My last lump sum of feedback before LAUNCH
So. One week till Launch. 80 hours of Multiplayer and a further 10 of the campaign.
What am I feeling right now? Elated. AOTS is one of the best early access titles ever and beyond that was is destined to be one of the RTS greats, which for a while may even carry the mantle of "RTS with the most shit going down." I've had a lot of fun so far and have a lot of praise for the game.
But I do have some slight niggles, and they must be aired, but I suspect its too late for some of these to be acted before launch. I'm gonna put these in a list but it may end up in whatever order I think of them.
###INTERFACE###
Interface 1: When an army is made and units are ordered in, the little panel which shows reloads and weapon info disappears. I really like that panel and would like it was still visible when a dread is an army because its really really useful, and cool, and interesting.
Interface 2: The pause construction text repeat build text looks horrendous, at least on my 1440p Monitor. Either the shadow is dropping in the wrong place or it hasn't been given the polish the rest of the interface got not so long ago.
Interface 3: Factories could really do with a "CANCEL ALL" button. I hate having to manually click everything off. Particularly annoying during a set back or a surprise attack of a unit you were not expecting
Interface 4: When having a factory selected, dragging and dropping the build queue would be amazing. Would do a lot to help with the problem above.
Interface 5: The "Back" button in the main menus likes to jump around a lot between screens. Sometimes its on the left in the centre, sometimes the lower right of the screen. It'd be nice to see some continuity.
Interface 6: I'd like to see the Quanta powers get their own panel down the left hand side of the screen like World In Conflict, instead of being burried away behind a tiny button at the bottom of the screen.
###UNITS###
Brutes: The look of brutes changed at some point and they look like they have a cannon on the top now, where as before the weapon looked like some kind of rectangular blaster which to me was much more appropriate for the unit. The cannon it has now looks like it should fire a single shot which explodes on impact, which if it did, and created a green explosion, would be cool. But it doesn't. It also looks like the turret should move and it doesn't which irks me.
Reapers: Please tone down the wibbley wobbley on the beam. It would look a lot nicer if it was like the laser beams on the Megalith 2 in SupCom 2, but if that's a no go, I'd settle for just having them straight again.
Martyrs: The wispy missile bundles don't look violent enough for what they are, if they are indeed a missile bundle.
Substrate General: More lighting and effects from their weapons. They need to look more violent! PHC has always felt really nice and meaty and impacting.
Dreadnoughts 1: Since levelling up went in, I feel like dreadnoughts are kinda useless until they hit level 2. They don't really seem to fulfill their intended functions straight out the door. I'd like to see more abilities from the off, and maybe some more chucked in too.
Dreadnoughts 2: Skill trees? It would be nice to have multiple paths to level 10 with different outcomes.
Dreadnoughts 3: Quick Repair. Nobody uses it! Be gone!
###Graphics###
Unit Explosions: Need more verticality.
Substrate Explosions: Might look nice if they exploded in a turquoise kinda colour. I always appreciated the fact different units exploded with different colours in the Halo games.
Rocket Impacts: Need to not look like explosions from units.
Wishful Thinking 1: Imagine if the explosion from the Orbital Strike, was the explosion from when a Dreadnought went up? This would make battles feel about a thousand times more epic ![]()
Wishful Thinking 2: Imagine if super weapons did the same amount of damage but the graphical effect was spread over multiple screens. A shock wave that spread really far across the map.
Dreadnought Damage: I'd love to see more holes in the armour and fire when they are getting a kicking. The Engi's can spit out green particles out their sides when building so no reason this can't be a thing.
Substrate Shield Effects: A greater level of flare on weapon impact would be nice, and on top of that a big flash when their shields pop would. This would help a lot with readability.
Smoke: I'd like to see more smoke, and have it linger over craters and from explosions.
###Gameplay Suggestions###
Line Of Sight: It's horrendous for all units right now. Playing the campaign the last few days has really illustrated to me how poor it is. A flat boost anywhere between 20% to 50% is needed. It gets frustrating when you feel like you're only seeing your half of the battle. Cmon guys, let us see the pretty battles you made!
Custom Units: There was a great topic over on the Steam Forums about Custom Dreadnoughts. While perhaps not great for competitive play, this could be something really fun to integrate into the campaign or in their own specific ladder matches. Think Metal Fatigue with multiple factories being set up for the components, and possibly recoverable parts strewn about battlefields.
Terrain Deformation: This could really be turned up a few notches. Think more akin to w
### Campaign###
Voice Acting: The campaign would jump to life with some quality voice acting. It was nice in the cutscenes but I would love to hear more talk and have less text boxes preventing me from getting on with the game.
Bug: There is a bug on the mission that has you fighting the broken friendly AI Valen and Athena. One of the metal points at the top left of the map isn't able to be built on.
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I can't think of anything else right now, but overall guys its a 10/10 game here. Thanks for making it. I'm looking forward to all the planned features and the new factions and the journey that is about to begin for a lot more people.
Cheers