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    posted a message on Desert Tankbattle open BETA

    x2

    m00h

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

    If you encounter a bug, please copy and paste this post and add your bug to it. Please add bugs you found first to the "need confirmation" part. The next player who encounters this bug please copy and paste the post and move the bug to "confirmed". If you cannot confirm it, please don't delete it from list.
    Also, please copy this text.

    Confirmed:
    - combined items may disappear when dropped
    - health packs are sometimes consumed upon use and disappear
    - being in the circle when destroying/killing an opponent during capturing does NOT stop the countdown until circle is left
    - cannot buy tanks from "southern plateau" shop
    - one can commit suicide by mortar splash damage

    Need confirmation:
    - weapons with more than one projectile still shoot after being killed in middle of the shot
    - sometimes can sell items which were dropped by opponents in their base several times, getting the payout each time before the item vanishes from
    inventory

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

    @Freddy2287: Go

    Yes, mortars are still OP. It's ridiculous how fast they clear troops. Against one player with a full set of mortars it's even pointless to build barracks against because the spawned troops don´t even fire a single shot before they die while feeding the opponent loads of money.

    I just played a 3v3, it was pretty balanced, best player with a 4:1 statistic was someone with goliath and mortars.
    He didn`t engage in tank combat, just ran away when alone/outnumbered but made loads of kills when protected by his own troops. You get stunned - you die.
    Also, mass barracks with mortars is the name of the game now, as you cannot counter their barracks if you don't have mortars yourself.

    Like i said, when you have "conventional" weapons against mortars your 2000 shields are gone from the splash damage of only one volley if you approach. Even with tuning. Using bigger tanks doesn't work as he is long gone when he noticed he can't kill you before the stun ends.

    Also, he killed himself on a regular basis, ending his streaks and getting the money himself. He forced it by running into zerglings/troops, mortar splash damage did the rest...

    And what's with the "shop clicked" message? A debug message you forgot to turn off?

    m00h

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

    Yeah, since the update it's gotten bad so my apologies to you.

    m00h

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

    Also, troops get a lot of player kills. There simply are too many of them, they steal too many kills. It gets frustrating.
    Also they spawn so often now, that you can start out going barracks safely as the regular spawns alone prevent players from ever getting there.

    Also, "mortars" is now the name of the game. Nothing kills troops faster from a safe distance and still gets the occasional "lucky kill" on a tank who tries to hide in a group of troops. They are also OP combined with any stun skill, as you cannot shoot back if you don't have mortars yourself.
    A few higher level mortars strip you completely off your 2000 shield HP from splash damage alone, before you even fired a single shot or lasers or rockets - not even talking zappers. THEN you get stunned and just die.

    The easiest solution, as far as I can see, is to simply remove the additional spawns. They just made the whole experience worse.
    - they are everywhere
    - they steal kills
    - they mass up way too fast
    - there are so many that mortars became viable again (like seriously, wtf o.O)
    - barracks first is thing now

    To compensate I suggest a decrease in spawning time. It may have been serendipity but in retrospective the original count of troops was about right. They were there when you needed them but left enough space for tank vs. tank battles (incidentally, the name of the map).

    m00h

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

    Having played a few more games by now I have to say I am really annoyed by the additional spawn. Real tank vs. tank combat only happens off the three main ways. You only need to retreat a couple of seconds to walk into the next group of troop from your team which usually queues the attacker to stop. Also if your push back into an outpost you accumulate so many tankbusters that it's impossible for the opponent's team to interrupt. Would basically be suicide.

    I also found another bug: if you kill a capturing enemy while you are in the circle with him/her/it the countdown does not stop, you are continuing to capture for them.

    Also, stats still don't load reliably. Edit: it seems like stats aren't saved at all. Everyone starts over at zero at the beginning of each game...

    m00h

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

    I will have to look into it further, but they feel stronger than before against the higher tier tanks...

    m00h

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

    Now that I have player a couple of games I must say I dislike the extra spawns. A lot, actually. It's very rare now for a pure "tank vs. tank" engagement to happen, instead there are always some troops around which makes killing the opponents tank purely based on luck. It also indirectly buffed the stunning abilities as now basically every time you get stunned there are enemy troops either already around around or just arriving during the stun duration so once again it you vs. tank and troops instead of tank vs. tank.

    The decrease of the armor level of higher tier tanks has indirectly buffed zappers, players are already starting to abuse this.

    I also don't like the frequency outposts change owner. It's seems to easy now to capture outposts. The spawn of additional troops seemed to be a good idea, but I think it didn't work out for the better.

    I also just realized that troop upgrades are just too expensive. Instead of upgrading for over 2000 I can just build two more barracks. So I came with a possible solution to the barracks problem: make the next barracks more expensive than the one before. The main problem is that you get a lot of money in the endgame and with one wave of income you can build 3 more barracks. And it would be in line with everything else costing more (equipment upgrades become more expensive with higher levels, troop upgrades also).

    What do you think?

    I will try to confirm that it's impossible to build on the plateau. Thanks again for your efforts.

    m00h

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

    @smoke_TH: I only ever see you scream for "remove that!". Come up with an alternative or just point what the flaw is because removing a seemingly broken feature is like hitting a nail with sledge hammer.

    Also, you'd be taken much more seriously if you wouldn't insult people who have a different opinion.

    I still stand by my statement that it was your teams fault to let it come this far but I also see how it's important to restrain lag to the point the game stays playable for all parties involved. So I will admit that limiting the maximum number of barracks for the sake of keeping playability and prevent lag might be a good idea. But completely removing them is a pretty bad idea. The number has to be high enough to leave "mass barracks" a viable tactic while preventing a complete lagfest for the players.

    m00h

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

    Thanks for the good laugh, you made my day!

    m00h

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

    Well look who is really mannered today.

    I can tell you: it's your fault for letting it come this far. You should have realized there were barracks and went in when there were only a few. To build all these barracks, how many waves of income did it take for them to build it up? How many waves of income did you not do anything to stop them from doing it? I play against the black hole all the time (or rather "was" playing, he moves me into his team because he is scared of me - true story!), he leaves the game once you destroyed two or three of his initial barracks because he realizes this is gonna fail.

    And since there are multiple ways to attack barracks that are build outside the base and the ways leading there are pretty wide, it's actually not hard to go in and destroy them. Your "OMG remove cloak" cloaky tanks are a real help as they don't get shot by the troops.

    You are a bad player and blame the mechanic for your suck (I can tell from your equipment in the screen shots, as well) instead of sucking it up, harden the f up, and learn from your mistakes. Learn to play, THEN come back and tell me again how that it broken because every time I play, this does not happen, EXCEPT when build on the high ground plateau. That's what's broken.

    m00h

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

    No, it was just to illustrate what the problem is. I already wrote that you can mass hundreds of troops (to the point where lag is so bad, players get like 2 fps).

    Quote from smoke_TH: Go

    You gave retards who play this miserable fuck fest ability to build unlimited barracks. HAPPY? YOU FUCKING HAPPY YOU? Remove ability to buy and place barracks PERIOD

    I disagree, building barracks is a necessary mechanic to secure a win. But placing should only be possible where you are at least at risk of losing them to a coordinated attack, like it's the case if you build them outside your base.

    m00h

    [€dit] Typos [/€dit]

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

    The problem is that there is only one way up. It's basically impossible for the opponent's team to get up there, with all the troops coming down the ramp, tanks on the high ground shooting from safety and defense turrets taking hits off of tanks and dealing good damage.

    And since the ramp is so small, it can be blocked so that the spawning troops are stuck. You can mass up hundreds of troops which will lead right to victory when released. And since the ramp can be blocked, the opponent's team doesn't even know there are barracks there. Usually the troops coming down the ramp give it away but if there aren't any troops...

    There is simply too much exploit potential. At the moment it's a "I win" button.

    blocking

    m00h

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

    Sorry I answer again, but...how does the xp-system work? I just tried the laser tank fix, meaning I bought the laser tank and nothing else, no weapons but I still got XP when I moved with my own troops?

    Please explain. Thanks!
    _________

    If you encounter a bug, please copy and paste this post and add your bug to it. Please add bugs you found first to the "need confirmation" part. The next player who encounters this bug please copy and paste the post and move the bug to "confirmed". If you cannot confirm it, please don't delete it from list.
    Also, please copy this text.

    Confirmed:
    - combined items may disappear when dropped
    - health packs are sometimes consumed upon use and disappear
    - weapons with more than one projectile still shoot after being killed in middle of the shot
    - being in the circle when destroying/killing an opponent during capturing does NOT stop the countdown until circle is left

    Need confirmation:
    - tank laser cannot be outrun and continues firing
    - barracks can still be build on the plateau with the MK4 shop
    - sometimes can sell items which were dropped by opponents in their base several times, getting the payout each time before the item vanishes from inventory

    m00h

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

    Random thoughts about the new version in classical mode:
    - OMG yes, shops stay on the same page after buying something!
    Edit: not all shops do that ... sadly.
    - initial Zerg units occupying the outposts seem a little too strong
    - conquerors are awesome!
    - still no possibility to sell/destroy barracks

    serious problems:
    - still possible to abuse the plateau by the advanced shop to place barracks (it's seriously broken, please fix)
    - initial zerg units fight with zerg hunter squads at the northern outpost, damaging the zerg randomly and giving one side an advantage (killed all zeglins on the northern side)
    - troop balance is completely off!!!
    If left alone, southern forces pushed norther back slowly, collecting so many tankbusters on their way, that they were able to seriously damage the bunker and bring it down to 5.000 out of 15.000 hp. When northern troops then finally pushed back, they themselves massed so many tankbusters that they easily destroyed the vulcan defense of the southern entrance.
    It's so bad that south broke parts of the base defenses (!!!) at the 20 minute mark!

    And now that I have watched the replay, I know what the problem is: the additional spawns you created aren't synced with the landing troops. here is what happens: the "main army" is held up more often to fight against small gangs which the army itself loses no tankbusters to, but gives the reinforcements enough time to catch up with the main army. over the whole length of the path it's possible to mass up to 26 tankbusters before reaching the first defenses. and with intense damage they do they just walk through base defenses as if they were cardboard. when the first defenses are down it gets even worst as now the path is even longer so even 30 tankbusters can attack the base defenses at times.
    It's broken...

    Edit: Tried it another 2 times with less devastating results. Maybe the constellation in my first try was unlucky?

    I also have another idea which I has in mind for a long time but always couldn't remember when posting here: make building kills a team reward. Right now everyone just tries to get the last shot off to "steal" the kill and everyone involved gets pissed off when a tankbuster lands the last kill and no one gets the minerals. I think it would promote team play and it would be more balanced, since no one gets money if a tankbuster gets the last shot off. but if the opponents team manages to destroy the same building of the opponents team they get the money and have an advantage, although the other team also destroyed the building...but didn't get anything. You get the point.

    m00h

    Posted in: Map Feedback
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