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    posted a message on [Release] Catalyst

    I can't heal my team's shield/armor if they don't buy any at the start. It's a bug I guess?

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Well, current version is broken. AI gets stuck every match for the red team mid-lategame. If the teams are even blue will win.

    Hmm, I was wrong. Doesn't seem to happen every time.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Buggy AI pathing? About 60 bio units got stuck at one of our nodes.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Snare spam (multiple snare drones) seems kinda imba. Well, I guess one reason was because I was 1vs2.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    I haven't played the last couple days but games limited to 20 min sounds boring. Games should be fairly long 30-40 min if they are even.

    I kinda like you could upgrade bio yourself. But as you had no idea about the bio ratio and their level it was pointless.

    Shouldn't buying vehicles within the same level always be free?

    I miss the original Siphon weapon. I had a fun game where I had my weapon slots filled with Siphon weapons and hp healing. The whole screen was filled with my bio attacking. :) If you gonna nerf the Siphon can't you at least make energy regen stuff for level X regen the at the same rate as shield/hp repairing stuff?

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    1.40 still has spawn bug.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst
    Quote from rulerofiron: Go

    Confirmed, leaderboard is working fine.

    I just encountered another bug: Mech type - Hellion Location - other team's base, at the central landing zone I died and all my items dropped on the floor. I did not respawn. Another player in the game also dropped all items and didn't respawn at some point. Also Hellion.

    3 players (including me) had the same problem in a match I just played.

    Fixed in 1.40? I think I've been playing 1.38.

    Quote from rulerofiron: Go

    Typically only experienced players will know to only go one at a time, but most games are filled with all sorts of first timers.

    Well, people spending 50% of the game in the base are more annoying. I don't get why some people think it's a good idea to go to base every 3rd min or so.

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    posted a message on [Release] Catalyst
    Quote from rulerofiron: Go

    Add a teleport mechanism or a "pet" that can shop for you. Many players decide to go shopping when they're at the enemy's doorstep, taking sometimes 2-3 minutes (about 30-45 seconds of that is travel time). The simplest implementation would probably be a 10-sec channelable teleport to any control point your team owns.

    Recall is enough. If people don't take turns shopping and go 2-3 at the same time it's their own fault for losing a node.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Yeah ok. :)

    Damn, Siphon gun got nerfed. :(

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    I've a request about bio upgrades. When doing bio upgrades you don't really have a good idea what to upgrade and what ratio it's at currently and what level the bio is at. Would it be possible to add this to show up when you do the upgrades (the text other players see) and maybe on tooltip when doing the upgrades? Or even better have bio ratio and level show constantly beside the minerals or somewhere. I'm guessing marines and marauders are like in normal SC2? Marines are strong against bio and marauders strong against vehicles and buildings? Maybe have the upgrade tooltip reflect what they are good at.

    Example

    Current bio ratio: 45 % marine | 60 % marauders

    Current bio level: 5

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst
    Quote from Eiviyn: Go

    Secondly, the game ends once both landing towers are down.

    So the PF is just now there to prevent base harass (sneaking in with cloak)? My PF post was mostly just me raging when I had lost. Though when you've lost both towers you're getting either "spawnkilled" or you have to sit on the repair pad trying to fight a lost battle. Making both ramps have double turrets would be one way to increase the defense.

    Should the enemy really be able to repair their vehicles on my team's repair pad?

    You can't see how much minerals stuff cost when you're far away, just "get closer". Could it please be shown?

    Quote from Ryaneko: Go

    making the tower be more defended might work, however is it rather easy to snipe the pf even when you lost all 5 points of the map when you get enough money for the firepower. get a thor and 6 machineguns, drive there cloaked kill it. this will be easier if you dont need to get in the last corner of their base.

    Hmm, I 've never tried that. Maybe not a good idea then to change then win condition if you could force the enemy back to their base with that.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Is there really any point with the PF? If you've lost all 5 nodes you'll probably lose anyway if it's mid-lategame. If you've lost the landing towers then you WILL lose. It's not like UT2004 Onslaught where you can get back and win even if you only have 1 hp on the core. Killing the PF seems mostly just about finishing an already won game.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    Maybe this is B.Net working as intended. When I create a Catalyst game the category is by default Custom and you have to change to Tank Wars, otherwise it'll be 4vs3 for some reason. Or 2vs4 if I move myself to the other team.

    Ah, you can change starting vehicle now? Or maybe it was always possible and I just noticed it now. :)

    I liked the earlier "capture indicators". When I first saw the new flat one at the first node I thought it was a map glitch. I guess it's because they are very 2D. It looks a bit better in the middle, but not that much. The team indicators in the base look a lot better.

    Why do my dot on the minimap blink red/green when under attack? My allies can't see it anyway and it's really no use to me as a player is it?

    My own dot on the minimap turns perm red while I'm respawning. It would be nice if it stayed green so you easily see where you'll respawn. Sure, you'll usually guess which of the dots you are but it would still be great.

    How about adding a row of description when you bring up the inventory? Maybe not the whole word but it could be W, Ar, S, D and Ab. I know you can see the desription on the repair tooltip. By the way why is 5th row called ”Electronic Counter-measures” and not Abilities?

    I've already asked this before but could please make it possible to have inventory up at the same time you buy stuff. Also make it possible to bring up the inventory without selecting your vehicle. Though maybe you've already said it's not possible earlier?

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    I don't get how people can 2-3 shot me in the first few minutes far away. Maybe not accurate description but it feels like that sometimes.

    edit: Meh, same thing at the end of a game I played. Fairly equal teams but i still get 1-2 shotted. Boring.

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst

    I agree, revert back to having to be in base to buy. There's recall after all already. Maybe have an expensive (minerals and mana) ability to teleport to a node you have under control.

    I have problem with the bio sometimes. Played a game where the enemy had all nodes (we had middle sometimes) and the bio just went for the base suicide sometimes instead for any of the enemy nodes. It seems they just attack the closets bio and that can make them go for the base depending on enemy bio spawn.

    Posted in: Project Workplace
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