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    posted a message on [Release] Catalyst

    hope u get everything fixed, good luck with that. and a small suggestion: it would be nice it there was some kind of beacon placed when you use recall, sothat you can then teleport yourself back to that beacon. obviously it should be easily destroyable, just so that u can teleport back to battlefield after shopping (but skill have to go to shop)

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

    just played 2 rounds just with siphon weapons and theyre WAY too strong, i even got called cheater cause of that.

    3! ppl shot at me and i killed 2 of them (both had no creepassistant). with enough siphon ure just unkillable. if u then stack healthregen that costs energy you realy become god. 2 enemys on their repairfeeld, ive been between them and killed both and got full health/shield after that

    that has to be fixed. ether just remove them for now or let then just restore mana (or much much less shield)

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

    @Ryaneko: Go

    if this game gets a shopUI it gets much simpler and better understandable (like many players dont see the special items in the subcategorys). but Eiviyn will know when to do what, and the map is soooo great till now, so i have hope that this map gets perfekt. YES, PERFECT! =)

    Posted in: Project Workplace
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    posted a message on [Release] Typing of the Zerg

    hope it gets released in eu too (or the .sc2map gets uploaded). ill play it, and even if it is just to increase my typing speed/skill XD

    Posted in: Project Workplace
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    posted a message on Tutorial Request

    @jman650: Go

    you have to go to the triggermenu and delet the mapintialization to get rid of winconditions. only for testing, in a completed map u have to redo the winconditions

    Posted in: Tutorials
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    posted a message on [Release] Catalyst

    hmmm, im curious how the rangeincrease of the guns will turn out endgame.i knwo ive said alread, but endgame guns just rock the house. with 4 or more lvl 3 guns you can kill most vehicles befor they even fired the second rockets. and the creeps stoping to defend will be nice and get much more speed in the game. cant wait to play the next update =)

    Posted in: Project Workplace
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    posted a message on [Release] Catalyst
    Quote from Xenoth87: Go

    Middle Control Point is enigmatic. Additional spawns from it cannot be countered by any means and easy to defend because there's only one. - Get 2 additional Mid CPs as soon as possible, otherwise game result is predetermined on the moment Mid CP is captured.

    yes, mid is still too important and too hard to capture (but not impossible. i still think mid shouldnt have bios watching it and no bios attacking it and just give vespine (more then the other points so that it gets important)

    Quote from Xenoth87: Go

    Missiles are still OP. Get three opponents with all-missile build? Just surrender already... - Change them to have 4 sec reload, or considerable minimum attack range.

    dont agree with that. missiles are strong, but i dont think theyre op. the only thing that sometimes is a bit unbalanced is that u can be attacked but the enmy is not completly visible so u can see him but not attack him, so you just have to run for it, but hey, thats life, its ok.

    Quote from Xenoth87: Go

    Troop Upgardes are too considerable. - Decrease the amount of HP and Damage gain by Upgrades or - Make them either not that fast or rework them to be purchasable with minerals, leaving gas for gaining new Troop types like Medics/Ghosts/Armored Transports.

    the hpgain is ok, you gain enough dmg to kill them yourself, but the dmg is way too high in the lategame. ive seen it that ive got oneshotet by the middledeffing bios (with the scout, coudnt build that much def)

    Quote from Xenoth87: Go

    Miniguns are useless. Too high skill required and too high risk involved to use them effectively. - Change range to 6. It's not a handhold rifle or something. - Change firing projectiles to Stalker/Phoenix for 3rd and 4th MG's. They're more fitting. Current projectiles, together with other beam projectiles like Mothership and Colossus are using, is more about Laser Weapon with bonus against shields or something. - I would still like to see MG's more fast and less powerful.

    no..... guns are not useless...... and theyre not op..... theyre exactly right. i know it takes skill to use them, but hey, it would be boring if there wouldnt be something that uses skill. look at guns: they do the most dps of all weapons, they do 50% more dmg vs bios so you can farm easily and kill the enemy very fast. ok, you have to be close, but if you have the skill, thats not realy a problem...... if you think theyre too weak, dont use them. making them more range would defenatly make them op.

    Quote from Xenoth87: Go

    Turrets need to be useful. - Make them more fortified, with higher placement cooldown and normal size.

    hmmmm, turrets, yeah they go down way too fast :/ but i think the flaw is more that u have to destroy them for yourself if you want to build on other positions and already have the maximum. it would be better if the first one placed would be destroyed wehen you build the 5th, but only have 4 turrets

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

    just played the new version and i have to say, the new equipmentsystem is just awesome. now every vehicle has its own purpose and the scouts are actually worth buying.

    one small thing ive noticed. ive upgraded to tank early and lost my second ability, it didnt drop to ground or something, it was just gone. i dont know if this is intended. i think there should be a inventorybar that holds inactive equipment like befor so you dont drop/remove something cause of a mistake

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

    @Eiviyn: Go if you need help in testing, just let me know, also have skype/vent to talk/plan better the testing. your effort in this map is realy nice and i want to help get the map even greater (if thats possible XD)

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

    im excited to see the new layout to fit 3 bases to the middle =) some other feedback:

    one of the most importent things at the moment is a indicator how long it will take to control a outpost. i dont know how it is counted, but something like the respawnbar that indicates how much the outpost has been taken would be realy nice. it seems too random. sometimes it takes seconds, sometimes you can spend minutes without changing the base status :/ (dont think it takes actually minutes, but it feels like that). a possible for the midproblem (if 3 bases doesnt work): maybe the midposition doesent spawn units, but generates more vespine. so it would be good to take control and wont be that big of a game changer. currently there is no way to recapture the mid in the first, say 5-10 minutes. only if there are no enemy player. there are just too much defending bios.

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

    @Ryaneko: Go

    guns are ok, near to be op actually. there are enough methods of getting close enough to enemys. when youre at your enemy, hes dead for sure with guns

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

    machieneguns are way better then most weapons if you manage to keep shooting your enemy, but thats the problem ;)

    also played the 1.21 version and have to say, to shop outside the base is nice, but overpowered i think, i could stay at the front all the time and just kill everything without returnign to base. i think its good that you had to visit the headquater from time to time. that way the game got a little more balanced cause a good player coudnt be out all the time, now if youre better then your enemys they have 0 chance.

    i think it would be best if you could see the items all the time but only buy them while in your base (shouldnt be at the building but not outside of your base).

    another thing that sucks at the moment is the kill management. its just bad that you shoot a guy down but dont get the kill cause 1 marine got the last hit. that happened the whole game. killed 6 player but had 0 kills :/ there should be at least an assist system where everyone in weaponrange should get a kill or something like that, but i think something like this is not the easiest to implement :/

    also the upgraded units are too strong. if you have mid about 5 minutes and dont lose any other points your units are way too strong.

    i think the only thing that should get improved is the money you gain for killing them. if they get stronger so fast its a too big snowball effect (your creeps get better->you get more mappoints->creeps get even stronger.... and so on). is should be more focused on the tank and not on the creeps.

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

    sounds interesting, and btw, gratulations on having your map on the first page =)

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

    @Eiviyn: Go

    maybe you coud do a extra healingweapon that only heals players so you could choose if you want to heal creeps or just temamember

    the problem with healing the lowest target is that creeps go down very fast while tanks takes not much damage and the creeps are lower percentagewise then the player. maybe it should focus the target with the most lost health

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

    some more items to support drones would be nice. espeacialy a reduction of buildtime would be just awesome. also i have trouble playing healer. all the time creeps get healed, but the dieing player gets ignored by the healing system. i cant tell it who to heal.... it was yesterday so i dnont know if its already been fixed or if it is working as intended. al in all, i have to admit that you do a great job and its nice to have updates so frequently

    Posted in: Project Workplace
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