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 Cortex Command 1.0 feedback thread (+ and -) 
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
MageKing17 wrote:
Tarvis wrote:
-A dedicated Reload button, perhaps with the option of holding it to detonate Remote-GL explosives and the like

I also agree that ways to do custom menu commands outside of the command menu (like detonating Remote-GL explosives) would be greatly appreciated..


It already exists, but unfortunately uses keys, and is in LUA.
Code:
if UInputMan:KeyHeld(#) then

You could probably hook this up to the reload function, although I have no idea how.
Then you could place it in a scene, and when you press the key, it reloads.


Thu Oct 11, 2012 10:43 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
i second customizable presets.


it's actually pretty maddening to create a bunch of presets that you use regularly during a campaign skirmish for them all to disappear next round.



one last thing. i think that there should be a build cap on building up bases in meta mode. it seems if someone or an AI invests to much into a base freaky ♥♥♥♥ starts happening. and you can easily negate that by making it so you can never go above a certain build limit (but you can still pay upkeep costs to replace troopers with a spawn point)


Fri Oct 12, 2012 12:38 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
NeoSeeker wrote:
one last thing. i think that there should be a build cap on building up bases in meta mode. it seems if someone or an AI invests to much into a base freaky ♥♥♥♥ starts happening. and you can easily negate that by making it so you can never go above a certain build limit (but you can still pay upkeep costs to replace troopers with a spawn point)


You could easily explain this as like "It's the most construction that can be handled in the length of one turn" or something.


Fri Oct 12, 2012 1:40 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
I'm going for a long review in a couple of days. I don't know if it worth it writing it, but I'll do it anyway. I just hope the dev of this game actually consult the forum
from time to time.

The things I like the most about this game? Physics and destructible environments are really awesome. Nice concept and story. Graphics are gorgeous.

What I dislike? The train-wreck of bugs and incomplete features released with a paying version. GUI is good, but not well exploited.
Ragdoll movements are a pain in it's current state, it feels like playing pilot wings 64, but with gunz... General game handling is beyond being hard to master, it is flawed.

Also, I'm going to quote someone from this forum (don't remember his name though...)

Quote:
One advice to the devs: don't be lazy; modders are not here to finish your product, but to add content and fine tune the game to each one liking. I absolutely support moddable games, but stopped playing heavily modded games years ago. I think that a game that needs to be modded to be playable is not worth the time, much less the money.


I foresee a great future to this game, made of pure awesomeness dipped in gold and cherry marmalade, I just hope it won't be in another 10 year.


Fri Oct 12, 2012 6:24 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
no, what i'm talking about is a cap for the AI and the auto build. with that the bases could still reach glitchy proportions.


possibly even a cap for player design mode. but this would be much higher.


Fri Oct 12, 2012 7:48 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Here is my feedback list for cortex command 1.0. These are mostly suggestions for how to make the game better, and some bug reports. Nothing over-the-top, mostly suggestions for improved interface And badly needed game dynamics.

1. Be able to set up a strike team for the initial landing.

2. Clean up an area in between missions, Recycling the items, or collecting them in a crate in your base.

3. Find a solution for the defender having defenders all over the landscape, to shoot down your first dropship.

4. A manual?

5. A friendlier base design interface. Also being able to relocate all the currently deployed troops. Also, being able to use your presets place actors in the base.

6. Being able to set the AI settings for troops that you buy. This way, you can order a brain hunting team already set to brain hunt.

7. Establish squad level AI. It would keep a team of bots together, instead of having them independently brainhunt. There is the follow command, but if the object being followed is destroyed, they are stuck waiting for your next command. Make this compatible with support drones as well.

8. Some sort of overview command issuing interface. So you can issue orders to any / all of your troops, without having to take over each individual one and make settings independently Using their personal menu. I envision something similar to the Battlefield series command interface. One idea is that You could place down objectives on the map, similar to how you place deployments in the base build menu. Setting AI to auto will make them try to execute the objectives that you placed on the map.

9. Improve walking physics, so that drones don't get stuck sinking their legs into the terrain and excavating pits. Troops are better, but still have issues. Currently, A jet pack is almost required for most soft terrains.

10. There are issues with the win conditions. I often am the last one left with brains, but the game does not tell me I have won.

11. A preset editor that can be accessed outside of battle mode.

12. Allow presets to automatically use your factions default soldier So that your preset list is not cluttered with soldiers From other factions that you played in previous campaign And made presets for.

13. Revise weapon selection so you know what you are switching to. Even better allow choice from a list of all your carried weapons.

14. Fragmentation grenades are cooking off as soon as you select them and will explode in your hand.

15. Increase the armor of dropship make them more resistant to common bullets.

16. Allow presets to be stacked up by holding down the shift key when you select them.

17. Allow for the naming of presets, which would help declutter the preset screen. You wouldn't need to see every item in a preset this way. There could be an option to expand preset to see everything is in it.

18. Figure out a way to prevent players from milking the gold in a campaign mission. Players can milk gold by leaving the enemy brain by itself, and mine gold like crazy while keeping the enemy brain in check. Also gold-mining continues for quite a while after the mission is won. Perhaps only a percentage of the gold mined in a mission can carry through to your overall gold. Or perhaps a more comprehensive approach would be to allow the site's income to be determined by the amount of gold pixels on the map. This way, there are diminishing returns for each location her turn. Of course, that doesn't solve the milking problem, and would require a simulation of mining on the map between turns. Maybe that is way too complex.


Fri Oct 12, 2012 4:16 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
I'm pleased with 1.0 over b27. It's optimized greatly, and controls are no longer 'gunky' in full screen like they were in b27. The problem is, however, I've been missing friendly fire since b26, honestly. It's not that I dislike the lack of friendly fire: All of b27 I've been pretty much raping the competition with nice tight clusters of MG turrets whose concentrated firepower is practically a matter-lance. One Man Army is unplayable at higher difficulties unless you resort exploitative tactics like a quick grab for a medium digger and get time to set up a classic kill-tube tunnel. I'd just like the option to return to the hilarity/strategy of friendly-fire days of pre-beta 27 again.

Still having issues with mystery kills while operating a solider though, including a new type I've never seen before where your soldier just... vanishes. No corpse or weapons are left - it's like it just simply is deleted from the session with no indication of a direction of exit. Also, occasionally get 1-2 second freezes every 30 seconds or so in full screen. Used to run admin permissions to stop this from happening, but it's not working anymore. I'll fiddle with it to see if I can suppress the effect.


Fri Oct 12, 2012 4:33 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Ok, just got around to playing a game against my step brother, Techion vs Techion.

And... they're ridiculously weak.

Grenade launcher is pretty much harmless, the homing thingie does so little damage that it should be 2-3 times cheaper... pretty much everything except for the big machine gun is laughably weak. After some time the only weapon we used was the blunderbuss since everything else was about as effective as throwing stones.

Another thing: Scan later is still broken. Doesn't scan when there is no battle for the site, making it hard to build a base.

You should also make jetpacks of the units more powerful. There is almost nothing that can fly with more than a machine gun and movement is painful in general.

Another thing is that most guns are really overpriced - most of them are not much better than throwing rocks and cost from 40 to over 100.

Also, releasing 1.0 without finishing as much as one faction more than halfway...? Srsly? You should have at least a mecha and a turret, some transports, rocket and grenade launchers are mandatory and so is a brain(and/or a brainbot. I want the old big green one back).

Another thing that has been making this game less and less fan is that units are getting weaker and weaker and so are guns. You should balance it instead of just making everything weaker. It really ruins the fun when not being able to walk is a bigger worry than enemy fire.

You should also display what units and weapons deployments involve and try to keep their costs down rather than giving them a lot of useless crap - even better yet, allow customizing them.

And the brains idea for campaign is reaaaally bad. When you want to play with a friend, you have to, pretty much, build a outpost for the other party on every map so the brain doesn't get accidentally killed and then evacuate it instead of going for a heroic suicidal attack with a poorly equipped brain.

Inability to start campaign or scenarios with a larger amount of cash is also very detrimental to the gameplay. It means that every time you start a game, you need to use the console for cash which suuucks.

In general the assault brain should be stronger since some maps are impossible. You have to specifically build your bases so enemy isn't killed which is RETARDED. Add a time limit or cash limit or a stronger brain bot or a special deployable bunker or whatever. Just make assault sensible ^^

Oh. And mining gold sucks. Give the defending side a small passive income and dunno what to do with attacking side(s).


Sat Oct 13, 2012 7:07 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Asmageddon wrote:
Ok, just got around to playing a game against my step brother, Techion vs Techion.

And... they're ridiculously weak.

Grenade launcher is pretty much harmless, the homing thingie does so little damage that it should be 2-3 times cheaper... pretty much everything except for the big machine gun is laughably weak. After some time the only weapon we used was the blunderbuss since everything else was about as effective as throwing stones.


I can tell you that this isn't true. Cortex Command 1.0 has a greater focus on teamwork, and a pack of Techions with their standard energy assault rifles can tear apart an uncoordinated team of my ODSTs.

Asmageddon wrote:
Another thing: Scan later is still broken. Doesn't scan when there is no battle for the site, making it hard to build a base.


Thats how its always has been. When you scan later, it starts a scan the first time you enter a battle in that area. So obviously if you haven't visited it, and you don't have control, you obviously also can't build a base there......

Asmageddon wrote:
You should also make jetpacks of the units more powerful. There is almost nothing that can fly with more than a machine gun and movement is painful in general.

Another thing is that most guns are really overpriced - most of them are not much better than throwing rocks and cost from 40 to over 100.


... do you like using mods more than vanilla? I can see where you would develop that mind set...
The point is that they can't fly around with a heavy machine gun, a grenade launcher, and a heavy digger at the same time. Again, team work is emphasized.

Depends on which weapons you're talking about for those. Nothing except vanilla pistols are weak, and absolutely nothing is equivalent in power or weaker than throwing rocks.

Asmageddon wrote:
Also, releasing 1.0 without finishing as much as one faction more than halfway...? Srsly? You should have at least a mecha and a turret, some transports, rocket and grenade launchers are mandatory and so is a brain(and/or a brainbot. I want the old big green one back).

Another thing that has been making this game less and less fan is that units are getting weaker and weaker and so are guns. You should balance it instead of just making everything weaker. It really ruins the fun when not being able to walk is a bigger worry than enemy fire.

You should also display what units and weapons deployments involve and try to keep their costs down rather than giving them a lot of useless crap - even better yet, allow customizing them.


I guess the factions could use more of their individual things. Somewhat lazy to just make every vanilla faction use crates, rockets and drop ship (dummy faction has a dropship >:/)

Units were weak to begin with. Guns are designed not to disintegrate other vanilla actors when used in groups.
I believe that you are still playing the one-man-army style in earlier builds.

You CAN customize weapons. Go to the .ini code.

Asmageddon wrote:
And the brains idea for campaign is reaaaally bad. When you want to play with a friend, you have to, pretty much, build a outpost for the other party on every map so the brain doesn't get accidentally killed and then evacuate it instead of going for a heroic suicidal attack with a poorly equipped brain.


I don't understand this.

Asmageddon wrote:
Inability to start campaign or scenarios with a larger amount of cash is also very detrimental to the gameplay. It means that every time you start a game, you need to use the console for cash which suuucks.

In general the assault brain should be stronger since some maps are impossible. You have to specifically build your bases so enemy isn't killed which is RETARDED. Add a time limit or cash limit or a stronger brain bot or a special deployable bunker or whatever. Just make assault sensible ^^

Oh. And mining gold sucks. Give the defending side a small passive income and dunno what to do with attacking side(s).


You can start with over 5000 oz of gold, how much more do you need for a single battle??
Console, for gold?!?

Strong... BRAIN? Its not an assault brain, its a brain robot. you're fighting with a brain in a glass case with legs. Buy some real soldiers.

Build base so enemy isn't killed? Same problem with last quote, I don't understand. Never happens to me.

For defending side, pick up a digger, and dig downwards. If you see yellow stuff, dig it.
For attacking side, select your brain, switch to medium digger, and dig downwards. If you see yellow stuff, dig it.


I hate to sound like a ♥♥♥♥♥ who just outright disagrees with you, but what i'm seeing here is a guy stuck with the one-man-army playstyle, mods with expensive and powerful stuff, buying actors with tons of explosive/heavy weapons and expecting them to be able to move, not understanding how digging works, and thinking that the brain robot should be as tough as an actual soldier.


Sat Oct 13, 2012 7:37 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
In my experience, Techion is one of the toughest vanilla factions. The guns might seem weak because Techion robots have high damage resistance.

And yeah, brains aren't meant for actual combat. You can give them guns so they can defend themselves, but the point is you have to keep your brain well-protected while you send meat puppets to do your work.


Sat Oct 13, 2012 8:30 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
AndyChanglee wrote:
Asmageddon wrote:
Another thing: Scan later is still broken. Doesn't scan when there is no battle for the site, making it hard to build a base.

Thats how its always has been. When you scan later, it starts a scan the first time you enter a battle in that area. So obviously if you haven't visited it, and you don't have control, you obviously also can't build a base there......

The scenario he is talking about is when you scan later and attack an unoccupied area, capture it without resistance, and then try to build a base. You can't, because the scene is 99% black, and the scan doesn't trigger.

Edit: autobuild works, but manual building is next to impossible because you can't see where you are building.


Sat Oct 13, 2012 8:40 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Ahh. I see. Well I always autobuild cause its much faster and the base designs are actually very intriguing and I try to learn from them.

I hope that bug is noted.


Sat Oct 13, 2012 8:46 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
AndyChanglee wrote:
Asmageddon wrote:
Ok, just got around to playing a game against my step brother, Techion vs Techion.

And... they're ridiculously weak.

Grenade launcher is pretty much harmless, the homing thingie does so little damage that it should be 2-3 times cheaper... pretty much everything except for the big machine gun is laughably weak. After some time the only weapon we used was the blunderbuss since everything else was about as effective as throwing stones.


I can tell you that this isn't true. Cortex Command 1.0 has a greater focus on teamwork, and a pack of Techions with their standard energy assault rifles can tear apart an uncoordinated team of my ODSTs.


Dunno. In my experience 5 silver men with energy assault rifles controlled by AI couldn't stop a single enemy equipped with a blunderbuss. Which costs 15.

AndyChanglee wrote:
Asmageddon wrote:
Another thing: Scan later is still broken. Doesn't scan when there is no battle for the site, making it hard to build a base.


Thats how its always has been. When you scan later, it starts a scan the first time you enter a battle in that area. So obviously if you haven't visited it, and you don't have control, you obviously also can't build a base there......

The thing is that you do already have control of it but there was no resistance so the scan doesn't begin. It should be already over by the time you land there.

AndyChanglee wrote:
Asmageddon wrote:
You should also make jetpacks of the units more powerful. There is almost nothing that can fly with more than a machine gun and movement is painful in general.

Another thing is that most guns are really overpriced - most of them are not much better than throwing rocks and cost from 40 to over 100.


... do you like using mods more than vanilla? I can see where you would develop that mind set...
The point is that they can't fly around with a heavy machine gun, a grenade launcher, and a heavy digger at the same time. Again, team work is emphasized.

Depends on which weapons you're talking about for those. Nothing except vanilla pistols are weak, and absolutely nothing is equivalent in power or weaker than throwing rocks.


I guess you started playing one or two builds ago? Units and weapons used to be much stronger and fly way better. Right now most units can't even properly fly carrying a single pistol, and a single machine gun pretty much grounds everything, you don't even need to carry multiple guns

AndyChanglee wrote:
You CAN customize weapons. Go to the .ini code.

I meant customizing deployments so you can control what units you spawn and with what equipment.

AndyChanglee wrote:
Asmageddon wrote:
And the brains idea for campaign is reaaaally bad. When you want to play with a friend, you have to, pretty much, build a outpost for the other party on every map so the brain doesn't get accidentally killed and then evacuate it instead of going for a heroic suicidal attack with a poorly equipped brain.


I don't understand this.

When playing campaign with another person and you invest hours into building your bases, you don't want to end it too soon. Having length of campaign limited by amount of brains really sucks. It means you have to let the other party evacuate safely if you don't want the game to end too soon.

AndyChanglee wrote:
You can start with over 5000 oz of gold, how much more do you need for a single battle??
Console, for gold?!?

You can only start with up to 4000 and that is barely enough to build a base that the other player can't take over with a couple of poorly equipped units.

AndyChanglee wrote:
Strong... BRAIN? Its not an assault brain, its a brain robot. you're fighting with a brain in a glass case with legs. Buy some real soldiers.

Yeah. But it's goddamn retarded to send something so fragile to the battlefield. Making 90% of battles end in 5-20 seconds. And fight over a new site equals to "who crashes the dropship into enemy first"

AndyChanglee wrote:
Build base so enemy isn't killed? Same problem with last quote, I don't understand. Never happens to me.

Because if you build your base too big or place too many units, the enemy is killed before he gets to land. Which completely ruins the fun and makes multiplayer games SERIOUSLY frustrating.

AndyChanglee wrote:
For defending side, pick up a digger, and dig downwards. If you see yellow stuff, dig it.
For attacking side, select your brain, switch to medium digger, and dig downwards. If you see yellow stuff, dig it.


AndyChanglee wrote:
I hate to sound like a ♥♥♥♥♥ who just outright disagrees with you, but what i'm seeing here is a guy stuck with the one-man-army playstyle, mods with expensive and powerful stuff, buying actors with tons of explosive/heavy weapons and expecting them to be able to move, not understanding how digging works, and thinking that the brain robot should be as tough as an actual soldier.


I've been playing CC for over 10 builds and I don't use mods because they're ridiculously overpowered(though these days they're more sane while it's vanilla stuff that is laughably fragile)

My main problem is that instead of finely balancing unit and weapon strength, data seems to be bringing both down and down and down to the point of movement being harder than combat, guns being so weak that it's often better to just ram into the enemy and 100-200 oz pieces being weaker than the 15 oz blunderbuss (which right now at close distances is about as powerful as a rocket launcher)

Seriously, it's not fun if your units can't fly or even walk properly, guns are harmless and hitting the ground is more dangerous than carpet bombing. Honestly, this game is in dire need of some serious rebalancing or even reverting stuff to b27-b28 state and working from there.


Sun Oct 14, 2012 2:44 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
@Asmageddon: I have never had any problems with silver men, they are one of the strongest units in the game. I can usually kill many enemies with a silver man and an energy assault rifle. Can I have a video of a bunch of armed silvermen getting killed with a blunderbuss? It sounds impossible...


Sun Oct 14, 2012 3:00 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Luringen wrote:
@Asmageddon: I have never had any problems with silver men, they are one of the strongest units in the game. I can usually kill many enemies with a silver man and an energy assault rifle. Can I have a video of a bunch of armed silvermen getting killed with a blunderbuss? It sounds impossible...

It 1-hit-KOs a silverman when you're close enough(and aim at right angle) and it's light so you can bring two (to mitigate the already short reload time) and still fly. You kill two in first sweep, fly, come back, and finish the rest. If you have something to hide behind, you don't even have to retreat since AI takes a second to notice you and start firing meaning that without player intervention, they can be decimated without suffering a single scratch.


Sun Oct 14, 2012 3:08 pm
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