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    posted a message on [Release] Catalyst

    played a few games of the new map and it is a lot better, still don't like how you can aim the weapons it makes long ranged weapons stronger and better at harassing than they really should be as it making life hard for someone trying to use machine guns.

    a small defence turret at the primary outpost might be nice ideal as it is you can lose them so easily now.

    love the new middle its harder to defend but there is a lot to gain from maintaining control over it.

    still not sure about the spawn points it is nice for defending but a pain to attack since your able to spawn rather quickly

    and I still think I levelling system would work well, having scout/tank/mech skills only. rather than having to buy them since some people never do.

    also the snare ability cd is well short and so powerful in the right hands.

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

    @Eiviyn: Go

    thanks also playing healing is far to effective at the moment you run around with 40 healing ones 2-3 of them + an energy orb none of your team dying any time soon unless focused on totally.

    i imagine you will create more weapon types over time like laser or multi hitting ones etc? by laser i mean something like the void rays laser the longer its on someone the more damage etc.

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

    Several things that I am not a fan of

    if you get behind you stay behind there very little chance of pulling back a victory since the npc start to totally overpower yours leaving you to constantly defend.

    the weapons should auto shot whatever comes into range more like they do in battle tanks for WC3TFT, otherwise there is nearly no point of using the short ranged weapons since you can focus fire down your opponent from afar.

    it seems easier to manage your shield than your health since it only heals once every 5 seconds and costs mana rather than constant stream for shields which can cost nothing.

    other than that very good early attempted, I think 4 bases keeps it more even and give you a chance to fight back.

    any chance of a levelling system and giving each tank/vehicle its own abilities, scouts get speed boost and fire rate while big tank get focus fire and shields etc

    Posted in: Project Workplace
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