the blue team spawning in the red base? maybe it got fixed between the days i did not play. then i am sorry
That, and the deployable production buildings consuming minerals instead of energy come to my mind. Also, no win/lose trigger after one team's fortress has been destroyed, but that doesn't really affect gameplay so it can be ignored for now. It's true that I haven't played the map in 2 days or so, so if you went ahead and cleaned that up already, my apologies.
Also, no win/lose trigger after one team's fortress has been destroyed, but that doesn't really affect gameplay so it can be ignored for now.
Same here. It happened to me too and I was expecting something epic (like a big "OMG you're so brilliant, here are some fireworks for you!"), but no... How disappointing... :D
Anyway, I didn't see any bug as far I can tell, except with CPU which sometimes kill every unit in a base but don't wait for it to be under control before leaving... So basically they destroy every guy, and they continue their way to the next base. If the mech/hero is busy elsewhere trying to hold another base, nobody stands in the area to protect it and you'll most likely lose it when the next enemy wave comes.
I kind of enjoyed my first play on this map, though it's quite confusing at first (especially using the "deck" area where you need to gather your upgrades) but it turns out to be pretty simple to play. I lost many many times in the first 10-15 minutes though, I'm not sure if it's only because I took the Wraith but it seems a little weak when at first level... Forget it, I must be a total noob. xD
I really like the latest installment with the vehicle deck. however I think the beginning form could be a tad stronger, you are hero player units after all, so why can't you take on 2 creeps at once? and the missile launchers are pretty darn powerful: fire on the move, no lock on time, and hit multiple enemies, the missile launcher can even deal triple damage to single units if there are no others around. i had my tier 2 unit filled with 4 missile launchers, upgraded them a bit and everything fell under my onslaught. they greatly win over the cannons that have lock on time and then only single target damage (the first cannon with splash barely deals damage and can be dodged) AND shorter range AND can't be fired on the move. i think you should buff the cannon, nerf the missiles, and increase player hitpoints by about 20-25% the utility weapons like point defence turret seem fair.
I have one other complain about the new installment, i can no longer upgrade energy or other stats. i'd like to be able to fill 1x1 spaces with metal for hit points, heat sinks for movement speed (or place engines) and energy lines (that can't be built on) for extra energy, (only small amounts because they're 1x1, that means 64 per buildsquare) because i run out of medication energy way too fast. and this way you'll have nice stuff to do with leftover small bits of space! They wouldn't cost supply btw, just space and minerals( and maybe gas) that would automatically reduce the amount/size of weapons you can place too so invincible destroyers wouldn't happen. for now i have a lot of space left though, so increasing the turret size would help, or reducing the build space to 6x6 maybe, that would balance it out.
I know VoidCraft is your main focus now and i really love the giant spaceshipness but it's a bit too slow for my taste, this is more fast paced and really alot more fun, though your giant starship with hardpoints achievement in VoidCraft is really great (though Missile launchers are op there yet again xD)