gotta say i love the replacement for mules DSHunter suggested here, wanted to post something similar just now xD
due to the way the map is set up a player with a flying vehicle can hide it by flying out of the actual battleground, at least on the top, bottom and the right side of the map, i tried it you aren't even visible on the minimap, maybe move the no fly zones a little further in there, the left side works fine though maybe even a little to far in there
like i posted earlier energy should be used for abilities to force the player to make important decisions on what to use when, energy shouldn't become an annoyance for building turrets/baracks cuz you already paid for it so you should be able to use it whenever you feel like it
So i suggest cutting energycost for turrets/barracks and instead use it for actual abilities cuz they shouldn't be spammed everytime available and by introducing an energyregenerator for the hangar that takes population-limit you can still allow players the choice to go for a heavy ability-build that especially with the mechs offensive potential and the tanks insane defensive choices could be quite powerful but at the cost of other weaponsystems. choice is good annoyance not :P + it already takes care with balance cuz without restrictions for tanks defensive abilities he is way op
some feedback on turrets
energycost is to high(should be cut) especially in the beginning you can't do too much, i feel turrets should be readily available cuz you gimped your combatability drastically to deploy your turrets so they should be ready anytime, after all weaponusers don't have to pay for using what they already invested in, they just show up and roflstomp you.
i can understand that you added energycost to turrets to maybe prevent respamming of destroyed turrets constantly but you could counteract that better by either:
- debuffing freshly build turrets with a -50% attackspeeddebuff called initialisation or something that fades slowly over 10-15 seconds
-or add a cd to the deployability after a tower gets killed by the enemy, if you can build more than one of the same sort you should be able to do so it just slowly recharges the charge for the next tower in the background
also like i suggested with unitspawn-buildings, turrets shouldn't explode upon playerdeath just get halted to do anything(should visualize this by putting electronic-arc-thingies on disabled buildings) cuz having to rebuild the whole thing everytime you die is extremely frustrating and forces you to play bob the builder, combined with deployment taking forever and quite high energy cost for deployment it kills the dynamic catalyst2 holds for other players and drives me personally away from going turretguy
i feel that especially the artillery turret takes waaay to long to deploy, now i understand that he is quite powerful but waiting forever for a 300hp building that can be basically oneshotted to deploy is kinda frustrating
the artillery-core costs way to much supply, you basically gimp yourself to be able to build this oneshotable tower and due to its bigass gridsize you are really constricted as to where you can build it
also when you place the artillery it is shown way bigger then the actual thing
the hotkey for building turrets [A] doesn't work a is for attack
would be cool if you could display the numers of turrets of one sort you can and have build inside the button for that turret like with charges (2/5) but isn't a must
would be neat for immersion if when building a turret your vehicle first throws the "build kit" to target location like the raven does in the game when building a turret and then playing the buildinganimation for the turret
on a personal note:
you may have noticed i post quite a lot here xD but you know i don't do it to annoy you eiviyn but because i want to help you make an awesome map a bit more awesome so it stays on page 1 forever like dota or nexus wars. and with the upcoming blizzard dota you will have even more competition for a solid playerbase thats why the first release should blow new players away instantly with awesomeness ^.-
first impressions are the most important thing to a new player if its meh he likely won't ever come back, catalyst2 has the potential to become really amazing but it's not quite there yet
If you jump to your scv with F1 your camera first moves to your hercules and then to your hangar, this doesn't happen if you switch views with the switch-ability.
Also the fortress is too easily snipeable by even 1 player, it should be moved further into the base, get autoupgrades just like the biocreeps, and the Ibiks Cannon shoud be immune to point defence turrets (1 player with 2 point-defence can basically cancel out the Ibiks cannon and snipe the fortress all on his own.
The tooltips for the towers should be more consistend, meaning sometimes you state that a weapon is dodgeable or not/immune to point defence but why not do that for all weapons so a new player knows immediately whats going on with which weapontype?
Energy currently is kinda useless it would be far better if all abilities would cost energy including warpdrive and the healtowers would use their own energybar, that way you would suddenly be able to do energyrelated stuff like drainweapons/abilities, energyregenerators etc. It would also be more of a decision to use an ability or not, currently(especially with mules) it is simply the best and most effective thing to just spam the abilities available and that is kinda blegh.( ret-/protpaladins in wow got a new resource for the same reason cuz spamming stuff that is of cd is boring and requires little decisions made by the player hence facerolladin xD)
I would strongly recommend that you go over your tooltips once again cause often you just don't see important information, like how long will be the cd of the ability you want to get?, is that weapon a turret?(Ion Cannon Control/Nuclear Silo are turrets but tooltip doesn't say so), do you need to stop moving to use that weapon?(looking at you ventorini-beam), what gets upgraded/downgraded(speed/mainweapon/armor...) if you upgrade your vehicle, etc... it should be crispy clear what you get for your money
would be cool if you could write the F1, F2 thingie into the tooltip of the View-switch ability and also if you could fix that you select a mule instead of your scv with F1(guess this one is easy just don't classify them as workers right?)
also is there a reason all vehicles get slower the higher tech you go? I think a consistent speed across the techlevels would be much better for planning out some builds (kitebuilds for example)
i think that the tier4 vehicles (tank/thor) are a tad too big, for my taste anyways. i think a normal thor is big enough, if you get too big your unit takes like 1/5th of the screen and i have a widescreen xD there are guys without one out there
could you make players on the minimap easier to spot like you did in the first catalyst with the mappingthingie?
i guess you know already but you have to fix the preview, you see the hangars and stuff while you are at it it would be best to explain the basics on the loading screen
you should paint the walls around your hangar unbuildable, currently one can build 2*2 buildings up there :P
the biocreeps you can build are totally unusable atm for several reasons:
1-some buildings cost minerals instead of energy to deploy
2-if the player dies the buildings shouldn't explode it is enough to halt production
3-creeps have to walk on the correct path currently they run across the map
4-bios should benefit from the autoupgrades just like the computerbios otherwise you have to pump vespene/minerals just to not make them utterly useless later
5-would be cool if you could give the ghosts some extra flavour by enabling them to snipe like in nexus wars
6-ghosts/medics should start out with full or near full energy after all they won't get a rest to build it up
imo warp-drive should channel for 8 seconds not 6 AND be cancelled while in combat like the recall in the old catalyst, mobility is good but too readily available ways out of combat are bad
another little thing you should change the tooltip at the vehicle-selection from "must slow down to fire" to "must slow down to fire main-weapon" and the corresponing tooltips for the other 2 ... cause that could be misleading for new players
yeah like i mentioned already state in your tooltips exactly how much % dmgreduction smoke bomb gives, how long cd's are, how long a slow/disable/buff or whatever lasts etc and noone knows if all the dmg-redution abilities of the tank are stackable or not
alright thats it for now and i gotta say i love this map already especially the way you handled the control-nodes :)
Got a gamebreaking bug just now. I played as wraith (I guess this could also happen as a different unit don't know) and some time into the game my wraith got somehow added to the creepwaveorders, meaning it would automatically move as if it was a creep every few seconds to the next creepwaypoint. Hope you can squash this bug.
Hold on I think it happened right at the start of the game, even while your screen is locked in your base. So somehow the map-initialisation screwed up or something.
Yeah i know already that there is loads of customization don't get me wrong but as i understand it the tech trees work like the ones in diablo2, where you have to get at least 1 first tier weapon to use the 2ndtier weapon.
Well maybe i don't want the 1st but only the 2nd tier thingie cause the 1st doesn't work well with the rest of my build you see thats what i meant with restrictions.
I think a gated approach coupled with your vehiclelevel is good enough without a actual tech tree but what do i know.
Do you still have "turret"-weapons and normal "stand-still-to-fire"-weapons? That 's pretty cool but i didn't really see that in you big weapons-post on 38.
If you have it would make things easier if you placed like all turret-weapons to the left side of the control-panel(for example in the light weapons tab) and all normal weapons on the right side. So a turret-weapon oriented player would primarily look on the left side when building stuff and so on.