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    posted a message on [Release] Catalyst

    death = empty inventory. hotfix plz

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

    @fenzon: Go you should never use percent for mesurable quantities.. percent are only usefull if you want to make a bad statistic into a good one :-) with amounts i would fully support your idea. or just make it as upgrade levels..

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    posted a message on [Release] Catalyst

    -turrets have no energycost in tooltip

    -infantrie ignores landing tower and runs a really stupid course through enemy base

    -the win condition is really.. not good. pf was a good condition IF the baselayout would be alot more optimised. the base is far to big for shopping right now (i know guided ui incomming)

    -there need to be more than 2 "lanes" which cross path in the middle, whoever controlls the middle cuts the enemy off completely. there is really no general strategie. hold the middle, upgrade more than your enemy, win.

    -i quite like turrets now (this however mainly results in drones beeing retarded and running to the first thing they see until they get killed)

    -needs more terrain, line of sight blocker and impassible terrain, right now its a square with 4 small hills and 2 bigger hills.. and a few (randomly?) placed trees

    -games tend to go around the 20 minute mark. thats the point lvl3 weapons come into play and ripp the bases apart.

    -another victory condition: domination points. accumulate them by holding 2 of 3 points simultane and reach a specific amount (maybe i played to much dawn of war, this system however allowes fast paced games without heavy base involvement, it even allowes perpetual comebacks until the last second) for example: 1 team needs to be the only one with units in a specific area. when both teams have units in the area, its contested and therefore noone scores points.

    -drone: see below

    -cloak: its really not that usefull. you can only cloak after like 20 seconds combat abstinence and are 30% slower? come on.. noone buys it. i mentioned it once, its nearly the same. the only times i used cloak is to sneak into enemy base and backdoor the pf.. its cheap and i dont think its intended. cloak can however have use in a szenario with control points (enemy has cloaked unit in the area therefore you dont get points? now you need a drone!)

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

    are you british?

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

    or much less range.. this was my first impression. on second thought i considered their creeps to be stronger than ours but after several games.. the weapon is just op =) another thing.. its almost useless to upgrade marines over marauder. they die like flies and dont do really more damage. in fact they are far less effective vs armored than marauder. there needs to be balancing done!

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

    @Gregzenegair: Go thats a good point. when i respawn at level 1 (i call it that for now.. the level with the beacons) and i want to shop, i feel like i am driving redundant ways. its really annoying

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

    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.

    well games need to be designed to have an easy interface and smooth controls. i dont see any reason to complicate or hinder the user in what he can do in order to play your game. in more detail this means reducing uneccessary clicks. and there is much potential as it is now (buying, upgrading, traveling)

    you dont need to defend anything of your design choices so..

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

    if you relocate (port to base), order another order (move) with the shift key (queuing a waypoint) your vehicel does not execute it anymore. it sits at heal until you give him another order. this was changed to prior versions.

    destroying both landing towers as win condition will result in sniping them with cloak/blink and lots of machineguns. i dont like it.

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

    -you cannot order waypoints after relocation anymore. in addition the view centers on you, so you need to scroll to where you want to go again.. its really annoying.

    -choosing where you spawn would be nice

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

    oh btw. when you turn on ally colors everything from ai is red.. at least on my machine =)

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

    @Eiviyn: Go

    i does work as it always does. however can you conquer a conquested point..and when you get the point its just down the waterfall for your opponent. another thing is dropships dropping of reinforcements even on neutral spots.. happended to me more than one time in the last builds

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

    whoever enters middle captures it. i really think your capture triggers are not optimal. even when you enter first and there is a fight.. you get the middle. that does not feel right

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

    siphon is now just op. range 10? edit: nvm, needs more testing

    however can you switch the patrol button with a stop button please?

    and add a hint on the loading screen.. press f12 or whatever. most ppl dont get the inventory system of sc2....

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

    why on gods green earth do small neutralizer drones have 480 hp?

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

    that sounds interesting.. should make some cool tank builds with mass shield regen based on energy =)

    on the neutralizer.. i just tested them, they are good no arguing there. however they are too similar to cannons in general. how about giving them less base damage and more damage when the target has no energy anymore (difference between energy lost and energy burned)

    -still no animation of containment field :(

    -killmessages apear in the same box as not enough energy warnings.. i am one of the kind who constantly spams abilitys and therefore has many messages overriding kills.. can you change that? the inventory covers it too

    -beeing able to buy in enemy base is not good

    -dropped items get autoattacked by enemy forces

    -i think i did the biggest abuse possible right now. the game was lost, they got all 5 points but struggeld to finish. nearly every tank was maxed, i had 100k over, went to their base focused the hq. i got nearly killed (had 3600hp) and just bought another tank, rince and repeat. i bought 4 tanks everytime healing me full until hq died. this will be fixed with the buy in enemy base fix ;P

    Posted in: Project Workplace
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