Hello again Brave Testers! Today we present build 123. Changes:
* Add MX:10 Subcommander for red regions * Better position supply caches and subcommanders * Add support for variable gun recoil
This week I built a new subcommander for red regions. He features some flying plane-like things that launch missiles. The planes use a new movement system which I built in Lua. Re-using this system should be pretty easy to do.
The square quest regions had previously been placed at a random non-empty location. Now the system tries multiple times to place the quest, taking the spot with the most forts in it.
Guns have always had 8 pixels of recoil, but this was hardly noticeable on large guns. I made it so that each gun can have its recoil specified separately. You can see the new recoil on (for instance) Drill Stations.
Tim is working on a revamp of the system we use to keep track of hit points. You have probably noticed that in combat, your hitpoints can swing wildly up and down. This is due to the technology we use to track hit points. The new system should eliminate this, and we plan to roll it out in next week's push.
As always, thank you for playing Grid12. Your help in testing is extremely valuable to us.
- Already logged in message still there when you freeze up and disconnect - flying minions still stuck into "foreign" buildings - Valkyre's aiming system is terrible, please do something about it (will suggest ideas if you accept) - warp gate is easy once figured out, however it is still deadly at entering and thus not really welcoming for parties.
- warp gate is easy once figured out, however it is still deadly at entering and thus not really welcoming for parties.
At the moment, you can get in somewhat easily without risk of death even if the fight is already in progress... provided you know how the fight works. The Contagion-class Annex doesn't really cater to first-timers, but rather promotes the concept of trial and error. (especially due to it being the only warp gate 'boss' at the moment) Considering this, I'm not even sure anymore if it needs a change, since it's supposed to be intermediate to high-end content (-> extra shield items)
Well, I don't think valkyre would be that good of a tank. Yes, aiming needs a bit of a skill, but what is the prize? Mediocre damage at best.
I mean, right now the AI rotates to whatever is nearest and starts shooting at it. If something else comes nearer, then it stops shooting, rotates at the new target at a snails pace and starts shooting at that one. What does this mean? That every single random minion that happens to rapidly wander by screws up your careful aiming (which is extra hard since the shields on the valkyre are kind of thin even though it can recharge 2), and a lot of potential of the gun is lost. It might aswell be a single target gun with this mechanic and would still be annoying (Oh hello, Viking).
My point is, it's a spray gun to deal AoE. If it starts to chase down every single enemy, then the purpose is lost. You can only aim at masses reliably if you are pulling away and kite minions (in which case you will never get the turret killed), or if you facesit a tower and the AoE can hit whatever is behind. (Oh wait, you can't do that with all these unstoppable flying bullets and target-locked missles anymore.) I understand that you need skill to master the tank, but in my opinion to get a good result you really have to invest a lot more effort than its worth. (Moreso if it could have been done better.)
@flying minions: yeah sorry, I remembered them from Trello, but for some reason I remembered that it has been done (fixed), so I thought I note that its still there. MY fault entirely.
@warp gate: Yes, I think too that the event in itself is ok as it is, just that the entering phase seems to be quite harsh. I mean, the penalty of dying is increasingly harsher and harsher, and the entering phase brings in quite a good amount of luck into that (lagging loading screen, multiple people entering, whatnot), which should not be a case in a skill-based game. Also, yes, it is safe to enter after about 3 seconds from the last player entering, provided they all move at the boss enemy and pull the tracker yellow ball shooter thingies away. Which you have no knowledge of, only the hope that it is so. I agree that it's an intermediate to high-end content, and you cannot really get one-shot upon entering with a good tank (needs about 2 full waves of bullets), but somehow I still think the way it is now is still kinda... sloppy. Also, what happens if the players who enter first try to aggro the shots towards the spawning point? So only they get loot and you don't? Whose fault will it be if you enter and die in the following few seconds? (Friendly design fundations, hello.)
There was a hercules tank randomly on the map, with the turret continously rotating. (Also appeared on zoomed-out minimap)
Circumstances: - We opened a Warp Gate right around that spot, Nathan went in with a herc, IIRC. - He died on said tank. - We noticed this tank when we got back there as we were clearing the area. - The event remained unfinished (I had to nexus and N died).