In reply to lorddawnreaver:
I think I still have my old screenshots from that time.
Let me check.
Here you go.
Good luck and have fun.
This was asked at Discord server.
How to make missile turret to fire 4 missiles.
Hope will be useful.
A token for Edhriano for being a prime platform for model showcasing in custom campaigns.
That is so very nice of you.
I must've showcased many models [AV's, Hammer's, Dave's etc] on my custom campaign for years now, you are the first to actually did this for me.
Thank you very much.
In reply to EDHRIANO:
Water ripples are "terrain squibs" which are set in actor data. Look at unit actors that already have them for reference.
In reply to DaveSpectre122:
In reply to EDHRIANO:
Played it on normal, lost when reached 1st base because I ordered all units to storm it and there was a reaver. On 2nd playtrough every time I saw a structure I'd send out DTs to stasis detection (cannons) -> stasis pylon powering detection and kill everything.
One possibility of mitigating reaver deadliness on easy and normal difficulties is giving players vision of outposts when they approach them. That way they know that there are such and such units there and can have easy time to plan accordingly.
Overall difficulty seemed okay, nothing relevant stood out in a bad way.
Allright, I gave the map a try. I Didn't find any gameplay bug, but I did get param/values for every line. I had to remove all the locales that weren't enUS before starting playing. Another small thing is that in the intro cinematic, while the characters are having a chat, you can hear the sound of a doodad, and it breaks a little the immersion.
On my first try, the first Reaver I saw killed Alarak. It happened in the second try, the third try and the forth try too (well, in some of those I might have reached further, but those reavers had something to do in every one).
After more retries that I would like to admit, I could finally beat it. I made only DTs and used them to clear all the sections but the bases, where I focused fire on the cannons with khalani and softened the defenses before sending the DTs to kill the reavers.
The difficulty is OK for me. I mean, I like to be challenged, but I don't know how every player would feel about that. If you watch the first try in the video, where I lose like 3 DTs against those purifier ninjas, you can say that it is my fault, and I could've done better.
But the reavers are very unforgiving, and that can become frustrating. As soon as they get in sight, they shoot you, and you can't make anything to minimize the damage you receive if you're not expecting them. They really slow down the pace of the mission too, because you have to be careful to avoid bad engages and hope for their AI to mess up. But, well... I've tested the in the hardest difficulty, so I don't know if that's a good or a bad thing.
The only thing that I have to say about the boss fight is that you could see dirt textures on the highest ground level, they don't look very well.
I liked the mission overall (I wouldn't have played over and over again if not). The terrain is perfectly readable, the distance between enemies is well planned, and the flow doesn't get tedious.
Keep them coming, and good luck.
Ah ha! its done! I now truly understand Jayborino's hate for reavers!
Ok here is the feedback:
Well that's all hope it was helpful, sorry if it was a bit too nit-picky or whatever.
Played through M5:
I don't feel the reavers are too terrible to deal with, buut the 9 range (compared to your max range of attacks abilities of 6 and sight of 10) means that you're going to get surprised a ton). Attack speed is the wrong nerf, and is relatively meaningless imo. I'd much rather have a flat range nerf and re-positioning across all difficulties so a) that there's some time to react b) you can see them before they start their attack animation (looking at you, left base reaver).
The 2 main ways to deal with reavers:
The boss melts to blood hunters.
Overall, a bit too reliant on reavers to slow the pace of the mission down.