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    posted a message on Desert Tankbattle open BETA

    @Freddy2287: Go Tank do respawn but if the enemy army is attacking the main building they automatically shoot the respawned one and he dies directly despite the added protection and his tank etc- you could be in maxed out tank and you die instantly.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    The re-spawn bug still exists but the leaver money work just fine. May be you can move the re-spawn spot near the healing spot so the enemy forces wont kill it too fast before it gets normal shape.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    @Freddy2287: Go

    Now north Zerg works well finally. Still very dangerous but beatable. The speed reduction works- however it does not display instantly but after a couple of seconds- so I stay corrected. I noticed other bug. By re-spawning in front of the home base- if one hits you meanwhile you instantly die- if there are any soldiers that attack the headquarters the defending team cannot re-spawn. Also income distribution by leavers is really a problem- if one good player with strong tank and equipment drops the team gets only his minerals that he had but in general none hosts many minerals because they buy stuff. Can the team get all of the leaver stuff sold at shop in mineral equivalent or any other bonus like dropping all of the mounted items in front of home base or similar? Because when 2 people leave in early game the rest 2 have barely chance to control any base no matter how huge the difference in player skill is. The team that got people left should get some bigger bonus may be the equivalent of one controlled base income or similar.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    @Freddy2287: Go

    No not really, they swarm the bunker as well. It slows the attack but still it is too strong on north side, may be you can improve timing a bit as well- give a bit more time between zerg spams north. May be you can add the same to bunker and increase the range to 0,7. Also I noticed that the HP updates does not reduce my speed.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    @Freddy2287: Go

    My idea about the secondary flame attack is to have really short range so it can hurt only the zerglings swarming the bunker/volkano, also it gives the defender of the base tactical advantage to stay near the parameter defence.

    My concerns about the base defences is that luck plays huge role here- if team A holds the base, zergs swarm it even if the ragemeter is in favour of attacking the other team, A loses the defences and B takes the base afterwards really fast because have no defences to take care about. Also the base defences are really important in the early game and useless in late game. The said problem is concerning the early game, in late game player tanks can remove the defences effortlessly and really fast.

    Same story with the Nydos attack. May be it is good to add Turrets near Nydos only in late game. My concern was about north side because the zerg got more units there not only the Nydos and its units and 2 turrets so 2 T2 tanks in mid game are needed to kill it on 2 times when one other tank must keep the north forward post alive. This is weakening the attacked team a lot but promotes organisation and team play also it is worth 1500 credits to the other team to hire zerg squad to hunt for the enemy.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    Nice work with the balance changes. You fixed most of the stuff. The Predator now could be used as specialised defence killer combined with motars/torpedo and vision New series of bugs to report>

    1> Enhanced Armour ability update does not show or work on all 3 tanks that use it T1 Tank,Battle Tank and Laser Tank.

    2> Boom Tank Nanite Skin Ability does not work- it does not add any armour and it does not repair the tank. Robotlings are also too weak in HP.

    3> I really like the Zerg nydos map symbol, can you add it also to the normal nydos as well not only to the one with turrets?

    Also the Zerg is a way too powerful versus defences due to the tons of zerglings that swarm the non-moving target,Tanks can kite it but the defences are static. Can you add flame secondary attack to small perimeter defences and to the bunkers as well? 4 Nydos spams kill north first defence bunker and small turret and barracks , if the Nydos spam in the Zerg territory in early game it is really hard to kill, making north side not so worthy to capture/play there.

    4> Elite Shop Rocket Barrage combo is a way too cheap to combine compared with others- it should cost more then 500 for sure. Also Swarm Rocket update costs only 1000. Also combining 4 mk3 weapons is cheaper then combining 2 Mk3 and 2 Mk4 weapons. If we compare it with one of the other combos the ultimate weapon costs around 2500-3000 less for around the same efficiency.

    5> Lighting Generator could have a slight Damage Buff, you can make again the last combo 3000 instead of 2000 but give it around 700-730 DPS because it have less range then the Rainbow Laser.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    @Freddy2287: Go

    Quite variable, different spots, no any pattern. I guess it happens mostly when the player is not killed by other player but from zerg/defence/soldiers. Also other bug- south side south post barracks left defence turret near the bunker is killable from above the hill without making Dmg there.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    Invis-units bug is fixed now- good work. Other Bugs: 1:Never re-spawn bug still exists. 2:Also South side cannot build 4 Barracks in their slots, the last slot to north is too small. 3: Repair Pod is still killable- may be you can give to it some attack or more HP in order not to rush in base kill it fast and cripple the enemy team without repairs.

    Balance stuff:

    Guns: First with the usefull T1 guns the T2 guns are almost useless or bad buy. Better to take 2 T1 guns and sell them later for T3 that could be combined then using T2. T2 Guns need to cost less.

    Lasers are still the best weapons in the game. Reducing their range to 7 or 7.5 would make them more balanced.Rocket Barrage needs a bit more range. Flame-thrower and Mortar are still useless- they need a way more DPS in order to have a point. Both Pyramid special guns are useless- they could be more expensive but with more DPS.

    Tanks: Basic Walker HP update with 100 makes it even more OP compared to base tank, roll back the HP to 400 or give base tank 600 start HP. 5000 Thor tank seems useless compared to Laser tank- it needs more better stuff, same story for the 12 000 tank in one of the south side shops. Mk2 Banshee torpedo needs to do more Dmg. 1100 max is not good enough. for the price of the tank if we compare the torpedo hit from smaller banshee to let say battle tank- 1/3 of its HP, the Mk2 Banshee does 1/5 or even less to to 5000 tanks.

    Zerg: It is now too powerful making hiring hunting squads for enemy more vital tactic then updating your own units. The 2 Nudos in Zerg Territory are hard to kill in early/mid game making the North side first defences easy to kill by the Zerg Attacks. Zerg in general is luck factor that could change the game for one of the sides. I guess that better base cannons that have secondary attack with add-on versus Zerg Units would fix it. Now with slower start attack damage for the tanks Zerg does more damage then the enemy units.

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    You can play other Arcade games but not this one? Have you tried to make private game and start it without other players?

    Posted in: Map Feedback
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    posted a message on Desert Tankbattle open BETA

    I noticed that the barracks troops cannot be synchronized with the rest of the troops in order to spawn together, also it would be nice if one can set rally point in order to switch the barracks output in different lines.

    Posted in: Map Feedback
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