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 Hey guys, B27 live! 
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Joined: Wed Apr 25, 2012 4:17 am
Posts: 202
Location: Brisbane
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Post Re: Hey guys, B27 live!
Darlos9D wrote:
Alright. The ability for allies to walk and shoot through each other makes this whole game better. Nice job.


This statement is false!


Tue Jun 05, 2012 10:28 am
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Joined: Mon Oct 25, 2010 5:51 am
Posts: 1198
Location: Sydney
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Post Re: Hey guys, B27 live!
Sir wrote:
Darlos9D wrote:
Alright. The ability for allies to walk and shoot through each other makes this whole game better. Nice job.


This statement is false!

I agree with Darlos. Each to his own, though.


Tue Jun 05, 2012 11:22 am
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: Hey guys, B27 live!
Sir wrote:
Darlos9D wrote:
Alright. The ability for allies to walk and shoot through each other makes this whole game better. Nice job.


This statement is false!


Your face is false.


Tue Jun 05, 2012 3:33 pm
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Joined: Thu Dec 23, 2010 3:28 am
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Post Re: Hey guys, B27 live!
Darlos9D wrote:
Sir wrote:
Darlos9D wrote:
Alright. The ability for allies to walk and shoot through each other makes this whole game better. Nice job.


This statement is false!


Your face is false.

Come on guys, we are all friends here. I, for one, welcome our new friendly fire feature, though the ability to turn it on/off for the metagame and certain other scenes would be nice.


Tue Jun 05, 2012 4:54 pm
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Joined: Sat Dec 18, 2010 6:11 pm
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Post Re: Hey guys, B27 live!
View as sandbox: Not good
View as a real game: Very very good.

If you continue to view Cortex command as a sandbox from this point on you are going to be disappointed. I can't really speak for anyone, but I think the game will be headed in a very different direction from this point on. Sure the collisions were pretty fun, and allowed for easy testing of weapons, but it GREATLY reduced the ability for the player or AI to use more than one unit at a time.

With the new unit transparency you can have squads of 3-4 guys attacking and they wont kill each-other. This is a HUGE deal in terms of gameplay. It turns one man army into a stupid tactic, which is awesome.

I overall like the change. I would love an option to have a "sandbox" mode with it off though.


Tue Jun 05, 2012 5:15 pm
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
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Post Re: Hey guys, B27 live!
Nah you can still muck around in skirmish defence.


Tue Jun 05, 2012 6:05 pm
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Location: Tallahassee, FL
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Post Re: Hey guys, B27 live!
bioemerl wrote:
View as sandbox: Not good
View as a real game: Very very good.

If you continue to view Cortex command as a sandbox from this point on you are going to be disappointed. I can't really speak for anyone, but I think the game will be headed in a very different direction from this point on. Sure the collisions were pretty fun, and allowed for easy testing of weapons, but it GREATLY reduced the ability for the player or AI to use more than one unit at a time.

With the new unit transparency you can have squads of 3-4 guys attacking and they wont kill each-other. This is a HUGE deal in terms of gameplay. It turns one man army into a stupid tactic, which is awesome.

I overall like the change. I would love an option to have a "sandbox" mode with it off though.


This. We have to think like game designers from now on. From a game design standpoint, this change is pretty much indisputably positive, since it allows a player to actually PLAY instead of constantly worry about their own forces murdering each other. That might be funny if you're just ♥♥♥♥ around, but it's not so funny if you're actually trying to, y'know, win. I was going to make this point earlier but didn't feel like being eloquent.

Also yeah, some option to switch FF on and off might be nice.

Finally: it's not like this game is no longer going to be wacky. Just last night I was screwing around with campaign mode. I was on attack and tried to land my brianbot on a narrow mountaintop. I succeeded. I then tried to order some other units, but forgot I still had it set to a rocket rather than a dropship. I nearly landed it right on my brianbot, but I got him out of the way quickly... sending him careening off the mountain and into two enemies who instantly killed him.

So yeah. We don't need friendly fire to have a game where you kill yourself in the dumbest possible ways.


Tue Jun 05, 2012 6:52 pm
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Joined: Tue Feb 09, 2010 4:16 pm
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Post Re: Hey guys, B27 live!
Darlos9D wrote:
bioemerl wrote:
View as sandbox: Not good
View as a real game: Very very good.

If you continue to view Cortex command as a sandbox from this point on you are going to be disappointed. I can't really speak for anyone, but I think the game will be headed in a very different direction from this point on. Sure the collisions were pretty fun, and allowed for easy testing of weapons, but it GREATLY reduced the ability for the player or AI to use more than one unit at a time.

With the new unit transparency you can have squads of 3-4 guys attacking and they wont kill each-other. This is a HUGE deal in terms of gameplay. It turns one man army into a stupid tactic, which is awesome.

I overall like the change. I would love an option to have a "sandbox" mode with it off though.


This. We have to think like game designers from now on. From a game design standpoint, this change is pretty much indisputably positive, since it allows a player to actually PLAY instead of constantly worry about their own forces murdering each other. That might be funny if you're just ♥♥♥♥ around, but it's not so funny if you're actually trying to, y'know, win. I was going to make this point earlier but didn't feel like being eloquent.

Also yeah, some option to switch FF on and off might be nice.

Finally: it's not like this game is no longer going to be wacky. Just last night I was screwing around with campaign mode. I was on attack and tried to land my brianbot on a narrow mountaintop. I succeeded. I then tried to order some other units, but forgot I still had it set to a rocket rather than a dropship. I nearly landed it right on my brianbot, but I got him out of the way quickly... sending him careening off the mountain and into two enemies who instantly killed him.

So yeah. We don't need friendly fire to have a game where you kill yourself in the dumbest possible ways.


These two posts are all that needs to be said about this.

So I guess this post doesn't make sense.


Tue Jun 05, 2012 7:44 pm
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Joined: Fri May 11, 2007 4:30 pm
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Location: England
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Post Re: Hey guys, B27 live!
On one round I suddenly went to -17000 in gold after building, two rounds later the game decided something was wrong and set my funds back to 0 so I could actually do something. Had a couple of other negative gold bugs too.

I also had the same bug which is in the preview video where the characters just exploded at a specific spot (on the same map too, except at the surface but in about the same x position)

As already stated AI is too easy, they often (in in 1 out of two times it seemed) landed right next to a visible sniper tower and were killed almost instantly. Other times they killed themselves somehow (scuttling rockets I think). On the map with the shear drop with all the rocks piled up at the bottom and the splattered corpse on top one team landed there and decided to try digging all the way through the rocks to get to the gold below, suffice to say he was a sitting duck. Basically they seem to chose stupid landing zones. Also quickly buying one unit and going after an enemy brain is too easy (then again I'm a pretty pro CC player), the brain case is just so weak even if it gets good shots off he's pretty much dead in any encounter. I think expedition brains need to be a lot stronger or squad protected on initial landings.

Finally one major bug when your initial ship is landing; you can hold the swap body button (until the circular reticle comes up) and transfer to another ship of the same team and your brain will come out of that ship, i.e., the players brains swap crafts (which isn't very good when the other player is an AI and chose to land right next to a sniper tower). You've been able to do this trick for quite a while to take control of the scripted landing (even in the old zombie caves mission) but now if there's more than one person on a team it changes you to the next ship instead of the one you are in (even if the circular reticle is above your own ship).


edit: also no FF is a great thing IMO, killing your own guys was often annoying and the AI were ridiculously easy when you could mow down a corridor full with one guy, and they often killed themselves especially with diggers. The only downfall I have encountered is when I went to test the new weapons out and instinctively started shooting at another unit from my team, so mods will have to be properly field tested which wastes a lot more time if it turns out I don't like them. I admit initially I thought getting rid of friendly fire would be bad but having played the new version I have to say it should have been done earlier.

edit2: another bug I just remembered: me and my friend co-operated (same team) and both poured money into one base and I also built a brain unit there after my friend took it, when it got attacked in each position where a soldier stood my guys were over-laid in the exact same spot as his guys. This means there was like 50 odd men, and each soldier pretty much had another inside/behind/next-to him; that game was very laggy but once again AI guy landed right next to sniper tower (for the hundredth time)

and another one all teams couldn't shoot each other (friendly fire bug?), I managed to kill the enemy brains by body slamming them (old but still good ♥♥♥♥ tactic).

I think 1000 gold per base each round is kind of ridiculous. If you lose the first round everybody else has way more money so you can't get back into the game (well speaking from an AI point of view), pretty much game over. In fact I don't see why you auto-generate money each round anyway would be better if there was an AI routine which actually harvested gold from each location each turn If you had people with diggers.

Also what is the point in Small/Medium/Heavy sets for diggers and stuff, just have the heavy then it puts a heftier cost on weight and being able to mine. And I'd remove it from the presets if I could.


Wed Jun 06, 2012 12:15 am
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