The map still has a long way to go, and a lot of tuning to get it where I want it; clean and epic. I feel the scaling is a little off in some places.
I'm interested in feedback concerning; Scale - Is anything too small/too large? Tooltip text - could any be reworded to be clearer? Terrain - It's not done, but how is it? Does it get in the way of gameplay? Abilities - Any you feel are bad/useless (I'm replacing Broadside Assault on the battlecruiser, so skip that one) Hardpoints - Any you feel are overpowered/weak? Beam turrets are going to get something to make them more useful, so skip those. Hangar hardpoints are going to be reworked to make them less efficient at farming, any other comments are appreciated. Void Mode - Any feedback is appreciated, though this is incomplete as it stands.
And anything else you can think of. Anything that will make the map cleaner and smoother. The only feedback I'd like to really skip is the addition of new ships. They'll come in time, but not before everything else is set.
Hangar hardpoints now start with a range of 18, but their range is now upgradeable via Fighter Durability. This should offset their early game insanity.
Fixed the issue with the Behemoth starting at 500hp.
Most of the work was done on the terrain. Capships are now at height 0 (so you move exactly where you click), with the terrain being well underneath the play area so that the eye candy terrain doesn't obscure or interact with actual play.
you might want to make the hangar hardpoints unique so that you can limit the amount of fighters.
also in your single player mode the mutalisks are well OP, phoenix's 20 shield 20 hp, mutalisks 300hp i think (about 50 minutes into the game though)
and in single player mode what is the objective? survive as long as you can? i blew up the lair-thingmy and didnt get anything but 4 leviathons up my butt
Ok played it a lot now, here are my thoughts:
The Laserlance is still very effective, but the new master of the battlefield seems to be a carrier ship. with a fleet of fighers you can kill your enemy without him seeing you. I don't know if it is too strong though. i think lots of point defense could help against it, but its rare.
Still, i think an optional gamemode with respawn enabled would be nice, just for a test how that plays.
Well I recently changed carrier play so that it's less effective early game. I honestly don't like how carrier play works right now, and would rather it be more involving. That is, you control the fighters rather than the hardpoint controlling them. I'd want carrier play to be more long range but also more micro intensive, as I feel that would fit more with how I envisage a carrier.
The BC's drakken beam, I think I might just stop this from hitting fighters. It seems a little over the top in combination with hitting all your hardpoints. It also destroys fighters in undesirable places (like inside the BC's radius).
I'm leaning towards enabling respawn. Previously, this was done because the game's systems physically did not let me re-create a player's ship without jumbling up their hardpoints, but this is no longer the case.
I dislike how there are 15-20 tiny little hardpoints on each ship. I might look into changing things to that there are fewer hardpoints per ship or some alternative.
Mutalisk health scales with time as a kind of "soft enrage" for single player (though the AI is still not brutal enough). They start with 30hp (or was it 60?). They should have 78hp by the 50min mark. There's no objective in the single player. It's basically just there so that people can test the game, given it will be so difficult to get a full lobby up right now. If/when it hits page 1, I'll be upping it to 5 per side too.
i may be just being a pain but couldn't you just make it so the setinel batteries did like +20 damage to small units, means that the base damage against ships isn't affected but they counter fighters
My shop keeps moving sideways when I try to make the ship Do you know what's Wrong or how to fix it
PLEASE REPLY
mind clarifying what you are saying a bit?
because what i think your saying is:
"My ship keeps moving sideways when i try to make the turrets
Do you know whats wrong or how to fix it?"
so what is actually happening is the ship turning around or physically turning and moving in an odd direction?
does it happen everytime you do something or only when you do certain things (etc does it only happen if you are building a certain turret)
does it happen consistently?
if you can't give people more clues as to what your on about your effectively saying "there is a needle in the haystack, can you get it for me"
@deathkad: Go
No thats not what I'm saying
I'm trying to make that ship in sc2 map editor. And it keeps moving side ways when I make it
Is there a way to fix it
I'm currently remaking all the ship skills to be more interesting, reactive and twitchy as well as giving each ship a more defined role on the battlefield. The Battlecruiser will be more of a long range ordinance platform while the Mothership is more of a short range damage dealer/healer. The Starbase will be more of a tank, with the ability to restore health to allied ships and repair their hardpoints.
There's also a few rather painful bugs that I encountered during testing, those are fixed. Should be done sometime tomorrow.
The map is currently very low on popularity. My ideas to combat that are to enable respawn and to add a tutorial on the loading screen.
Yeah. I had to remove the nuke's collision detection entirely. It's so weird, there's literally no connection between the nuke and the wraiths. It also applies to the Viking and the Ravager, and only against non-fighter units.
Either way it's fixed in the upcoming version. Still working on re-creating the ship skills for now though. I'm about half way done, I hope to be finished tonight but no promises. Some of these skills are proving to be very complicated to make.
hey guys this is like ww2 fight its awsome i like the flagship its a hyperion model+battlecruiser the only thing that i wanna say is how to do this and someone need to create flagship on sc2mapster to download it i dint have the beta so i need to download the game over if you can do it
can you pls create for beta pls. the game was great !!! pls make for beta. if your asking i have the full game cause i now it.
i just watch and saw on youtube. i just said that before pls talk !!! ok.
is the secret the single player mode where you get mauled by seriously OP leviathons?
you mentioned other classes so can i make a suggestion?
have MS/Behemoth as "capital ships" ravens/warp prisms as "support vessels" and have Carriers/Battlecruisers as, well, carriers
i'd also change the fighter bays to a different sort of hardpoint and have maybe 3 such hard points on capitals, 2 on support and like 8 on carriers
just my view
p.s did i mention this was un-*beep*ing beliavable :P
Thank you for the feedback!
The map still has a long way to go, and a lot of tuning to get it where I want it; clean and epic. I feel the scaling is a little off in some places.
I'm interested in feedback concerning;
Scale - Is anything too small/too large?
Tooltip text - could any be reworded to be clearer?
Terrain - It's not done, but how is it? Does it get in the way of gameplay?
Abilities - Any you feel are bad/useless (I'm replacing Broadside Assault on the battlecruiser, so skip that one)
Hardpoints - Any you feel are overpowered/weak? Beam turrets are going to get something to make them more useful, so skip those. Hangar hardpoints are going to be reworked to make them less efficient at farming, any other comments are appreciated.
Void Mode - Any feedback is appreciated, though this is incomplete as it stands.
And anything else you can think of. Anything that will make the map cleaner and smoother. The only feedback I'd like to really skip is the addition of new ships. They'll come in time, but not before everything else is set.
It's on page 3 EU.
the fighters are really strong early game and imo the shield recharge abilities aren't enough
also is it just me or are behemoths broken at the begining (red health) which means you have to stop and repair them at the very begining
Hangar hardpoints now start with a range of 18, but their range is now upgradeable via Fighter Durability. This should offset their early game insanity.
Fixed the issue with the Behemoth starting at 500hp.
Most of the work was done on the terrain. Capships are now at height 0 (so you move exactly where you click), with the terrain being well underneath the play area so that the eye candy terrain doesn't obscure or interact with actual play.
@Eiviyn: Go
you might want to make the hangar hardpoints unique so that you can limit the amount of fighters.
also in your single player mode the mutalisks are well OP, phoenix's 20 shield 20 hp, mutalisks 300hp i think (about 50 minutes into the game though)
and in single player mode what is the objective? survive as long as you can? i blew up the lair-thingmy and didnt get anything but 4 leviathons up my butt
Ok played it a lot now, here are my thoughts: The Laserlance is still very effective, but the new master of the battlefield seems to be a carrier ship. with a fleet of fighers you can kill your enemy without him seeing you. I don't know if it is too strong though. i think lots of point defense could help against it, but its rare. Still, i think an optional gamemode with respawn enabled would be nice, just for a test how that plays.
Well I recently changed carrier play so that it's less effective early game. I honestly don't like how carrier play works right now, and would rather it be more involving. That is, you control the fighters rather than the hardpoint controlling them. I'd want carrier play to be more long range but also more micro intensive, as I feel that would fit more with how I envisage a carrier.
The BC's drakken beam, I think I might just stop this from hitting fighters. It seems a little over the top in combination with hitting all your hardpoints. It also destroys fighters in undesirable places (like inside the BC's radius).
I'm leaning towards enabling respawn. Previously, this was done because the game's systems physically did not let me re-create a player's ship without jumbling up their hardpoints, but this is no longer the case.
I dislike how there are 15-20 tiny little hardpoints on each ship. I might look into changing things to that there are fewer hardpoints per ship or some alternative.
Mutalisk health scales with time as a kind of "soft enrage" for single player (though the AI is still not brutal enough). They start with 30hp (or was it 60?). They should have 78hp by the 50min mark. There's no objective in the single player. It's basically just there so that people can test the game, given it will be so difficult to get a full lobby up right now. If/when it hits page 1, I'll be upping it to 5 per side too.
@Eiviyn: Go
i may be just being a pain but couldn't you just make it so the setinel batteries did like +20 damage to small units, means that the base damage against ships isn't affected but they counter fighters
My shop keeps moving sideways when I try to make the ship Do you know what's Wrong or how to fix it
PLEASE REPLY
@rivereagles999: Go
mind clarifying what you are saying a bit?
because what i think your saying is: "My ship keeps moving sideways when i try to make the turrets Do you know whats wrong or how to fix it?"
so what is actually happening is the ship turning around or physically turning and moving in an odd direction? does it happen everytime you do something or only when you do certain things (etc does it only happen if you are building a certain turret)
does it happen consistently?
if you can't give people more clues as to what your on about your effectively saying "there is a needle in the haystack, can you get it for me"
@deathkad: Go No thats not what I'm saying I'm trying to make that ship in sc2 map editor. And it keeps moving side ways when I make it Is there a way to fix it
after battle screen? achievements? 0.0.......................me likes
are you focusing on balancing the two ships and combos just now or is the third ship getting made?
I'm currently remaking all the ship skills to be more interesting, reactive and twitchy as well as giving each ship a more defined role on the battlefield. The Battlecruiser will be more of a long range ordinance platform while the Mothership is more of a short range damage dealer/healer. The Starbase will be more of a tank, with the ability to restore health to allied ships and repair their hardpoints.
There's also a few rather painful bugs that I encountered during testing, those are fixed. Should be done sometime tomorrow.
The map is currently very low on popularity. My ideas to combat that are to enable respawn and to add a tutorial on the loading screen.
@Eiviyn: Go
think there may be a problem with the wraiths since they seem to be nuking buildings and capital ships
Yeah. I had to remove the nuke's collision detection entirely. It's so weird, there's literally no connection between the nuke and the wraiths. It also applies to the Viking and the Ravager, and only against non-fighter units.
Either way it's fixed in the upcoming version. Still working on re-creating the ship skills for now though. I'm about half way done, I hope to be finished tonight but no promises. Some of these skills are proving to be very complicated to make.
hey guys this is like ww2 fight its awsome i like the flagship its a hyperion model+battlecruiser the only thing that i wanna say is how to do this and someone need to create flagship on sc2mapster to download it i dint have the beta so i need to download the game over if you can do it
pls respond
i mean i dont have full versoin only beta screw that up
can you pls create for beta pls. the game was great !!! pls make for beta. if your asking i have the full game cause i now it. i just watch and saw on youtube. i just said that before pls talk !!! ok.
helloo