@Fyllm:
Great points, thanks very much for the feedback. Sorry for not replying earlier, RL has been pretty busy today
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just getting up a ladder is a huge pain in the @$$ in vanilla
Yeah. Y'know what made me decide that if there was ever a real Campaign, I'd make a mod for this engine? Maginot. It was, erm, an angry-gamer moment for me, when I was about to win, legit, on Nuts! and then lost because my fricking Brain couldn't get up the !#!@#!@#!@%% tunnel.
It's moments like those in CC that led me to believe that there was a need for this kind of mod
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This wouldn't be a huge problem except part of CC's gameplay mechanic is centered around strategy, thus making things move too fast severely limits what kind of tactics a human player can hope to implement during a typical combat scenario.
I think that you'll find that, with some practice and using the new engine features, you can deal with a lot of this. For example, we're allowed to make and save custom Presets; so if there's a specialist build you need a lot, you can set it up pretty easily. So if you need a "demo dude", set him up during a defense you're pretty sure you'll win.
The thing that's a bit irksome is that not only can we not save those custom Presets permanently without INI editing, the permanent-damage-to-bases and the engine not resetting the map means that the human player can use Customize to their advantage, hugely, on the defensive.
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- Firing rates and weapon power have been increased on so many weapons that it allows actors too cut thru base defenses like doors and barricades virtually instantaneously. I'd say a 15 - 25% reduction across the board is in order.
I never really thought of the doors as serious impediments in Vanilla, but I can see your point. Now that the pace has gone up, having a barrier that is actually useful as a barrier would be a good thing.
Probably the easiest solution there is to buff the doors, and in the case of weapons with rapid fire, tone them down a bit where it's necessary.
I'm inclined to nerf them in various ways that don't include lowering minigun ROF, if possible; the whole point of miniguns is ROF and I'd like to approach their balance with that in mind.
Heck, I might just put out an experimental release where doors aren't breachable with small arms short of something really nasty like an RPG or a placed explosive, and if that's a good thing or not. That said, one of the goals remains to make sure that the defensive side doesn't have such an absurd advantage, so that defending players will need to take an active part in the defense and the AI, if it manages to land in force and doesn't run out of money, can be a credible threat.
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- While I would not wish to return to vanilla jet-packs, I feel there must be a better compromise when it comes to allowing heavily armed units to fly across the entire map.
I agree, this is an area that needs more thought. I'm having severe problems getting around the engine's limitations here, though; we don't have direct control over jetpack "refuel" rates, time spent "empty", etc., and the one attempt I made at developing a cooldown timer had some severe drawbacks. I'll look at this again.
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- New Imperatus items seem very cheap considering how powerful they are.
I haven't played enough with them to have an opinion, so I'd like some specific feedback on this point, going case by case. Gotta remember they're still just barely "finished" by my standards, and not very polished yet.
I'm perfectly willing to buff costs for their stuff by 50% in the next version if that'd give us a closer number and go from there.
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Perhaps lowering the movement speed and making the Acrabs able to jump instead of fly would be a more balanced solution?
Let's try that out, it's pretty easy to tone them down.
The bigger problem here is that, well, there is no controlling "tactical" AI that will buy anti-tank units (which certainly exist; for example, the Dummy's Impulse Cannon is an excellent tank-killer) and attack your tank (or tank-like thing).
Getting that done is going to take some thought.
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- Dummy machine-gun turret seems to do more damage than the Gatling turret.
This is on purpose; one of the big problems the Dummies have is that their power on defense is pretty low, and the Browncoats roll 'em up like cheap carpet if they don't have some tough static defenses. I've been considering re-arming the Coalition version to also handle heavy enemies a bit better, but I haven't gotten around to spriting it yet. The Imperatus one is already fine, imo.
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- Dummy unit-with-box-for-a-head (I forgot its real name) is impervious against things like Dreadnought fire and the units armed with a thumpers? (Is this intentional?)
Dreadnought fire, yes, Thumpers, no. The GPU's supposed to be a pretty heavy character, but Thumpers have effectively gotten nerfed by other changes and I have pretty much left them at Vanilla levels of damage. That can get fixed pretty easily.
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- Units like Browncoats can regen over their maximum health. (Probably a bug but figured I'd list it anyway.)
It's an annoying bug, because it shouldn't be happening at all. There is some seriously-weird stuff happening with Lua on this engine.