- Too many Spawn Defenders at center, reduce the number a little
- Needs more CC Power (Make it so that Spawns alone can't take it)
- Base Defense still too weak
- Mines get priority fire, so when you place them, they die instantly
- Too many spawns from the Capture Points, when you're with stupid (like I'm often), you can't turn the tide of battle anymore
- AI too powerful (suddenly there is the AI kicking my ass after someone left o.o)
- Weapons need to be re-balanced since Armor is gone. Too much firepower.
+- Every Tank now has a weapon of choice
+ Health is finally balanced
+ Shields are pretty much balanced
Just a reminder: Listening to your players for balance is a bad idea as a Dev most of the time. You can look at what they say is bad, but decide on your own what to change.
+ Like the new center. Leave it as it is now, its fine.
+ NPC Spawns are fine, people need to learn that moving in too close too early is stupid. This was the same for Battle Tanks btw, if you didn't watch out, you die.
- Still no Capture Bar to be seen.
- Base still too weak
- Defense Towers too weak
Edit: Also get on IRC!
Edit: Checking the Update from a minute ago now.
Going to check on it later on and leave feedback again. I have the gut-feeling though, that you overdid it with adding new items, its probably going to have some kind of balance issues again :p
I don't really think it's easy to play first time. When go to buy stuff it seem you need to know what you've already bought. Why isn't that marked in the shops? Instead you have to bring up the inventory it seems and mouse over your stuff.
It doesn't require you to know what you've already bought. You can just go and buy what you want. It'll not smack you in the face for doing that the first few minutes, but it'll bite you in the butt after some time. Which is perfectly fine, its called a learning curve. Also, looking at your inventory is natural for a lot of different games. Look at MMOs, they only show comparison Tooltips when you're lucky, most don't know that feature or only got it via patches. Generally every game that has a Inventory requires you to look at it for knowledge (Diablo for example has that too).
Also, its not really easy to play as a newbie. It needs some brain and planning. Its not like some TD. But its easy to understand. You immediately graps the concept if you watch the Tutorial or after playing for a few minutes. Currently its fighting with balance issues and the lack of the so-called Meaningful Choice, but those are being adressed by feedback & discussions.
Seems the people here really like it:p. I should give it a try sometime.
I had noticed it was kinda low on the list. A few pages. Maybe advertising it on the Bnet.forums and even Team liquid, Could help boost the popularity considerably. Especially since a lot of the comments here seem really positive.
Going to boost it via Custom Live on friday at the very least ^^
After some testing with a few mapster folks, its coming down to these things (for now):
At the moment Shields are too powerful. Either add a weapon that ignores shields or remove the ignore completly and balance it out more, so that a good mix is better than Shields + Speed.
Machine Guns are currently the weapon of choice. Choosing a different weapon usually results in death. You gotta do something with them.
Base Defenses are needed, Mainbase needs to be able to stand up to a single tank, but going down against 2 & 3.
We had a bug where vjeux spawned on Blue, even though he was on Red. He died.
As mentioned by Otixa and me, you need to work a lot on balance. Also the weapons need a lot more variaty (Minelayer, Tracking Darts, etc). The Base Defense is too weak in mid- & late-game. Also, add the Power-Node System we suggested. Besides that, very good Battletanks adaption, was fun to play. Most of the other stuff has already been said (reduce base speed, shields totally op before the drain weapon, etc.)
Gonna give it a public push on Custom Live again. Feel free to join Skype that evening, we could use a female voice to keep people busy *lol*
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Okay, after testing, it comes down to this:
- Too many Spawn Defenders at center, reduce the number a little
- Needs more CC Power (Make it so that Spawns alone can't take it)
- Base Defense still too weak
- Mines get priority fire, so when you place them, they die instantly
- Too many spawns from the Capture Points, when you're with stupid (like I'm often), you can't turn the tide of battle anymore
- AI too powerful (suddenly there is the AI kicking my ass after someone left o.o)
- Weapons need to be re-balanced since Armor is gone. Too much firepower.
+- Every Tank now has a weapon of choice
+ Health is finally balanced
+ Shields are pretty much balanced
- Skill doesn't make up for stupid Teammates >.>
Just a reminder: Listening to your players for balance is a bad idea as a Dev most of the time. You can look at what they say is bad, but decide on your own what to change.
+ Like the new center. Leave it as it is now, its fine.
+ NPC Spawns are fine, people need to learn that moving in too close too early is stupid. This was the same for Battle Tanks btw, if you didn't watch out, you die.
- Still no Capture Bar to be seen.
- Base still too weak
- Defense Towers too weak
Edit: Also get on IRC!
Edit: Checking the Update from a minute ago now.
Going to check on it later on and leave feedback again. I have the gut-feeling though, that you overdid it with adding new items, its probably going to have some kind of balance issues again :p
It doesn't require you to know what you've already bought. You can just go and buy what you want. It'll not smack you in the face for doing that the first few minutes, but it'll bite you in the butt after some time. Which is perfectly fine, its called a learning curve. Also, looking at your inventory is natural for a lot of different games. Look at MMOs, they only show comparison Tooltips when you're lucky, most don't know that feature or only got it via patches. Generally every game that has a Inventory requires you to look at it for knowledge (Diablo for example has that too).
Also, its not really easy to play as a newbie. It needs some brain and planning. Its not like some TD. But its easy to understand. You immediately graps the concept if you watch the Tutorial or after playing for a few minutes. Currently its fighting with balance issues and the lack of the so-called Meaningful Choice, but those are being adressed by feedback & discussions.
Going to boost it via Custom Live on friday at the very least ^^
After some testing with a few mapster folks, its coming down to these things (for now):
At the moment Shields are too powerful. Either add a weapon that ignores shields or remove the ignore completly and balance it out more, so that a good mix is better than Shields + Speed.
Machine Guns are currently the weapon of choice. Choosing a different weapon usually results in death. You gotta do something with them.
Base Defenses are needed, Mainbase needs to be able to stand up to a single tank, but going down against 2 & 3.
We had a bug where vjeux spawned on Blue, even though he was on Red. He died.
As mentioned by Otixa and me, you need to work a lot on balance. Also the weapons need a lot more variaty (Minelayer, Tracking Darts, etc). The Base Defense is too weak in mid- & late-game. Also, add the Power-Node System we suggested. Besides that, very good Battletanks adaption, was fun to play. Most of the other stuff has already been said (reduce base speed, shields totally op before the drain weapon, etc.)
Gonna give it a public push on Custom Live again. Feel free to join Skype that evening, we could use a female voice to keep people busy *lol*