I'm not playing this map until there are weapon reworks that i mentioned.
- Machineguns must shoot each 0,5 second but deal 5/10/20/40+x damage, that will increase the DPS output for 10% only and will look properly for their name.
- MG lvl1 must have Ghost attack projectile
- MG lvl2 must have Goliath attack projectile. If it's still will be too small, correct the scale manually.
- MG lvl3 must have Interceptor attack projectile
- MG lvl4 must have Phoenix attack projectile
I perhaps did go a little overboard with nerfing the wraith's hp.
About the Wraith/Fighters: Is there something that makes Air units have shorter range than Ground? Felt like this yesterday when I had my Wraith vs a Hellion (both with missiles), the Hellion would fire the instant I got within the 10 range but the Wraith still had to close the gap and would spend 1-2 seconds decellerating before it got a shot off, and in some cases wasn't able to get a shot off whereas the Hellion was.
I think that removing a weapon slot from them might have been a mistake too since a single Drone is going to be pretty worthless. Their HP is fine for what they are (super-fast hit+run fighters), would prefer seeing them excel in that role rather than just end up being a flying mech.
I actually like the Arcology-esque map, but I see what Ryaneko was saying... you used north-south/east-west ramps, which are not great for LoS purposes... and yeah a full rework would be required to put the map into an X formation rather then a +. I learned that one early on. ;)
To respond to your statement... Quote:
The reason the map is so open and large is just because I like battles with lots of lateral movement.
... I too like that your maps have a more open battleground... that doesn't, however, explain why the base areas are so large. Do battles take place within the bases as well as out on the field?
I don't mind the bases at all, would hate for them to be super cramped (like you see in some DotA-esque maps)
I'm probably going to have to remake the whole terrain at some point. The layout just doesn't seem optimal anymore. I have this nice idea of a mar'sara landscape with deep canyons and interspersed abandoned terran outposts, with 2 derelict strongholds at either side of the map. The whole map would have a refinery/disused mine feel to it, with pipes running through and around the landscape and gaping holes from past excavations.
eek, best if you're doing this to simply create a second map altogether so people can still play the original if they want to (there's always going to be someone not happy with changes, so if you change the whole map... )
I noticed that Overcharge now has a much longer cooldown - it was hard to use properly before due to the high energy cost, but the damage increase made it a good tradeoff. I think that was much more interesting than having it so it uses next to no energy on a long cooldown since now there's pretty much no reason at all to not use it every cycle (but I've found that I'd rather just equip something else instead)
also Containment Field now shuts off too easily IMO, which compounded with the super long cooldown makes it useless for any setup that uses energy in big bursts (Like Multiple armour reps) as it shuts off after the 1st or 2nd rep cycle.
this works on level one where you have a Shield regeneration of 1, but not on lvl 2, 3, 4 where you still will have shield regen 1 therefore getting the exact same amount out of it as on level 1 because you have to wait 2, 4, 8 seconds until your shield charged enough to use it. they DONT work alone
well.. its designed poorly then. it does not work that way. you will alyays have zero shield and every 3 seconds it converts the energie. you can no have an energypolster with it.
They're great if you know how to use them. The idea is you use the energy to get multiple local repairers,which on top of extra armour plating (to act as a buffer in-between repair cycles) make you able to tank huge amounts of damage.
IMO, if your Tank has shields then you're doing it wrong
Just a simple question - I may have missed something obvious, but why is this map actually named Catalyst? No offense, but I don't see the connection between a catalyst and building up your own war tank and crushing the enemies base with it. I could go for some far-fetched explanation like the tanks being the catalyst to their teams victory or such, but that just sounds lame rather than explaining the name of the map.
The Fighter has way too much HP for how powerful it is, especially since people are putting light armour plating on it as well to get the +speed, makes them extremely hard to deal with since you'll basically never be fighting them on your own terms. I think energy neuts do a little too much damage too - they do the same DPS as Cannons after all and completely nullify active armour tanks
I think that you could do with removing the tier 1 aircraft at least since it only serves to confuse people on the selection screen. This way you won't have to use the ugly ugly science vessel (yuck) for the Carrier too.
Putting the names back to Scout, Mech, Tank might be a good idea due to them being completely different to the units they're based off (Siege Tank is a weak artillery support unit, but in this works best IMO as a megathro*cough* point-blank armour tanking DPS dealer)
Oh and I know I've said it a million times by now but VESPENE. Please make it useful :)
And yeah, it hurts seeing the map drop like this. I've put hundreds of hours into Catalyst. I do feel like I'm running on fumes and every choice seems to turn out poorly. I'm hoping that there's only so many wrong choices I can make before things turn out well again.
I'm not ready to hang up my hat yet though.
likely something to do with the longer games, so less games being played per hour. I think some people aren't playing it so much ATM as there's no gain from holding the points - the only way to actually gain an advantage is to kill enemy bio for more money/faster upgrades.
We really need those bio upgrades back in, at least temporarily til' you figure something better out :)
Another possible solution to save a "sinking" map from complete oblivion is to remove it yourself.
Atleast temporarily anyway.
Not sure I agree with this, considering how the popularity system works. It'd likely be very difficult to get your map on the radar again after something like that. but then I haven't made any maps so what would I know :)
I'm also going to let the Probe Launcher's Probe drop mines and turrets. Mines dropped from the probe will arm rapidly. The probe will also benefit from Cloak if the player vehicle is using it.
the only problem with the probes ATM is that they aren't cloaked. I still use them to gain sight of highground but they die in about 2 seconds so it's not too useful. If they had cloak I would use them all the time since everyone loves abusing highground. If they could drop turrets and mines then it might be a bit too powerful but will have to see.
There is a bit of a bug BTW when using Turrets - you can't repair their shields and with just their armour HP they get alpha'd down pretty fast. IMO either allow their shields to be repaired or replace the shield HP with additional armour. I have been using them heavily regardless of this (Vulture w/ 3 armour arrays and 3 turrets to hold the forward points) but could be worth looking at.
Once vespene is useful again (it should be cruicial to winning the game, but not win the game by itself) I imagine games will be shorter anyway. Right now they can drag on for quite some time. Time-wise the 5,000 objective wasn't bad at all, it just felt too forced. Currently holding the points is meaningless as you can hold the entire map and the enemy team can sit back, defend and upgrade 'til they feel like pushing out.
I liked the Bio Upgrades that you had before, would be nice to see that revisited and expanded so you could maybe see weapon/armour upgrades and even new unit types.
Could be nice :) Map is definately coming along, I'd say it's easily my favourite custom map on EU atm, highly addictive with great replay value, there's just so many different setups you can use and the game plays out completely differently depending on teams, tactics, etc. it's great.
In the long term I would love to see this sort of gameplay in other maps
<3 the 5,000 limit now, still not really long enough to get end-tech (just had a pretty close game and the only T4 item i managed to upgrade was a Power Diagnostics) but definately not far off
Still I think a lot more could be done to affect the bio. Ever since the the victory conditions changed people stopped trying to take out the landing towers as by the time you're at the point you can take the turrets down, it's far too near the end of the game to really get any benefit from it - you really need to be capturing points 100% of the time
Thanks for the feedback. I am very interested in perusing this current system, and I agree that refinement is needed. I'll be upping the vespane needed to 5,000 and making the whole system more clear and easy to pick up.
I think the biggest problem with it is it dosen't really flow with the state of the game, and dosen't take into account games with both one-sided teams (which should end pretty fast) and games with relatively even teams (which should take much longer) and games will either end long before anyone is clearly winning or drag on for much longer than they need to