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    posted a message on Chrono Agents (Official Thread)

    I've played the new version a little bit. The Elder seems to be quite strong now. Since he's no longer the only guy with a revive spell, you can play more risky and participate in the action. His AOE damage is just as high as it was before, but it's easier to use it now since he isn't as slow as a snail.

    My favorite is still the Speccy, because his range was not nerfed and killing enemies from the other side of a big wall is just priceless :)

    I have a question about the heal. Currently it is possible to heal someone while they're still being revived (they are still invulnerable). Is this intended? It seems inconsistent with Encourage's behavior, since it is not possible to Encourage someone who is in an invulnerable state.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    Nice, I'm gonna love crafting some super-powerful items :D

    Sadly I don't have enough time to play the map at the moment, but I'm definitely going to try this version later and possibly give you some comments and suggestions.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    Minor interface suggestion. I think if you right-click (or maybe double-click) an item in your stash, it should automatically equip to the appropriate slot on your character. It would make it a bit easier to play Elder, so you don't have to click twenty times and move the mouse a lot :)

    Also I've tried playing Warrior a few times, and I think he really gets stuck easily when many enemies attack (like vs. Breeders). I think some way of escaping such situations would do wonders for the Warrior. Maybe you could change the Sprint ability to also ignore unit pathing for a short duration. That would allow him to run through the hordes of zerglings and get to safety :) His aoe stun is not a reliable escaping tool since it costs so much energy and deals so little damage that it doesn't even kill a zergling.

    I agree with Ryaneko that it would be nice to chat a little more when the game has ended, and the "tower defense" at the end needs a little work. It's too easy to survive the bioroid attack in singleplayer, and a little too hard in multiplayer. Maybe you could scale the allied tower's health and damage to the number of players as well?

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    Oh, well the Foreseer + Specialist combo could easily be nerfed by giving Charged Shot a short cooldown after it is activated. I think that would be better than reducing its damage/range, but it's your decision :)

    25 max range for Spec is a step in the right direction. I think he's still gonna be on the strong side, but I'm fine with that, since I enjoy playing Spec :) And I'm looking forward to seeing what the 7th agent will be.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    Hey Xelaran, we played together yesterday and I have to say that it was a lot of fun to see the map creator in-game :) I think this map is really addictive and I'm probably going to play it more this week. Maybe we'll meet each other again some day?

    Anyway, I feel that there are certain balance issues at the moment, especially regarding the Specialist, as I'm sure you are aware. In my opinion the two main points that make the Specialist so strong is their insanely long range and the permanent scan effect. I think Charged Shot is fine as it is and the Specialist passives are nice but not really overpowered.

    I would suggest making only two changes to the Specialist. Firstly, the attack range per upgrade could be reduced to 1. When you get 2 per upgrade, the Specialist becomes able to snipe enemies from over a big chasm, making it impossible for the target to retaliate. Secondly, I think the reveal of Motion Scan should have a limited duration. Maybe keep the Motion Scan functionality as it is now but give the reveal a max duration of 30 seconds.

    My current strategy when playing Specialist is to immediately scan every single stationary enemy on the map, then walk out and snipe them one at a time. The scanning is a rather time-consuming process, so I would definitely like to see it nerfed.

    Posted in: Project Workplace
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