Some final feedback on Escalation

Things I think need to be fixed before release:

- Substrate Saboteurs can be dropped (and spammed) anywhere, even if you don't have vision. This is broken and I hope it is an oversight. They are fine if you have the balance of first needing vision where you drop them.

- Defences which are in the process of upgrading are absolutely indestructible. Also AI targets them forever, both enemy AI and player unit AI.

- Substrate Punishes are genuinely OP. They just come in and wipe out a base in no time. 

 

Normal stuff: 

 - Also vital but there is still some odd movement behaviour of armies. Trying to attack up a hill and they would switch left and right a bunch  and wouldn't go forward, so died a lot.

- The PHC initial AA is completely weak, fragile and ineffectual, I hate that I have to build them before upgrading them, too slow.

- Definitely need some graphical, and ideally audio, feedback when someone blocks your orbital ability

- Ping still only flashes for a few seconds, this needs to be at least doubled

- still no text saying whether a message is sent in team speak or not. Ideally should have time stamp too (probably match time not actual time)

- If you mouse over the Refinery it says 20, when it should say 20%

- Bug: Armoury got blown up which left behind an Artemis but it was not selectable.

- If you upgrade defences they loses line of sight. If you are upgrading the defences you have around a node and have nothing else there an enemy can just come in and take the node, not good.

- An old one and annoying one. Have some units capturing a node. Grab some other units and send them over there by clicking on the node. When the node is captured the units you sent over there just stop dead where they are. They should continue to the node.

- Need a visual indicator that a factory still has the production boost, until it doesn't. At the moment you get a one off graphic.

- A small thing but you can't deselect your units if you pause the game and want to take a cool screenshot. These leave the selection rings on the units which is shame.

 

At the moment the game has 3 tutorials. The tutorial itself, the first missions of the original campaign and the Memories campaign. Memories mission 1 is a non-mission, mission 2 was fine and not tutorial (apart from Mac sees all the Sub stuff and then doesn't make the connection in the original campaign (and this precedes original campaign), and then mission 3 I would call tutorial as you drop 3 dreads every few minutes so you can't lose the game. If you can't lose and can't get that sense of accomplishing something then that is still tutorial I think. Something needs to be done as that is too many tutorials! Also, unless you have put it in in the latest patch or 2 then there is still no mention of the energy requirement of many Sub units and the role of the capacitor, a problem I see in Ashes games and videos a lot. I can't believe it is not in there really. (again, unless added in the last patch)

 

I still need to test the teleporting stuff. I gave it a quick try before the previous patch but it crashed before seeing if it worked. Also the reinforcements I ordered went to already busy factories when i had purpose built 4 factories which were idle. I have never used re-enforcement mechanic before and I don't know any good players who do. The teleporting could be very powerful but I hate that it forces you to use the re-enforcements mechanic, which is itself poorly implemented right now. Gateways like in PA would have been preferable. 

I wonder if PHC storage needs a small bump, or small bump to how much it goes up with upgrades. Dreadnoughts are so expensive now that there is finally a point to the storage upgrade, but you really need that extra storage which takes a lot of quanta in the end. 

 

Game looking very good, some really good new music, Substrate mobile orbital nullifier looks very cool, I do like the new defence buildings, though going back and fourth upgrading them all is a real pain in big games, but a real must to do.

Would be nice to get more maps. No new 6 player ones currently either.

Looking forward to release and all the MP mayhem to see how things develop.

 

 

683 views 6 replies
Reply #1 Top

- I looked at the first few levels of original campaign to see if they had changed. The cut scene at the end of mission 3, where you see the drones around a generator, wasn't smooth, playing in spurts. Not terrible but it wasn't like that on the original video I don't think

- I think the Controls menu that you can see when hitting Esc should be moved to become a tab with the other options, game, video and audio. Everyone misses/overlooks the controls where they currently are.

- On the 5th Escalation mission (i think, 1v6) I had some control issues. Selecting a large force of T1 and T2 I tried to create an army and it seemed to work but then a lot of them did not respond to movement command. Disbanding and re-trying did not fix it. So I grabbed some in clumps and sent them all to a location. Upon coming back to them later they seemed to have formed two separate army groups so I guess the army had initially been too big/hit the limit and somehow split itself in to two. 

Later I assigned small numbers of troops to 3 dreadnoughts. I then send them all across the map. One army stayed with its designated dreadnought in the common formation you see, but the armies of the other 2 just sped ahead leaving a long train with the dread lagging behind. Re-sending the move command did not make them re-register any kind of formation.

- A largish army moved between two small hills and the wings/flanks of the army struck the hills and the whole army stopped. I had to re-issue the move command then then the wings came in and it worked out OK.

- The wings of armies need to be able to come closer in without the whole army swinging left and right.

- Attack move while in strategic view should also be red 

- Avatars should be added to the engineer cycle when hitting F1

- Avatars and Sappers should not be selected when you draw a box around combat units, far too easy to pull them away from what they should be doing.

- There are new trees for the snow and desert maps but the grassland maps appear to be the same basic ones found in base Ashes.

- The range circles getting locked after alt-tabbing should be fixed.

Reply #2 Top

Great, feedback. Thank you so much, I'm going through it now.

 

- Substrate Saboteurs can be dropped (and spammed) anywhere, even if you don't have vision. This is broken and I hope it is an oversight. They are fine if you have the balance of first needing vision where you drop them.

This (and the Sapper) requires cleared Fog of War. Which means if you play on an exposed map, it can be anywhere. I'm going to switch them to require Line of Sight like the other orbitals.

 

- Defences which are in the process of upgrading are absolutely indestructible. Also AI targets them forever, both enemy AI and player unit AI.

This is fixed in patch 1, but was to risky to include in time for release. It is in QA now.

 

- Substrate Punishes are genuinely OP. They just come in and wipe out a base in no time. 

Nothing on the Punisher has changed since Ashes (though its certainly possible that they were OP there too). Maybe the weak constable is making the Punisher seem to strong?

 

- Also vital but there is still some odd movement behaviour of armies. Trying to attack up a hill and they would switch left and right a bunch  and wouldn't go forward, so died a lot.

We are testing an improvement in this code, it should be available for patch 1 unless it has some undesirable side effect.

 

- The PHC initial AA is completely weak, fragile and ineffectual, I hate that I have to build them before upgrading them, too slow.

I've increase the Constable damage form 50 to 75, projectile speed from 150 to 300 and accuracy from 40 to 80 (the accuracy was the big problem, they were missing way to often).

 

Based on your feed I've added the following issue to our dev's feature list for them to checkout and resolve (unless there are technical issues I am unaware of):

  • Avatar's should be on the F1 list
  • Attack move in strategic view should be red
  • Avatars and Sappers should follow the same selection rules as Engineers


Other Patch 1 fixes/improvements:

  • Fixed Turnium generator bar bouncing
  • You can now request regions your teammate controls (AI will always give it to the human player)
  • Fixed Load/annoying sounds when units spawn
  • Performance improvements
  • Fixed Blossom Launcher construction animation is blocky
  • Fixed an issue that could cause Enemy T3 fail to attack turrets
  • Fixed an issue causing Units coming out not at full shields
  • Add map ping for when the "enemy dreadnaught detected", "an enemy has captured a region", and "dreadnought upgrade available" messages are played
  • Fixed an issue causing factories in the empire tree to show an upgrade icon
  • Fixed an issue causing Martyr’s fire did not show up when at max normal zoom.
  • Fixed an issue causing the Chronos Blossom fire upgrade ability, where it shoots pale rockets around it in a very nice display is only visible when you are zoomed quite close in
  • Change the minimum camera pitch
  • Low Cloud Cover now Disappears Before Switching to Strategic View
  • Fixed repeated audio alerts in King of the Hill
  • Fixed a bad normal map on the Nano Refinery
  • Improved the look of the Harbinger unit
  • Fixed the level od detail texture maps for the Archer unit
  • Fixed the 30 bombers achievement
  • Improved the SS Constructor Effect
  • Improved Target acquisition around max range
  • Fixed the Reinforced Crate icon
  • Turrets can no longer shoot through hills
  • Improved the Nano transport buff indicator on the army cards
  • Fixed the Camera still goes up and down with the terrain as you pan across a map, even when zoomed out in Strategic view mode.
  • You can now mouseover the army leader to see his information (instead fo having to mouseover his name)
  • Fixed an issue making placing buildings difficult in strategic zoom
  • Added a Game option to have WASD map to camera movement instead of unit panel hotkeys (unit panel hotkeys would be disabled entirely)
  • Added a new icon for the Intensive Care orbital ability
  • Fixed an issue keeping the Constable range from being shown when placed
  • Fixed an issue causing targeting difficulties when > 8 players
  • The game now defaults to Borderless Windowed instead of Full Screen
  • Improved Harvestor Model

 

Reply #3 Top

Is Escalation out yet, it has vanished from the steam store!!?? Wast there yesterday and I can still see my beta copy....

Reply #4 Top

Quoting NatsWright, reply 3

Is Escalation out yet, it has vanished from the steam store!!?? Wast there yesterday and I can still see my beta copy....
End of NatsWright's quote

There's an issue on Steam. It's being worked on and should be fixed shortly.

Reply #5 Top

....ah, its back! Steam gremlins me thinks!

Reply #6 Top

Everything should be working now. Restart Steam if needed.