[quote who="SneakyMax" reply="12" id="3553999"] Quoting wondible, reply 10 I noticed that humans can reliably dodge volley pods, but no matter which way I turn against the AI, the explosions always appear on top of my units. Does the AI cheat, or am I just one second too slow? I've n
BXP_Godgib
Thanks for the feedback! [quote quoting="post"] There are still a few instances where hotkeys are not quite there yet: 1. I have to click factories to queue new drones 2. I have to click the armory to queue upgrades [/quote] You can set the buildings up in control groups. That's what a lot of our folks do. Next update will come with multi-building selection, too. [quote quoting="post"]3. When I use the 'z' hotkey, it
I'm not sure I understand your concern there... If you like Blink, Reece, and Hauk, that's fine. You'll kit them out with your best gear. But, like any good RTS game, you can't have it all. Giving yourself an advantage in one area will open you up to holes in others. In the terms you framed it in, yes, specialization/skill/strategy will matter at the high end for sure. The best players will always have the best gear for every pilot. But, the "best gear" is subj
The next update will see the start of the "real" metagame econ going in. Not final by any stretch, but closer. Scrap has been added as a resource. That's what you get when you sell parts. It generally also replaces credits in crates (though crates are mostly more generous about parts now anyway). The premium parts in Drek's Den cost Scrap. That change helps clarify the motivations behind hoarding credits vs. saving for the parts. We've also added more crate
[quote who="Dracohouston" reply="14" id="3553827"] Quoting wondible, reply 13 Building one the last - are there any plans for saved configs? I was playing around with all-ranged vs all-melee, as then switched back to mixed for the games tonight. That'd be cool. Either saving profiles
[quote who="Matrix_GD" reply="12" id="3553750"] What are the current plans for when there are more than 3 servos available? As in, do we select which 3 servos will be active before the match? Or will all servos be available and you have to choose which 3 you want as you get another available in the scenario itself? [/quote] The plan is let you have your stable of servos to pick from. In reality, the way things are currently setup, the pilots are the limiter. So
[quote who="darkstar287" reply="6" id="3553808"] Really fun, thanks for the games. at one point my main servo did not rebuild. the timer just stuck at 0 for what seemed like eternity, eventually blink did come back. was this a bug or some kind of attack? My micro and booming wasnt really enough to compete, It would be cool to have some sort of shiled power that protects buildings and also a better way to attack economy. Soo much damage has to be inflic
[quote who="Dracohouston" reply="5" id="3553801"] Thanks everyone for the games [e digicons]:)[/e] Shall we post our hot takes here? Here's mine: -IMO Turrets are too weak, every time someone tries to tower me it doesn't work. beacons and servo upgrades are more cost effective area denial IMO, and can help you go offensive. Might be cooler with upgrades but being rooted in place, costing the most to build and requiring pr
[quote quoting="post"] I sometimes miss a capped bloom store. It would be nice if the number would start to animate as it approached max, perhaps developing some bloom growths and waving a few tenticles around. [/quote] Yes, that would be nice. Added to list.
That's likely the Juggernaut class. Yes, that will be available for everyone (well, once you level up to unlock it). Sometime in the next few build updates. Really waiting on the Juggernaut to get enough parts made to be interesting.
[quote who="Dracohouston" reply="10" id="3551583"] Found a cool bug, the build limits for factories isn't enforced until the factories build, so I was able to build 10 factories in rank 2 against the ai, 30 more drones than I should have had. To reproduce it just save bloom and spam build like 10 factories really quick before enough of them build to hit the build limit. [/quote] Hmm, we theoretically fixed that. But, clearly not.
[quote who="wondible" reply="7" id="3551623"] Well, there could be one upgrade icon per servo, but that would break the hotkeys, and we might eventually get more than 3 servos. Perhaps move the rank-up off the dropship entirely and put in the player panel, so the next empty servo slot becomes the button. Having a different interface would make it clearer that something different was going to happen (servo dialog) Ranking up is weird because it's both an up
[quote who="Dracohouston" reply="5" id="3551531"] When that dialogue comes up maybe the servos could have a hotkey each, Q W E R T Y etc, if you greyed out already used servos instead of removing them you could reliably go b-t-e to rank up and take Hauk, b-t-q for Reese, b-t-w for Blink and so on. I personally like that the first servo is set before the match. [/quote] Yeah, assuming we keep this as-is, we'll hotkey it like you suggest. We'll hotkey the sh*t out of e
I'm pretty sure what we have now is about exactly what's in the More category (though we do have a few more things shown than in the last update).
We've been discussing something like that... Would love other ideas. One that we're semi-fond of... Allowing you to pay Bloom to get them back sooner. Thoughts?
We used to have it this way (select a servo when it was first dropped). It felt clunky on your side because it was a big UI effort at a time when you might not be ready for it. In contrast, the choice to rank up is made at a time when you do have time to think about it (usually). Or, if you don't, then you know you don't (vs. X seconds in the future when you might be busy). The first servo choice is there for a couple of reasons. It reduces analysis paralysis for you.
Sorry about that! Someone from Stardock support will be in contact.
[quote who="marmycat" reply="23" id="3549721"] Still playing away, still having a great time. [/quote] Worth a "woot" on that. [quote who="marmycat" reply="23" id="3549721"] When selecting the graphics I want to play with (Shadow options) I usual go no shadows for quicker game play. Lately If I don't re-pick it each time I start the game high shadows come back on. Also during multiple games with out logging out, shadows will come back
We just added multiple building selection yesterday, in fact. Rally point on Servos (or other moveable targets) is coming. In our latest build, if you hold shift whilst setting a rally point, it will set it for all buildings of that type. Tabbing through selection is also on the list. I guess we could give you perm hotkeys for the servos on F1/F2/F3. We'll add to wishlist.
[quote who="Heavenfall" reply="2" id="3549145"] Well, go on! What was it? I thought for sure it was due to emp stunning me, but then I saw a turret do it and they can't get emp'd I think. [/quote] They can, actually. That's what threw us for a long time. There were a lot of ways the bug could manifest. Had to do with the under-the-covers queued command system in the sim. Whenever you pop a special (or get stunned or knocked back, etc.), the sim queues a "
Woot. Thanks for all the reports and repro suggestions!
Those got fixed two days ago. Then, really fixed yesterday. Lots of quest completion in PT today;)
[quote who="darkstar287" reply="6" id="3548607"] there is such cool artwork in the game it might be neat to allow a double click on a weapon to get a hi res pic of it and some real detailed info for the numbers junkies out there. [/quote] Yeah, more detail for those who want it. Or just an option to opt-into it perhaps. We're committed to showing all the data. It's really just a question of what works best for most people as the default.
[quote who="wondible" reply="5" id="3548605"] Quoting BXP_Godgib, reply 2 The "Very Fast", etc. things aren't enough? What are you looking for? Numbers. Doesn't have be in your face everywhere, but available. When something has a chance of an effect, I want to know h
[quote who="Heavenfall" reply="3" id="3548541"] I'd like seconds between attacks personally. A "very slow" weapon is a vague description if it also has a "3% chance to freeze" right next to it. If the weapon attacks every 1 second or every 2 seconds... you get the picture. [/quote] Yeah, that's what I figured;) We've been trying to avoid the "Wall of Text" in the weapon descriptions. Not succeeding very well at that, though. Interested in any ideas you all have f