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.
- 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'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.
I've changed the layout of the centre base. It hopefully should be easier to attack now. I'd appreciate any feedback on this, or ways to make it easier to attack.
the armor change was really no good idea. cant you make an damage reduction based on amount of armor? currently you die in seconds to everything, you cant dive 1 second into infantrie or dead.
I'll probably be changing the way infantry works entirely. I'm not happy with it right now.
Shall see. Might add some mine related ability that allows them to be set with no countdown and/or launched at range, for a short duration and long cd.
Food for thought. 3x level four mines with 4x drone links does 3,000 damage. That's basically more health than anything has.
Just takes quite some well placement to set them down! I'll see how things play out though. I tried using mines myself, and while rather insane against the AI attackers, not many players fell for them.
okay i played a game now testing shields in general (they suck) and got a double ko with an enemy.. all my items dropped and i didnt respawn xD this was pretty much game then.. want to have the replay?
oh and.. i think 1% movement speed is neglectable for 3 armor instead of 2, what do you guys think?
I've replaced the way armour works entirely. It's similar to shields now. Perhaps too similar. I'll diversify them as balance unfolds. I'll upload the build soon.
The respawn bug is... odd. I've seen it once ever. It exists. I'm not sure why. I'll create a fallback in a future build.
After some searching, I've isolated the resource trading bug. It turns out that your AI attackers are the ones giving you money. I never thought to look at them, because they aren't owned by a player at all.
It should be fixed in the next update along with a host of other corrections, which should be some time tonight.
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.
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.
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'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.
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.
Uploaded a new build. Mostly bug fixes.
I've changed the layout of the centre base. It hopefully should be easier to attack now. I'd appreciate any feedback on this, or ways to make it easier to attack.
I'll probably be changing the way infantry works entirely. I'm not happy with it right now.
I'll be implementing a data bank feature in the future that remembers if you've seen the tutorial. If you have, it won't display the button anymore.
I'll also try and get the tutorial to be voiced. Shall see.
Uploaded version 1.25.
There's various balance changes, mostly related to armour and machine guns. Few other changes too, minor ones.
I left trigger error reporting in. I'd appreciate any screenshots of any trigger errors that arise. Thanks!
Shall see. Might add some mine related ability that allows them to be set with no countdown and/or launched at range, for a short duration and long cd.
Food for thought. 3x level four mines with 4x drone links does 3,000 damage. That's basically more health than anything has.
Just takes quite some well placement to set them down! I'll see how things play out though. I tried using mines myself, and while rather insane against the AI attackers, not many players fell for them.
@Ryaneko: Go
I wish I could make the central point lower ground. I am going to change it to be an attacker's advantage though.
Turrets are meant to be less useful the further you go on. They're basically just there to stop you losing too early.
Mines have a high priority because if you could dump mines under AI units... well, haha, yeah!
Tried a new build tonight. Had some insane error so had to drop back a build. In case anyone was wondering why it's just skipped up 2 versions.
I've replaced the way armour works entirely. It's similar to shields now. Perhaps too similar. I'll diversify them as balance unfolds. I'll upload the build soon.
The respawn bug is... odd. I've seen it once ever. It exists. I'm not sure why. I'll create a fallback in a future build.
After some searching, I've isolated the resource trading bug. It turns out that your AI attackers are the ones giving you money. I never thought to look at them, because they aren't owned by a player at all.
It should be fixed in the next update along with a host of other corrections, which should be some time tonight.