Shieldwall

Shieldwall

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Raven Mar 20, 2021 @ 4:20pm
Suggestions (3/20/2021)
Hi! First of all, for this game to be developed by such a small team, it's pretty amazing work. I look forward to all future updates and overall give it a thumbs up and recommendation. I will leave my feedback ideas and describe why I think they would be good changes.

There are some current aspects that I think could use some tweaking:

- Onager accuracy should be reduced, direct damage should be reduced, BUT it should have an AoE effect, (radius damage around the impact point).

Why?: The first mission where you are targeted by these is far more difficult (on normal too!) than it should be. After hours of frustration, I was able to complete it only after watching a guide where the player spec'd (specialized) into a specific build for his standard bearer, and the gameplay of it (running around capturing flags quickly, less actual combat) is not in my opinion in line with the general appeal of Shieldwall, which is tactical group infantry combat. They are far too accurate and it hurts immersion to be pretty much sniped across a huge map by an indirect-fire weapon. Also, it simply is not in my view very fun to play a whole map while dodging these projectiles.

- Time limit needs a buff! In other words, more time for the missions!

Why?: On MANY occasions I had captured most flags and had good income and the ability to bring a full-sized group to attack the enemy, only to have the timer reach zero moments before I could breach their walls, etc. Honestly even a simple addition of ten minutes would be a huge help for many of these missions.

- I suggest adding a missile defense bonus to projectiles received while your group is in 'T/tortoise/fulcum' anti-missile formation.

Why?: While this turtle-like shield shell works fairly well when you have a LARGE group, closer to 15-25, when you have a smaller force, not enough of the soldiers raise their shields high which ends up making it a waste of time to try with a smaller group. I think units should still take damage and maybe even still stumble down when hit by javelins while in this formation, but please consider reducing the missile damage taken by a certain percent while in this formation to make up for it's very slow movement speed!
Last edited by Raven; Mar 20, 2021 @ 5:23pm