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 Cortex Command 1.0 feedback thread (+ and -) 
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Joined: Sat Jun 23, 2012 2:03 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Luringen wrote:
I agree bot vs bot battles would be fun to watch, but it is not something that can/should be in the metagame.


How about just in Scenario Battles or something? I would find that nice to watch, it could help test Loadouts and how the AI uses them, and it would be overall amusing to watch.


Sat Sep 29, 2012 9:51 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Natti wrote:
And as for number 5), you can load a dropship full of stuff and fly it to the Tradestar to sell the contents.


The problem is, this is potentially hard during battles as you risk getting shot down, and it can't be done after battles (apart from that short period without UI). That said, having the AI protecting a pile of them doesn't seem like it would add anything.

Edit to avoid double-post:

AndyChanglee wrote:
How about just in Scenario Battles or something? I would find that nice to watch, it could help test Loadouts and how the AI uses them, and it would be overall amusing to watch.


Agreed, I think someone made a mod for that once, but it's broken now.


Sat Sep 29, 2012 9:52 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
The dropship method works really well if you are good at battlefield control.

the simple method, is having a couple of heavy snipers or powerful gunners moving up in stages across the field as you advance, and bringing in a dropship to scour loot behind the "front line"

the "one man army" method is more or less dying for 1.0, with the AI being actually agressive and all.


Sat Sep 29, 2012 11:05 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Yeah I just killed 6 of my own guys going in one at a time to clear a bunker control point, but took it easily with two on brain hunt and one manual all going in together, which is cool.


Sun Sep 30, 2012 12:12 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
alright so i just played this game from release til now (minus the 7 hours for sleep)


my main complaints are that the ronin heavies are a bit to weak, the techion need a general minor nerf and the imperatus's weapons need to be a bit less cumbersome.


ALSO goto and follow AI modes are seriously bugged to the point where they don't really even work for me. also digging AI is completely bugged to the point of being unusable.


Sun Sep 30, 2012 12:40 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
AndyChanglee wrote:
Luringen wrote:
I agree bot vs bot battles would be fun to watch, but it is not something that can/should be in the metagame.


How about just in Scenario Battles or something? I would find that nice to watch, it could help test Loadouts and how the AI uses them, and it would be overall amusing to watch.

I'd really like this too. It would also solve the inconsistency of when two AI's fight for a site and one wins, then you invade next turn and the site is completely untouched besides the newly build bunker.


Sun Sep 30, 2012 12:44 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Hey. Just got a quick question.
Havent played the game in a long while, and thought it popping up on steam was good enough reason to check back on it again.

Used to play it slowed down a lot so I could keep track of multiple units at once and relax, but pressing 1 and 2 for that doesnt seem to change anything now. How can I reduce the speed a lot these days?


Sun Sep 30, 2012 3:28 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Kitanode wrote:
I'm still in the middle of my first campaign right now but i've already thought of some little things that i think might improve gameplay.

3. When using the buy menu to bring reinforcements etc, there should be a 'clear all' button. When i want to buy stuff quickly i have to click on each previously bought item individually to clear it from the buy list and it takes too long and too many mouse clicks.

4. There should be an option to spy and watch battles between the other enemy a.i. at locations you are not present. This could come at a cost of some credits.

5. There should be an option to sell the unwanted/unused weapons and items that litter the planet surface after a player turn. This could be a slider to decide what the weapons would sell for, like 10% or 50% etc of its original value. This could maybe make people or a.i. collect them and store them in piles to be defended and fought over adding another strategic option to the gameplay.

3. has an extremely simple solution. Make a new preset loadout for all factions, that either contains nothing, or contains ONE item, when you want to wipe your loadout, just select that. If it has to have an item I suggest the grappling hook, which in my opinion has been the single greatest tool, followed by the scanner. I get the most use out of that thing, but now i'm rambling...

4. I totally agree, that would be awesome.

5. there's a way to do it, but you can't do it in the campaign menu. During a mission, have someone go out and pick it all up, and then pick them up with a dropship and send them into orbit. It refunds the dude at %cost proportional to %health. It also refunds all items held, and the dropship (with cost proportional to health). If you can manage it the dropship can also just pick them up but it's a pain in the ass.

also since you get 1000 gold per map held per day, it's kind of pointless because how much gold would you get from it, even at 100%? not much. It's a good idea, I do like it, but... it's kind of irrelevant. also complicated because with base building you don't add items to actors inventory, you place them overlapping, and they grab them out of the air... usually, and until it starts a mission on the map it just has them floating there. how would it tell them apart? (dropped vs purchased that is)


Sun Sep 30, 2012 6:38 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
1-Imperatus can use a durability boost in its actors. (The All-Purpose Bot can be buffed to near Combat standards and the Combat Bot can be one and a fourth stronger.)

2-Also having the Clunker and Slugger as one-handed weapons is a bonus since the faction actor's heads are large targets, otherwise the heavy do what they are supposed to. (On the fence with the Mauler, needed two of them to do the work of one). Even the Bulldog does wonders when used as a fire support weapon. It seems a player needs to setup Imperatus weapons for success.

3-The weapon AI is good for most weapons - it still straight fires grenade launchers except for the Browncoat's Magmul, which seems to get shot at an angle more times then none. AI still not careful with shoulder launchers

4-Brain Hunt AI is "head-strong", to put mildly... Actors tend to have a disregard for the surroundings and their foes unless they are in direct line to the brain

5-Silver Man's jetpack angles are more coarse than the others, have to be a little gentle or use burst to get consistent results. More of than observation than an issue

6- Danosia Pass is a classic already. Very Enjoyable when time is taken, nice place to look around too.

7- Rocket Mk1 legs are rather bouncy and when tipping in angles they can overpower the work the retros do. Is it the JointStrength?(rhetoric)

8- Scenes that use more of the tools is a nice change of pace. Just as exploring a bunker map with Fog Of War, having to rely on careful placement and wits can bring out a different thrill. More importantly, expose that CC is capable/open of other forms of play

9- Fireteams are more important now, which is good (Note: a fireteam is normally a group of four with roles that both support each other and fulfill a mission)


Sun Sep 30, 2012 7:33 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
The game rocks! I spend hours playing already and can't wait for my first co-op experience.

It is very easy to defend a site though. Just litter the surface with soldiers and they will shoot down the first dropship with the brain in it, no matter where the attacking player chooses to try and land. Some orbital bombardment option would certainly help with "clearing the dropzone". Maybe it is also fair to be able to delay your brain bot: you can buy "radio time" from the neutral faction (how are they called again?) in that time you can remotely control bodies on the surface without actually deploying your brain. After that time (250 credits per 30 sec.?) you get to option to deploy your brain and keep attacking or cancel the attack.

I love the fact that allied actors can stand in the same spot. Helps with AI movement and makes it easier to actually send in squads and defend with squads.

I also like that friendly fire is off, however maybe friendly fire needs to be on past a certain range so you can still accidently shoot a friend if he is on the other side of the room, but not when he is right next to you.

The AI is badass in general and it is awesome that the AI doesn't need to cheat.


Mon Oct 01, 2012 1:38 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Not sure if mentioned, but I'd like a "control" button along with "design" in campagin. I would be able to scavenge weapons, clear the ltiter, repair defences, reposition already deployed units, scan the area, etc. I've gotten into habit of just holding the enemy brain prisoner until I can manage to do all that and it doesn't make sense - why do I need to keep an enemy brain alive on my territory to control it?
Apart from that, I think that Dummies are a bit underpowered without heavy units with jetpacks, and putting troops or AA units at the place where the enemy brain lands has to be prevented somehow.


Mon Oct 01, 2012 1:57 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
A "control" button next to your "design" button would need to negate any gold you mine during the control phase. Or some other solution against mining while there are no enemies to stop you. And players should have the option to scuttle their own brain so they are not "captured" and "held prisoner" by another player so he can mine gold.

Otherwise: Cool idea.


Mon Oct 01, 2012 2:54 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Control buttons would be a great addition.


Mon Oct 01, 2012 3:50 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Control would also be handy to evacuate a brain to orbit and abandon the site. Not that there's much of a reason to at the moment.


Mon Oct 01, 2012 4:07 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
- At one point it appeared the game was going to have a nice set of missions, much like the crab cave and zombie cave.
What has happened to that idea?

- Some existing missions have poor unpolished bunkers. Someone with an eye for detail should definitely look these over.
Same goes for the bunkers that are build in the metagame.

- Metagame is currently not interesting enough. Hire Weegee.

- The fog of war, it is ugly and it needs this annoying sound and flash removed when you explore it.

- I've played for a short time and it seems enemy units can see you coming from two miles away. Not exactly fun to be shot at even if you're nowhere near the enemy. I didn't check if it's caused by the actor's view range, gun range or lua ai, but it sure is annoying.

- The metagame screws up lua scripts used in my mod. Example: G3000 burst fires in campaign and changes into another gun when repaired. Doesn't happen in skirmishes.

- Someone decided to give it a 1.0 version number. Should have been B28.


Mon Oct 01, 2012 5:16 pm
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