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 Cortex Command 1.0 feedback thread (+ and -) 
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Joined: Wed Mar 03, 2010 11:29 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
I didn't have too much trouble learning how to play--working the pie menu became second nature after an hour or two. Still, I'd like to see some comprehensive tutorials. Things like pros and cons of each tech in action, how the combined weight of everything you're ordering affects dropships and rockets, etc. This could even be done with tooltips, like tankmayvin said.

The AI's still pretty lackluster, although now that allied actors don't collide with each other you see a lot less of your enemies accidentally crushing each other like they used to.

They have a really hard time dealing with with steep inclines or walls, so I guess my problem's mostly with pathfinding? Maybe they could try to grab the nearest unattended weapon if theirs have all been destroyed too.

Could they also be programmed to switch to the best weapon for however far away your soldiers are? I've seen enemies with diggers switch to guns to shoot me when I'm right in their face, when the digger would make a much better weapon at that range.

I'm also unreasonably bugged by the fact that the Imperatus robots in the launch trailer don't look a lot like the ones in the game. The green-eyed cyclopes, in particular. And as for the four-eyed one, this is a terrible 60 second mockup but I think the All Purpose Robot sprite should look a bit more like this.


Thu Oct 04, 2012 3:30 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Yeah, a general description of game physics would be nice. What's even more important than how dropships are affected by mass is how actors are affected by piling on the gear. Since this game has real, consistent units, I think it would be nice to modify the UI so that it automatically displayed the mass of an object in kg and the thrust capacity of it's jets in kilogram-force. So even if you load a mod that data is still displayed.

With a proper discussion of the physics, having all that data should give you a better understanding of how things will play out when you load up actors/ships with gear than a tutorial, and that'll stay useful no matter how advanced as a player you get. More importantly it'll make chosing gear for weight a viable game mechanic, right now it's a bit of a crapshoot other than the intuitive "big looking guns must be heavy, big armoured units must be heavy". It would be nice to know how heavy at the UI level. Actor weight would be nice to know as well - ie will this unit sink like a bag of lead into the snow or sand on this map?


Thu Oct 04, 2012 3:43 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
EDIT: It would be nice to have a key (F or something) that you could press to make info about your selected actor (ammo, mass, jet strength, mass/jetstrength, wound status, whatever) show up next to him/his gun as long as you held it down.






Image

what i'm talking about


Fri Oct 05, 2012 8:43 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)


LoL, be wary of explosives and piercing weapons!


Fri Oct 05, 2012 11:55 pm
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Joined: Fri Feb 19, 2010 2:14 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
My experience in 1.0 so far is that AA turrets are incredible overpowered.

I mean, I know their job is to be anti the air, but if you place them in groups of two about every screenwidth of a map (which is about 3-4 groups of two depending on the terrain) nothing can touchdown, ever. I defended six different sites from computers without lifting a finger with nothing but AA turrets, matches would routienely end in about 30 seconds tops because its simply impossible to touchdown your brain and start to deploy any troops before AA missles blast you out of the air, or the few times he does manage to land, ripped appart by their machine guns.

Ballance-wise I'd probably just give them a nerf all around. Shorter range rockets that do less damage, weaker machine guns against actors, maybe more expensive too. Alternatively dont change them but limit how many a scene can have to like 2-3 maximum, because 6 right now are more then enough to prevent any and all attacks with no base structures at all. I do like how your brain lands with one now though, helps prevent rushes. As it stands a dropship dies to a single AA rocket to either of its engines, the brain only has like a 10% chance to not die on the dropship crash, and even then its trivial to defeat before a single other actor can arrive to defend it.

Rocketships themselves are actually pretty resilient to AA rockets which I like but you can't choose to land your brain in a rocket at the start, its always a dropship, which get diced. It would be nice to be able to choose the kind of shuttle you send your brain in with at the start of an attack, rocket or dropship or stuff him into an ammo crate even, or have more then just your brain land at the start of an attack, like if I could send in 2-3 actors in different ships before the actual brain arrives to deal with AA or whatever might be around, that'd be nice.

TL;DR Spam AA turrets for instant win, needs a nerf.


Sat Oct 06, 2012 12:55 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Or, an option would be to decrease the power and speed of the missiles, and also remove the machine gun so that it has no protection against ground troops (or reduce the power of the machine gun).


Sat Oct 06, 2012 2:15 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
how about just make it so only a single one can be placed.

the rockets recharge and his gun turns into a Gatling gun.


Sat Oct 06, 2012 8:20 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Hi all,

After investing a few hours in CC, I'm ready to say what I think, but every suggestion and improvement I can think of have been already posted; so, to say it briefly:

Gotcha! wrote:
- Someone decided to give it a 1.0 version number. Should have been B28.

I'm very dissapointed. After this long wait, rushing (sic) an incomplete product and charging 20$ for it looks like an scam. I know, I know, it says "work in progress" in the main page, but a "wip" should never be labeled as "version 1.0", that way, you are misinforming your buyers.

The tragedy is that the game is made of pure awesomeness, and have the potential to become a winner; but a lot of people is bouncing off it due to its steep learning curve (the lack of a proper manual doesn't help much) and the incomplete and uninformative UI.

On the bright side, I love the art design. It's one of the most visually appealing games I played in years and I'm looking forward to see more factions and know more about the CC universe; and of course, a properly working release.

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. The last one I played was STALKER (because of AMK), but now I think that a game that needs to be modded to be playable is not worth the time, much less the money.

Good luck, and keep the good work.


Sat Oct 06, 2012 8:50 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
I know that how far the AI can see is dependent on my resolution, but the AI still seems capable of sniping me from halfway across the map, through fog of war.


Sun Oct 07, 2012 7:26 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Collective wrote:
I know that how far the AI can see is dependent on my resolution, but the AI still seems capable of sniping me from halfway across the map, through fog of war.

Remember that the AI has its own fog, so it might be able to see what you don't. But it is likely to be one of the new features of the 1.0 AI that cause this. If you shoot in the direction of an AI-actor outside visual range it can under the right circumstances decide to start shooting at a random point in your general area. If you keep shooting the AI will slowly home in on your position. Since the start point is random there is always a risk that the AI hit the first shot though.

Or does it happen too often for this to be a believable explanation?


Sun Oct 07, 2012 8:12 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
On second thought, it's probably because the AI's just seeing me before I see it.


Sun Oct 07, 2012 8:30 pm
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Joined: Tue Oct 02, 2012 12:19 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
The menus are need more polish:

1.
Make the campaign menu more robust so one doesn't exactly quit a campaign by hitting t he "ESC" key too many times.

2.
Add a "presets" editor that allows customizing what presets are shown, including the option for squad (multiple units with equipments tagged to specific units). I figure that there's probably a text file somewhere for this (I'm new), but that would reduce the learning curve. It would also make the RTS elements more accessible to new players to the game. Ordering units is an annoyingly stressful part of the game, due to fighting with the menu while in a firefight. Part of that is due to my dual-stick gamepad being a bit sensitive, but having the options of squads would make game-play much more intuitive.



Suggestion: add a procedurally generated linear campaign in which player's design a mercenary company that they carry over between battles. Add an RPG-mode that the units gain experience and ability over time. This sounds like a mod, but I think this would be a decent alternative to base building. The company would always be assaulting other bunkers of various complexity.


Sun Oct 07, 2012 9:20 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Also add a mod loader/unloader with protected base game folders so the game can safely revert to the original un-modded version. This should be built into the game's menu.


Sun Oct 07, 2012 9:22 pm
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
I'm sure I posted here not too long ago.

Anyway, I think the ai needs some fixing, like how if there's a ledge too big they'll just walk into it until it's gone or they die.

Browncoats are overpowered, I set up a base, and on normal difficulty they pretty much walked through and killed me.

Actually, I would like for a scripted thing in the game that unless it's your first time playing the game, it shows a default skirmish defense instead of the tutorial mission, I really like grasslands and how fast it was to get into the game, it was what.. Two clicks?
That made mod testing easier.

Edit: Nevermind, that was a different thread, I'm an idiot.


Last edited by Dylanhutch on Thu Oct 11, 2012 9:54 am, edited 1 time in total.



Mon Oct 08, 2012 3:58 am
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Post Re: Cortex Command 1.0 feedback thread (+ and -)
Tarvis wrote:
-A dedicated Reload button, perhaps with the option of holding it to detonate Remote-GL explosives and the like
I cannot stress how much I would like a reload button. The R key would be perfect for this, especially since I keep hitting it absent-mindedly anyway (why yes, I have played Soldat... how did you guess? :P). This would be especially useful for when you need to manually-reload whilst standing on top of several dropped weapons. I also agree that ways to do custom menu commands outside of the command menu (like detonating Remote-GL explosives) would be greatly appreciated. I realize there are a few weapons/tools that already do this (the Grappling Gun lets you hold Down and scroll the mouse wheel to zip up and down, for instance), but these are either keyboard/mouse specific and don't work with gamepads, or are clunky and/or prone to mistakes (in the case of the grappling gun, letting go of Down too early causes the mousewheel to switch your weapon, which may be exactly what you don't want to do in that situation).


Tue Oct 09, 2012 11:31 pm
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