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Post by rob on Oct 30, 2013 14:05:38 GMT -5
Hi all!
Short changelist this week, as Tim and I both spent a lot of time "under the hood" instead of doing new features:
* Reduce X35 minion spawn rate * Increase ORB-13 minion spawn rate * Redo T.60
We hope next week's list will be more interesting, but in the meantime, thanks very much for playing! Please post your comments below.
Rob & Tim Jetbolt Games
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Post by Duco on Oct 30, 2013 14:15:55 GMT -5
Does "under the hood" mean that you fixed the flash crash at novas, zetas and x35s?
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Post by Crunch on Oct 30, 2013 18:16:26 GMT -5
I haven't seen the subs yet, so I'll have to wait on my impressions of them, but I did want to say that I'm glad to see the Vindicator back on the roadmap for tweaks. While on that topic: as vind, do "/drive vind" repeatedly at the edge of town to keep shields optimally low when clearing forts from around the edge maybe another argument for always putting triggers on cooldown at tank switch? What is the 'official' perspective on rotating tanks? Is this, in itself, seen as an exploit? Or is it something that intentionally allows for user creativity and micro-management?
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Post by rob on Oct 31, 2013 9:21:36 GMT -5
Switching tanks is meant to be a once-in-a-while thing. You are not meant to do it in battle. Perhaps before a big encounter, but not during the fight.
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Post by Crunch on Oct 31, 2013 12:16:06 GMT -5
Yeah, I figured that was the case. Well tbh, you should come up with a way to cap tank switching if it's truly against the spirit of the game. And also, so newbs like me understand that it's not an intentional part of the core gaming experience. Here I've been, trying to perfect something which is frowned upon, hahaha. So, a tank switch cooldown (one switch per n seconds) or simply setting triggers on cooldown, as you said, would accomplish this.
Frankly, I would miss switching tanks. It's come to be a part of the game I enjoy, finding the right combo for demolishing enemies as quickly as possible, or simply being the best teammate I can be. But keep in mind, I specifically get my kicks from improving efficiency and aptitude. So, I'm definitely not speaking for anyone but myself.
Lastly, I'm not sure if tank switching would even be worth the effort in large groups (under normal circumstances), though. So, it may only be prevalent when there are few players present. But, that natural loss of efficiency may be negated once AHK scripts become common for this purpose. AHK would make it easy to Origin > /drive tank > /tp player in just a few frames. I imagine, in the better scripts, the player would likely not even lose momentum. So maybe the /drive function could be toyed with.
Just some semi-coherent thoughts. Well, onto other build related things.
Bugs and such:
Tank selector menu resets to first page when a town is leveled and player gets the bonus. • Recreate: Get town close to leveling > park in front of last tower > go to second page of tank select menu > tower dies while in menu > menu resets to first page. • Scope: Unsure. I haven't found other menus affected by this and I also don't know if mineral deposits have the same effect.
Sub Commander box overlaps into adjacent regions by one row. • Recreate: Summon Sub near edges of a region (clear center first?) > Sub may spawn with overlapping box • Scope: This used to happen with caches, I'm not sure if it still does; I haven't seen one in a while. Clearing Subs and caches should contribute kills/percentage to the region they originate in, not others.
Sub Commander tweaks:
X35: I didn't really notice a huge difference from the last build. I really like this fight, even though it's quite tedious. We didn't have any AA the last few times, so it's hard to say if the minion spawn rate was too high/low.
ORB-13: This fight felt harder, toward the end especially. You can tell that nobody wants to miss out on the loot so we're desperately trying not to die but we also can't really back off and regen. An odd critique would be that the orbiters are too big/plain. The line density of other art leaves a lot to be desired from the orbiter. I think it'd be fine to simply reduce the circle portion ~30-40% and center the green shape a bit more.
T.60: The fight is pretty intimidating. Kraken is a little too well suited for the T.60, but I haven't invested enough time in finding out how other tanks fare. Right now, it's easy or hard, depending on the tank you have. I still need to try it more times to formulate a better understanding, though. Rob, T.60 spawn-athon please ;P
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