually I liked how you lose items when you die. But not when switching vehicles.
Camera still not zoomed out ? haha. Just give some command.
Neat, i like it already
This is the standard sc2 game camera and I don't have any plans to change it right now.
If the camera is too close for proper play, then it's more sensible that I just made unit ranges too long rather than the camera too close.
You are most certainly not meant to lose items when dying or switching vehicles.
I made some changes to the ress trigger to stop the kill counter ticking multiple times. Please mention if this still happens in 1.43.
@Eiviyn: Go
so how about damaging the enemy hq with indirect means (holding control points, powering a laser, overcharging a electric net) its really the same basic idea but with an explosion at the end :-) another mode you could look into is the unreal tournamend 2k4 onslaught mode. there you have to capture a way of nodes from your energy core to the enemys in order to lower their shields. there are most of the time 3 seperate ways which have to be covered.
infantrie still only takes the outer entry of the base.. making the one with 2 cannons totaly useless.
I know that... I liked how you lost items when dying anyway. Was more fun to play like that.
Anyway... units are still too large on my screen :D. I can fit 2 siege tanks under my siege tank if its centered. So my sight is smaller than my weapon range ? Logic ?
+1 for Ryaneko's "powering laser" idea. If each control point is actually some sort of weapon that automatically fires at the enemy base, you'll be able to very accurately set the average and maximum game time. You can also make a "long mode" that players can vote on to decrease the power of the lasers.
Also, a huge laser beam across the map is cool.
Another thing I'd still like to see changed is to be able to upgrade infantry/add more from anywhere on the map, ie. not having to be in base. That, or give control back to the computer.
EDIT: Please also move the turrets up the cliff. At the moment, sieging them is very easy, and if you charge out to defend them, the other team can just run up the cliff of the control point that's right there.
EDIT: Found a few more:
The vespane counter bugs out if a player leaves. The vespane is there, but the display is wrong. Typically if you're 3v3 and 1 player leaves, your counter will be 50% too high. If you're 2v2 and 1 leaves, it'll be off by double. If 3v3 and 2 leave, it'll be off by triple. I'm aware of the issue and will try to fix it.
This is the new spawn layout I am thinking of using.
Red lines are current red unit paths. Blue lines, same.
Pink are new. Units are dropped at landing towers via dropships and work directly towards enemy outposts. Same for light blue lines.
Unit upgrades will be removed. NPC units will automatically upgrade over time.
If enemy owns 3 bases - you spawn extra marine per wave per spawn
If enemy owns 4 - extra marine
If enemy owns all 5 - extra marauder
1 base will provide 10 resources per 10 seconds. The game will be modeled around holding 3 bases for 20 minutes. If the central base changes hands, this will extend the game time.
Under this model you will need to acquire 3600 resources. This will take 20 minutes if you control 3 bases, 15 minutes if you control 4, and 12 minutes if you control 5.
I like this model so far. I plan to leave the current victory conditions in as they are. That is, destroying a landing tower will stop some spawns. Destroying the fortress will end the game. These will be secondary to the main "Collect 3600 resources" objective and will only be a true option to teams that are dominating their opponents.
Once 3600 resources are acquired, the story is that you are building a nuclear missile. At that point, the missile is complete and launched from your fortress. The victory cinematic plays, showing the fort being nuked.
Opinions/refinements before I start working on this?