That last post had a lot of nice info, but can you also please list what energy=how much army? I have been wondering how the energy on funding centers works forever.
Agreed. Nerf command beacon income. Make it so only the first one provides cash, or at least only the first one provides that much cash. Then buff the funding centers.. ESPECIALLY powered ones. by mid game the natives take your funding centers and it's really not worth taking them back, by the time you get them and get back to your base it's night again and they take them back. You don't have the resources or time to be defending every single funding center you have.
Other mods have infinite levels. may want to search around on how to do that. xp*multiplier=next level.
I agree on the command beacon thing, I use my command beacons to expand so my commander can acquire energy further out. I know a lot of people use them as $$ sources.
@Abacus142 With the small amount the commander abilities actually does for you, The level should be infinite, you should be able to continually grow him stronger very slowly. Of course each next level is harder to attain than the last.
The important thing on the UI is the minimap really. I will check it out and report back in a few.
So this will be my second time winning. The first I was playing the super easy version and I was allied with 4 other people.
This time It was just me and this other guy and he left at the beginning. So technically it was me all alone, but the soul collector had 2 player hp. I have to admit I was able to take down the soul collector fairly easy. I think it should be buffed back up a bit. In fact, put it back to where it was when I said it was too hard. I think it just seemed too hard because 1. I was still learning about the units and 2. It was a level 10 soul collector and I was the only one alive.
So I believe the previous difficulty of the soul collector (the hp) was good the way it was before you nerfed it.
I think the standard difficulty is still perfect, it's not easy, but it's also not impossible. In fact, I seem to be the only one left at the end of the game every game. I think that has to do with the other players learning everything about the map though. It took me a while too.
I love the long days, although it does make it a little easier because now you have that nice recovery time. When your playing with many other people, that extra time is valuable for deception based combat.
Thank you so much for displaying the # of points in each ability. I noticed I have to respend my points every game, is this on purpose?
TYPO: In the normal tank, it says something about Fire Power, but you left out the word Fire- I will tell you exactly what/where it is next time i see it.
Really annoying: You can't change the day length and difficulty options if the game is open to the public.
Do the natives scale with players like the soul collectors hp? because if they don't, they should. If I can beat the natives alone then It would be extremely easy to beat them with 10 players ;)
I mentioned bringing back the UI to spectators and just making them enemies with everyone to prevent them from ping spamming people still in play. Now it is apparent that it may be the only way to stop this. Now people are STILL spamming ping using ALT-G. Yes, they can STILL ping us without the UI. Simple fix, on death, everyone is your enemy.
I like where this is going. At first read, I was thinking how people could just set it to easy and get easy xp, then I saw you said on easy mode noone gets xp. Sounds Great! :)
Keep up the amazing work.
REQUEST: Please add the ability to see how many points you have in each of your commander abilities! Thanks!
The day time should be increased to at minimum 5 minutes a piece. There may be players out there that care, but I would rather have a really good, long game. Than a really crappy short one.
Put back the UI when a player loses, thats annoying, a different fix for that is as soon as someone loses, break all their alliances(now they should be enemies to everyone). Now they can no longer ping people.
I'm loving the difficulty, over the games I've played sometimes I get to the soul collector, sometimes I don't. It's based a lot on other players in game, which is what we want right?
BUG: Defenses that are built by the technician don't get the defense bonuses from the defense upgrade.
More feedback:
I tried to take out a player in my last game, he was a big player too. While I didn't officially take him out, I did take out his whole army and then he left the game.
Because I spent a decent amount of money on things to take out the player, I was taken out by the natives. I feel like the fight between the natives and the players is not balanced. You choose either one or the other. Pick the players and you get taken out by the natives, pick the natives and you get to the soul collector if no other players mess with you. If they do you will probably be weakened to the point of death by natives.
The natives seem to be at the perfect level of difficulty- Don't change it!
The soul collector seems to have either wayyy too much hp, or too much armor, either way I was barely touching it with my 48 units.
There is still not enough time during the day to attack other players unless they are RIGHT next to you. I barely have enough time to situate myself and maybe run out and grab a single funding center during the day.
I finally got to play with new stuff like the technician buildings and such. Cash seemed to be a little better now that I wasn't constantly having to rebuild and buy more units. I didn't get around to upgrading any of my units though. That process is extremely tedious and when you only have 2-3 minutes of day time, tedious tasks take up way too much time to bother with.
BUG? the Cash, Ammo, and Supply symbols are back to default sc2 ones. Honestly, I think you should leave the supply symbol as the default one because it is much less confusing.
In the tower that is a detector (i forgot the name of it) could you make an option for your guys to target and kill burrowed natives? It must be an option though, because you may not have the manpower to be pulling them up from the ground.
How do I find out? I've always hated that you can't just add a username, but I guess it's nice for new player that they can get their name even if it's taken already.
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That last post had a lot of nice info, but can you also please list what energy=how much army? I have been wondering how the energy on funding centers works forever.
Agreed. Nerf command beacon income. Make it so only the first one provides cash, or at least only the first one provides that much cash. Then buff the funding centers.. ESPECIALLY powered ones. by mid game the natives take your funding centers and it's really not worth taking them back, by the time you get them and get back to your base it's night again and they take them back. You don't have the resources or time to be defending every single funding center you have.
@Alberico
It does state in F12 that you need 12 troops to have them dropped off.
The minerals on the outside are captured by the natives and need to be taken control of before you can mine them again
@Abacus142: Go
Other mods have infinite levels. may want to search around on how to do that. xp*multiplier=next level.
I agree on the command beacon thing, I use my command beacons to expand so my commander can acquire energy further out. I know a lot of people use them as $$ sources.
@EaZy > plz learn to use the edit button? :)
@Abacus142 With the small amount the commander abilities actually does for you, The level should be infinite, you should be able to continually grow him stronger very slowly. Of course each next level is harder to attain than the last.
The important thing on the UI is the minimap really. I will check it out and report back in a few.
So this will be my second time winning. The first I was playing the super easy version and I was allied with 4 other people.
This time It was just me and this other guy and he left at the beginning. So technically it was me all alone, but the soul collector had 2 player hp. I have to admit I was able to take down the soul collector fairly easy. I think it should be buffed back up a bit. In fact, put it back to where it was when I said it was too hard. I think it just seemed too hard because 1. I was still learning about the units and 2. It was a level 10 soul collector and I was the only one alive.
So I believe the previous difficulty of the soul collector (the hp) was good the way it was before you nerfed it.
I think the standard difficulty is still perfect, it's not easy, but it's also not impossible. In fact, I seem to be the only one left at the end of the game every game. I think that has to do with the other players learning everything about the map though. It took me a while too.
I love the long days, although it does make it a little easier because now you have that nice recovery time. When your playing with many other people, that extra time is valuable for deception based combat.
Thank you so much for displaying the # of points in each ability. I noticed I have to respend my points every game, is this on purpose?
TYPO: In the normal tank, it says something about Fire Power, but you left out the word Fire- I will tell you exactly what/where it is next time i see it.
Really annoying: You can't change the day length and difficulty options if the game is open to the public.
Do the natives scale with players like the soul collectors hp? because if they don't, they should. If I can beat the natives alone then It would be extremely easy to beat them with 10 players ;)
Feedback:
I mentioned bringing back the UI to spectators and just making them enemies with everyone to prevent them from ping spamming people still in play. Now it is apparent that it may be the only way to stop this. Now people are STILL spamming ping using ALT-G. Yes, they can STILL ping us without the UI. Simple fix, on death, everyone is your enemy.
I like where this is going. At first read, I was thinking how people could just set it to easy and get easy xp, then I saw you said on easy mode noone gets xp. Sounds Great! :)
Keep up the amazing work.
REQUEST: Please add the ability to see how many points you have in each of your commander abilities! Thanks!
The day time should be increased to at minimum 5 minutes a piece. There may be players out there that care, but I would rather have a really good, long game. Than a really crappy short one.
More feedback:
Put back the UI when a player loses, thats annoying, a different fix for that is as soon as someone loses, break all their alliances(now they should be enemies to everyone). Now they can no longer ping people.
I'm loving the difficulty, over the games I've played sometimes I get to the soul collector, sometimes I don't. It's based a lot on other players in game, which is what we want right?
BUG: Defenses that are built by the technician don't get the defense bonuses from the defense upgrade.
More feedback:
I tried to take out a player in my last game, he was a big player too. While I didn't officially take him out, I did take out his whole army and then he left the game.
Because I spent a decent amount of money on things to take out the player, I was taken out by the natives. I feel like the fight between the natives and the players is not balanced. You choose either one or the other. Pick the players and you get taken out by the natives, pick the natives and you get to the soul collector if no other players mess with you. If they do you will probably be weakened to the point of death by natives.
Ok, my feedback for the current version:
The natives seem to be at the perfect level of difficulty- Don't change it!
The soul collector seems to have either wayyy too much hp, or too much armor, either way I was barely touching it with my 48 units.
There is still not enough time during the day to attack other players unless they are RIGHT next to you. I barely have enough time to situate myself and maybe run out and grab a single funding center during the day.
I finally got to play with new stuff like the technician buildings and such. Cash seemed to be a little better now that I wasn't constantly having to rebuild and buy more units. I didn't get around to upgrading any of my units though. That process is extremely tedious and when you only have 2-3 minutes of day time, tedious tasks take up way too much time to bother with.
BUG? the Cash, Ammo, and Supply symbols are back to default sc2 ones. Honestly, I think you should leave the supply symbol as the default one because it is much less confusing.
@Abacus142 :
In the tower that is a detector (i forgot the name of it) could you make an option for your guys to target and kill burrowed natives? It must be an option though, because you may not have the manpower to be pulling them up from the ground.
P.S. How do you do that @Name -> thing?
Grimshad?
I will wait untill vision is fixed again before playing, that bug really ticks me off.
@EaZyAZN my char# is 970
How do I find out? I've always hated that you can't just add a username, but I guess it's nice for new player that they can get their name even if it's taken already.