what about you replace the droppod with a warpin animation like a pylon or something?
also please add a few more seconds of "stealth" when respawned somewhere because esspecially camping the base spot is annoying because the attackers have drones yours are not out untill you are dead.
could you please implement that you can buy the weapons out in the field but you need to pick them up at the base? right when you enter they get placed in your inventroy which has limited space so you can't buy unlimited stuff out there...
and plase add two buttons
1. "equip highest available level upgrades" (inventory and already equipped slots get compared and the highest levels attached to the vehicle)
2. "sell inventory" sells everything in your inventory at once.
scaling of units according to the description
scouts have loads of energy and speed
mechs have shield and energy bonus
and tanks have shield and hp bonus
so far so good but i don't notice a big speed diffrence between the hellion and the diamond back
i notice a significant hp bonus when using tanks and well hp and shields all seem to rise but speed is like the same always.
well speed is really something different i guess but could you please also add a higher default speed to the diamondback and vulture chassis or maybe grant them some other scaling like scouts get little bit more shield also? balanceing speed is not easy i guess ...
well i personally think the chassis are undervalued actually i mean lots of games are won with hellions heavy weapon gear but still a hellion you understand?
also a sad thing is that actually weapons and drones decide the battle. it is not like you could take the same ammount of money put it into shield regen and tank. no, dps scales faster than defense right now which is kinda sad there was a like better balance in recent patches where going mass shield regen was a real option. sure you would have needed snare to kill someone but it was a viable strategy.
yes i feel the pain with the lobby everything aside melee maps the damn thing fails to provide the prper tools/options/ whatever i know this too
some thoughts
1. the most annoying thing are leavers in this game. one guy leaves the crew is screwed and often the only way to win is to max out and then run into the base and kill the CC before they do ... sad thing, so could you if a players leaves spawn an npc instead with the same gear either by letting an ai take control of the unit or keep duplicate player ais so a player leaves these get finally activated instead. so player buys x npc 6+x also gets this thing
player leaves npc 6+x gets activated now steering the exact same unit and is then going from there.
2. the ai play is pretty strong i mean there is foreseeability what it is going to do next but it executes so damn crisp like as human we need a minute to shop the ai just moves in the base and is back a few seconds later with a big dps boost...
you should do some changes here.
- make it select the next waypoint to conquer by Random/or location of allies on the map, most allies on the top way then i will join them and push for the waypoint because bigger chance of success
- the npcs are real opponents even for good players could you make them like not just scale up that fast? they don't even need time to shop they drive in the base and return refitted a few seconds later i mean wtf humans really spend time here when they shop even if they know what they need it just takes a while to click all that stuff and exchange the old parts and getting rid of them ...
3. the droppods seem to be like placeholders for those which are really going to go down then. so perhaps you could move them up more (above the users cameraplane) and when the drop occurs move them back to the right height start the drop animation and lift it up right after again.
4. the bios get too strong too fast...
honestly the most fearsome units on the field are the biopacks. i mean they killsteal they shred you to pieces when fighting human players and a ball gets close.... i mean honestly i killed like 10 guys and got 3 kills because just another ball came along and cought my opponent. well i also die to them more often than to playerfire. slow that down please.
5. could there be additional modes or a vote at the beginning about how fast the bios scale and esspecially how the mineralgain scales... i mean 30 minutes are a fine goal 4 sure but what about if the game would progress much slower according income? all the tactical aspects would be much more important...
there are some little bugs...
1. there is a droppod in the sky above the blue base which you are able to get big in your view at the right position
2. blue has abig advantage in the early game because blue can order their units to move to the top left corner outside of their base before the map reveals. red is not even able to get down both ramps.
3. host in the lobby can't do .... often a 1vs1 or 2 vs2 or moving people to their friends would be really necessary to get a game started. right now it is always big rant because of evil host.
well i got infected and could not infect others. and my grenades and my snipe don't do much damage at all anymore so wtf is wrong here?
i mean honestly a grenade for about 10% of an infested life? the only thing the thing needs to do is wait untill enugh of them spawned wait like borrowed somewhere. how boring is that.
that patch 1.26 was a big drawback imho.
ah so there is a way to still transform them? wtf i came here because i wanted to ask if the game is broken or something.
actually the last version was more fun.
and please reduce the cost of scannersweeps i mean honestly you need to kill 10 creep for one sweep i mean wtf?
anyway still like the game alot. but could you kinda enlarge the map or something and please if a dead player controls units make them unselectable to others as long as they are selected i mean i had games with about 300 kills because the dead guys controlled the infested in a way they just acted as cannonfooder for me... a few complained they wanted to finally kill me but others just kept sending them around with moves so i leveled up long time. well was funny to watch but i guess not intentional.
well i find the idea great of having bridges that grant passage to units as long as they are not destroyed.
so as actor i want to use the Ulan Destructible Bridge which was also used in the first zeratul mission of the campaign. the actuall model would be the 0 variant.
it should work like the mar sara Bridge doodad which can be found in the zerohour mission connecting the base to the oher areas.
just i want it destructable making use of the death animation :)
but the thing is what is a destructible bridge?
let's say it is a unit, because these are easy to setup with like 1000 hp and have a death animation and ... but then placing them is difficult for units have no height modificator meaning you might place a bridge but it is at the given height which might be below the map and not between the cliff so you might not even see the actor.
ok let's say it is a doodad well doodads don't have any health or stuff...
ok let's say it is a terrainobject like destructible rocks are, then these are easily given life but how to describe the unit movement over the bridge then?
so after haning out here a while reading lots of the tutorials most nearly cover any of the required stuff for this taks i finally got tired and so just ask .
Any ides on how to make such a doodad/unit/structure/destructible something are really welcome.
one big problem kinda is how to make units walk on it and not below it.
well *sigh* bedtime ...
0
great changes!
what about you replace the droppod with a warpin animation like a pylon or something? also please add a few more seconds of "stealth" when respawned somewhere because esspecially camping the base spot is annoying because the attackers have drones yours are not out untill you are dead.
could you please implement that you can buy the weapons out in the field but you need to pick them up at the base? right when you enter they get placed in your inventroy which has limited space so you can't buy unlimited stuff out there... and plase add two buttons 1. "equip highest available level upgrades" (inventory and already equipped slots get compared and the highest levels attached to the vehicle) 2. "sell inventory" sells everything in your inventory at once.
scaling of units according to the description scouts have loads of energy and speed mechs have shield and energy bonus and tanks have shield and hp bonus so far so good but i don't notice a big speed diffrence between the hellion and the diamond back i notice a significant hp bonus when using tanks and well hp and shields all seem to rise but speed is like the same always. well speed is really something different i guess but could you please also add a higher default speed to the diamondback and vulture chassis or maybe grant them some other scaling like scouts get little bit more shield also? balanceing speed is not easy i guess ... well i personally think the chassis are undervalued actually i mean lots of games are won with hellions heavy weapon gear but still a hellion you understand? also a sad thing is that actually weapons and drones decide the battle. it is not like you could take the same ammount of money put it into shield regen and tank. no, dps scales faster than defense right now which is kinda sad there was a like better balance in recent patches where going mass shield regen was a real option. sure you would have needed snare to kill someone but it was a viable strategy.
0
Good development Eiviyn
yes i feel the pain with the lobby everything aside melee maps the damn thing fails to provide the prper tools/options/ whatever i know this toosome thoughts
1. the most annoying thing are leavers in this game. one guy leaves the crew is screwed and often the only way to win is to max out and then run into the base and kill the CC before they do ... sad thing, so could you if a players leaves spawn an npc instead with the same gear either by letting an ai take control of the unit or keep duplicate player ais so a player leaves these get finally activated instead. so player buys x npc 6+x also gets this thing player leaves npc 6+x gets activated now steering the exact same unit and is then going from there.
2. the ai play is pretty strong i mean there is foreseeability what it is going to do next but it executes so damn crisp like as human we need a minute to shop the ai just moves in the base and is back a few seconds later with a big dps boost... you should do some changes here. - make it select the next waypoint to conquer by Random/or location of allies on the map, most allies on the top way then i will join them and push for the waypoint because bigger chance of success - the npcs are real opponents even for good players could you make them like not just scale up that fast? they don't even need time to shop they drive in the base and return refitted a few seconds later i mean wtf humans really spend time here when they shop even if they know what they need it just takes a while to click all that stuff and exchange the old parts and getting rid of them ...
3. the droppods seem to be like placeholders for those which are really going to go down then. so perhaps you could move them up more (above the users cameraplane) and when the drop occurs move them back to the right height start the drop animation and lift it up right after again.
4. the bios get too strong too fast... honestly the most fearsome units on the field are the biopacks. i mean they killsteal they shred you to pieces when fighting human players and a ball gets close.... i mean honestly i killed like 10 guys and got 3 kills because just another ball came along and cought my opponent. well i also die to them more often than to playerfire. slow that down please.
5. could there be additional modes or a vote at the beginning about how fast the bios scale and esspecially how the mineralgain scales... i mean 30 minutes are a fine goal 4 sure but what about if the game would progress much slower according income? all the tactical aspects would be much more important...
0
there are some little bugs... 1. there is a droppod in the sky above the blue base which you are able to get big in your view at the right position
2. blue has abig advantage in the early game because blue can order their units to move to the top left corner outside of their base before the map reveals. red is not even able to get down both ramps.
3. host in the lobby can't do .... often a 1vs1 or 2 vs2 or moving people to their friends would be really necessary to get a game started. right now it is always big rant because of evil host.
0
well i got infected and could not infect others. and my grenades and my snipe don't do much damage at all anymore so wtf is wrong here? i mean honestly a grenade for about 10% of an infested life? the only thing the thing needs to do is wait untill enugh of them spawned wait like borrowed somewhere. how boring is that. that patch 1.26 was a big drawback imho.
0
ah so there is a way to still transform them? wtf i came here because i wanted to ask if the game is broken or something. actually the last version was more fun. and please reduce the cost of scannersweeps i mean honestly you need to kill 10 creep for one sweep i mean wtf?
anyway still like the game alot. but could you kinda enlarge the map or something and please if a dead player controls units make them unselectable to others as long as they are selected i mean i had games with about 300 kills because the dead guys controlled the infested in a way they just acted as cannonfooder for me... a few complained they wanted to finally kill me but others just kept sending them around with moves so i leveled up long time. well was funny to watch but i guess not intentional.
0
well i guess that is a bit more than the usual ...
0
well i find the idea great of having bridges that grant passage to units as long as they are not destroyed.
so as actor i want to use the Ulan Destructible Bridge which was also used in the first zeratul mission of the campaign. the actuall model would be the 0 variant. it should work like the mar sara Bridge doodad which can be found in the zerohour mission connecting the base to the oher areas. just i want it destructable making use of the death animation :)
but the thing is what is a destructible bridge?
let's say it is a unit, because these are easy to setup with like 1000 hp and have a death animation and ... but then placing them is difficult for units have no height modificator meaning you might place a bridge but it is at the given height which might be below the map and not between the cliff so you might not even see the actor. ok let's say it is a doodad well doodads don't have any health or stuff... ok let's say it is a terrainobject like destructible rocks are, then these are easily given life but how to describe the unit movement over the bridge then?
so after haning out here a while reading lots of the tutorials most nearly cover any of the required stuff for this taks i finally got tired and so just ask .
Any ides on how to make such a doodad/unit/structure/destructible something are really welcome. one big problem kinda is how to make units walk on it and not below it. well *sigh* bedtime ...