MindlessMe

MindlessMe

Joined Last seen Member # 4546765
31 Posts 239 Replies 13,680 Reputation

Apparently I am losing my mind with the T2 engineers. I guess I am so used to seeing the T2 option when building with factories instead of the command center. Forgive me for that. I am actually happy about this because it means I don't need to build each tier of engineer to build the corresponding buildings.

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[quote who="TheRealWarpstorm" reply="11" id="3566477"] It is, however it'll be a bit harder to do next patch [e digicons];)[/e] [/quote] Very nice. I will be looking forward to that. If we can extend the matches then we can try harder to break the game. [e digicons]\o/[/e]

34 Replies 64,587 Views

@atmorell Like Andre said, engineers add the ability to repair structures and speed up production so removing them would actually hurt more than help. They really just need a movement speed buff right now. I mean they could allow construction on reactive nodes and regions other than the seed starting area, but to balance it out it would have to be expensive and slow building. @No_Menace They already have 2 tiers of engineers in the game, with th

26 Replies 553 Views

[quote who="TheRealWarpstorm" reply="14" id="3566292"] Quoting MindlessMe, reply 13 Not screenshot worthy but I had a factory build a unit to completion then freeze. Unit would not complete and I could not cancel it in the queue. Only had it happen one time though. This usual

124 Replies 96,873 Views

Not screenshot worthy but I had a factory build a unit to completion then freeze. Unit would not complete and I could not cancel it in the queue. Only had it happen one time though.

124 Replies 96,873 Views

[quote who="ASADDF" reply="7" id="3566237"] Ok let me start by saying This is so wrong!!!! like really wrong! everything is wrong! - First: we are talking about 1 thousands (1000) units minimum per side right? it means that we have to build 100+ logistics buildings?? are you kidding me? this is the first mistake you Dev's are doing, no one have the time or resources or space to build 100+ logist

34 Replies 64,587 Views

[quote who="tatsujb" reply="5" id="3565953"] I just think the unit picture window is frekin useless, it's just a copy of what starcraft did made really evident by the fact that it was already useless when statecraft did it. then everything (well I think it's only important in the case of the economy) is TINY! I mean how am I supposed to KNOW that I'm missing reactives, mass, or logistics if I can't SEE them? plus appart from the fact it's tiny, it's tea

8 Replies 23,488 Views

[quote who="Frogboy" reply="15" id="3566046"] I like wasd and it was discussed but we are using qwert for all unit and building hot keys. [/quote] Well it does allow more hot key options if camera control is tied to the mouse. Also give me a reason to shamelessly plug my UI discussion.

40 Replies 40,168 Views

[quote who="greenedr00l" reply="4" id="3566122"] I'd suggest tying the unit cap (which can be viewed as a resource) to regions rather than buildings. Having engineer units set aside for the express purpose of building unit cap buildings the entire game felt kind of goofy/pointless to me. Alternately, the buildings could be limited to x per region (maybe 2?) so they couldn't all be clustered in more or less safe areas of the map. [/quote] Please no on t

34 Replies 64,587 Views

[quote who="Derringer2k8" reply="5" id="3565935"] I actually prefer right-mouse to move the map around. I'm probably in the minority though. [/quote] I'd say you would be surprised. Everyone has their preference, and with the ability to map keys we can really tailor the game to our own style of play. As long as the foundation is there we will all be able to play the way we want. That is why it's so important for everyone to provide feedback to the

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[quote who="Shadow00000000" reply="3" id="3565929"] I just thought of some other things that the research area needs: time to finish research, a number which corresponds to the order of the item in the research que (a feature I hope will be added), and a percent completion (not as important as the other two). I didn't see your pictures before MindlessMe. I like the layout that you show, but I think that coloring just the object and not the entire square might look nicer. I

8 Replies 23,488 Views

[quote who="Shadow00000000" reply="1" id="3565907"] I'll add my thoughts to this. I really liked the layout and gameplay of Sins (of a Solar Empire) so most of my preferences come from that game. I agree that the building menu is very cluttered. I've always liked how it was done in Sins where you had a button (using the QWERASDF keys for selection as hotkeys) that would bring you to a menu where you could then pick what you wanted to build. I also liked the little rese

8 Replies 23,488 Views

[quote who="TheRealWarpstorm" reply="22" id="3565873"] Quoting Baalonthus, reply 19 jcould also see the triangle grid which the terrain overlaid after i drove some units over it Was it blue? If so, that is programmer art for the radar system. The actual terrain me

56 Replies 65,000 Views

I feel at the current resource level you have to expand out pretty quickly. You can only maintain a smaller force on the resources you initially start with, and is a good thing. This forces people to play in a somewhat aggressive manner since they can't turtle up in one spot the entire game. I also like that Reactive materials are not located in the seed region. This makes it impossible for people to turtle in their stating region and stand a chance in the long run. It causes players to t

34 Replies 64,587 Views

I thought I would make a topic for the design and layout of the current UI and how well it works for our play styles. I posted this in my initial impressions, and will cross post it here for reading and thoughts. Feel free to criticize my thoughts, and put in your own thoughts on the UI design. The UI to me is a love/hate relationship. While I like the overall layout, it does

8 Replies 23,488 Views

I actually second the idea of using the WASD keys to move the camera around. This actually helps with using hotkeys as well since you could use the surrounding keys for queuing up units. You would have roughly 8 keys to use for queuing units and other hotkey options. Not only this but it puts your battle groups within fingers reach. If you continue using the directional keys to move the camera it causes players like me to go from directional keys to the other side of the keyboard to hit my ba

40 Replies 40,168 Views

This is just an initial view on where some of the features stand, and my opinion at the time. Most of these are not things I expect huge change on. I am simply stating my opinion on the current build so the team can get feedback. All of this is meant as constructive and should not be take as anything but that. Units I feel the units themselves are pretty well done. They are varied enough to allow good unit composition, while keeping the gameplay

56 Replies 65,000 Views

Aircraft that are destroyed pop instantly and do not impact the ground. I don't expect this to change much since the animations are already there, aside from the explosion missing. I do agree with what you are saying though. SupCom got extremely annoying with "Your base is under attack" every time a aircraft was shot down and crashed into something.

14 Replies 19,740 Views