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Post by rob on Sept 25, 2013 12:54:54 GMT -5
Salutations Brave Testers!
We just released build 69. User-visible changes include:
* Complete 3 module properties per tank class * Buff Quantum Carrier loot to Ion/Flux levels * Give XP instead of items for exploration * Give convoy final loot as a prize instead of a loot bag * Stop showing personal stats in region tooltips * Give minerals a game object * Add a zoom level * Give tank unlocks for leveling towns
Please let us know of bugs you find or suggestions you have.
Rob & Tim Jetbolt Games
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Post by quicklite on Sept 25, 2013 18:27:19 GMT -5
I like the new update, but I have 2 issues:
XP for scouting was needed (maybe not that large an exp bonus though), but completely removing actual rewards from scouting completely removes the point of the trailblazer. Think about it: You scout to discover things. You discover things to gain exp. You gain exp to unlock module slots. You unlock module slots to equip good modules. You get good modules by either a lot of time and effort or a lot of coins. You equip good modules in order to improve your trailblazer. You improve your trailblazer in order to scout better. You scout better in order to discover more things. You discover more things to get more exp...and you get more exp to unlock more module slots? I guess? It's an endless cycle with no actual reward, despite costing you time and coins to get those modules you unlock slots for. In fact, it actually promotes phantom scouting, which is something that should technically be discouraged (since the phantom shouldn't be a scout). After all, at least the exp you get will actually be useful in something that isn't scouting. Either bring back the old, highly variable rewards (which imo were incredibly fun, because of the nice tension you get when looking at your newfound item. Is it gonna be a valk or a cutty, or something in between?), or make the trailblazer useful at something else, although this doesn't sound particularly appealing either, since that tank should stay a scout tank.
And although I like the new zoom level, I still think there should be one between the first 2 zooms. That would at least allow you to get a taste of the variability of the old system.
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Post by levesque on Sept 25, 2013 21:40:49 GMT -5
Couple bugs!
I noticed i keep getting sent to origin at random times it says i left and came back like i died but my prisms are un affected. This also happens on a new account in tutorial when u get to the gun reward it will send uback to the start so you cannot complete the tutorial and go play. Scared to do this on my main account because then my main account may be stuck in tutorial cause i am unaware of any /command to leave tutorial
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Post by levesque on Sept 25, 2013 21:47:12 GMT -5
Well all i had to do was exit the game on the new account then try and log back in and it didnt send me to tutorial so problem solved for me, but for first timers this will be annoying and confusing. unless its just my computer doing this
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Post by Kelsoo on Sept 25, 2013 23:02:21 GMT -5
All I have so far to whine about are zoom levels.
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Post by rob on Sept 26, 2013 9:45:07 GMT -5
Tutorial bug is fixed I hope. Thanks for the report.
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Post by Crunch on Sept 26, 2013 12:20:06 GMT -5
I really like the latest build. The added zoom level is perfect for me, but I only played two or three times back when the old zoom levels existed. The rewards for connecting minerals and expanding towns are really compelling. You can tell, just by looking at the map, how much differently the game is being played, compared to last build. There are many maxed towns, entire regions are being ringed and perforated, and the map is more compact. I do feel like the XP reward is probably a bit generous. It's not uncommon for a tank (*cough* Phantom *cough*) to pick up 1-2k XP in one scouting trip. However, tandem scouting like a few of us did yesterday was really rewarding and fun. I could see that becoming a common guild activity to help others level their tanks. Also, I agree that the trailblazer is obsolete. The only thing I ever use it for is the speed-boost trigger. Bugs?: 1) I've noticed that once a tower has been destroyed, the minions lose their debuff (if there was one). This is most noticeable on Novas and Triangulums. I'm not sure if others are affected, but I'm sure they are. Is this a bug or are the minions going berserk? 2) Minions from one type of tower can get stuck when flying over another. I've seen this most often with Deltas, but I think that's due to the size of its footprint. I have also seen this happen over a Drill Annex. This image shows what I'm talking about: i.imgur.com/PxSeHQQ.pngIn the image above, I used the Phantom's Graviton Implosion right as those minions were over the structure. I'm not sure if that contributed. I have had this happen when using a predator as well though. This morning, 3 of us got 2 Bore Auger minions stuck on another building, we were pred, hornet, mino. It's unclear to me how to duplicate this effect.
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tribow
Gallant Tester
I'm write lore, AND IM FUNNY!
Posts: 77
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Post by tribow on Sept 26, 2013 17:00:36 GMT -5
Small bug, some towns are close together, and when you lvl them up they sometimes overlap. Nothing is really wrong with that, but the middle of this connection (like the squares that are the borders of the town, where they meet) if you switch tanks there, the triggers reset. but if you go in the town, the triggers still reset.
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Post by Ood on Sept 27, 2013 14:25:37 GMT -5
So... bit of a strange bug: Discovery shoutouts aren't necessarily going to the correct person. Scenario: Person A is exploring and stops within a square of a discovery (region is confirmed, town and voy route suspected) Person B drives (possibly teleports) to Person A from offscreen, and drives toward the discovery. Person A follows Person B so that A still gets the bonus xp. Person B sees the region/town/route first, and thus should get the shoutout. Person A gets the shoutout despite being behind Player B.
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Post by Kelsoo on Sept 27, 2013 20:36:48 GMT -5
I just saw Phantom nerf. Things to whine about ahoy, being a strong advocate of tank balance seems to be my fetish.
Please. Don't. Nerf. It. refer to my latter post
It would anathematise the Phantom which is basically betrothed to its shield's.
Or at the very least don't nerf the blast and overdrive, it's weak enough as it is. Using it as anything other than a support role is pretty boring. Nerfing the overdrive would make its damage a vestige of what it was.
Shields : I find the shields aren't overpowered, in fact they seem to be just a bit better when used optimally with recharge than the invinc + instant regen combo, being able to last in a Delta is fine, considering it does no damage anyways, and should be a benefit considering it is meant to tank.
The thing is, the quintessence of the Phantom lies in being able to use the shields as optimally as possible, using the triggers at just the right time and using the proper combos of triggers to get the best possible shields.
As for nerfing damage potential please no. The blast is pretty weak and even with overdrive it only starts to feel as if it is touching the enemies HP.
Why not instead buff the Trailblazer in some way? I still say that in all ways the Trailblazer is a much better scout than Phantom, in fact it is. Sure Phantom can do convoys, but... why would you want to?
I suppose if you must bring a malediction to the Phantom, I would find most comfort in removing it's trigger 4, killing of just that much shield regeneration would definitely hurt.
Also zoom levels rabble rabble.
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Post by dd321123 on Sept 27, 2013 21:32:05 GMT -5
Could we have the little "info box" for the region saying how cleared it is outprioritize tanks? I know in the pictured situation I could just goto ql, but sometimes it's not that easy. i.imgur.com/bmq3YvT.png
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Post by Ood on Sept 27, 2013 23:03:42 GMT -5
Kelsoo.
The shields AREN'T overpowered? Seriously? It's meant to tank? I thought you argued up down left and right when you wanted it to be buffed that it wasn't supposed to be a tanky tank?
Nerf the phantom: Cloak -> Invul (that doesn't regen shields) Take down the shield thicknesses just a bit.
All it needs, and all it should have gotten the first go round.
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Post by Kelsoo on Sept 27, 2013 23:14:52 GMT -5
You are right Ood I did argue and assert the fact that it didn't need to be a complete tanky tank. My original buff ideas were somewhat antithetical to that sort of thing, though Rob made it a complete beefcake. Therefore it is its sole aspiration to tank. Anyways had some additional and further playtime with it today, and all I can really say is kill trigger 4 in favor of something else and there. Used optimally trigger 4 can prolong its survival by about 8 seconds and is the basic combo with any strategy.
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Post by Guest on Sept 28, 2013 12:16:22 GMT -5
Could we have the little "info box" for the region saying how cleared it is outprioritize tanks? I know in the pictured situation I could just goto ql, but sometimes it's not that easy. i.imgur.com/bmq3YvT.pngIdeally, the player icons would be on top, but the infobox would still appear. Too bad Grid doesn't seem to support mouse interaction with anything besides the "top" object(yet).
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Post by Kelsoo on Sept 28, 2013 22:59:52 GMT -5
What else to complain about... Well if you just enter the game it's amazing how many regions are cleared to 75% and never looked at again, ever so thats a problem, and if you also look, the fortresses that are all left behind in those regions are all things like Drills, Super Tanks, (not Deltas since those are cherry picked into extinction) Watchtowers/Security Towers and otherwise.
The problem is no one wants to do the most grind heavy enemies in the game, there is no reason to grind and grind, such a monotonous cycle that is not rewarding nor satisfying, especially in comparison to just leveling towns over and over for much better rewards, even convoys are starting to be ignored over the leveling of towns/ farming the hell out of minerals.
As for Deltas, something really needs to happen with those, though I'd hate them to become what the poor GCT's have, I still hate their current role, as a quick resurgence from death. Either they need be more difficult, or removed.
Nerfing the pulch drops for Deltas just can't be an option, as this will make them in line with Drills etc etc.... though making them only able to drop one pulch and still two prisms is viable.
As for the Phantom, my final conclusion to it is this. Either make it so the invisible trigger doesn't regen shields, or make the 4th trigger a blink/speed boost. That would kill off alot of the Phantoms survival and make it still decent. Nerfing the Phantom anymore would just turn it into one of those tanks some people use in their beginning play, but abandon for the Fury or something far superior.
EDIT: After further playing of the Phantom what I noticed is that in general, as a tank against fortresses it is not OP at all, what people are holding pitchforks over. Is that fact that its scouting ability is.
What I am worried about is it getting nerfed into uselessness, because against fortresses it is nowhere near being overpowered, it can last longer, but do garbage DPS.
I say making the invisibility unable to regen shields or nerfing trigger 4 to only start regen would do the trick, but I do see why people were so indignant.
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