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Báo cáo lỗi dịch thuật
The entire game went smooth.
There were no harvesters getting stuck, just be sure to provide enough space for them to get through and they should be fine. I learned this from the classic RTS games ;)
While moving as a group, some of the units did choose some wonky pathing from time to time, putting them possibly in danger because of running too far from the intended path.
I LOVE that the first mission includes base building and is not only running around with provided units. This was one of my peeves with many of the C&C games
The general's voice and mouthing do seem out of sync, this was a bit offputting.
The paratroopers running in when their drone gets attacked was a bit annoying.
That's all I could think of, if you want to see my experience, I'll have the playthrough up on Youtube in about 5 hours: https://youtu.be/nxJm9BBJKgs
Whenever selecting units and ordering them to move somewhere, there are times some units (even though selected) simply arent moving or taking a very weird pathing. This issue only seemed to happen with infantry units, I did not experience it with with the vehicles.
I have been really satisfied with the play-test. So far the preview has been good, the cut-scenes were great. The game-play graphics could be somewhat better.
Pros:
- Asked for East vs West Game thats like C&C
- C&C Game-play
- Easy base building and core game-play mechanics
- Good animated Cut-scenes and ost!
- Satisfying units/designs
- Fisher talks too fast. Because of this his mouth doesn't sync with what he is saying. It needs to be slowed down.
- The music is far louder than unit voice-lines. You can't make out what they are saying.
- Drone soldiers issue. Every time you click "z" to move the drone and the drone starts firing away from units all the units (except drone operators) move to the drones and assist them. Is quite strange behaviour.
- base building is funny. "Place building on land" - waits - command terminal "finalising" and never finalises until you click the building again to place at same spot and building deploys. Can we just have, "select building > place building > building finishes" than at the end click the structure we were building and then drag it to the building spot.
- Relatively unstable. I know this is a test version and understand things will most likely change/ be better/worse/fixed and so on until full feedback is reviewed. I am not talking about fps stability. I am having problems running the game at 1920*1080. When you fully zoom out things become rather how should I put "muddled up" and "unclear/blurry" until you zoom in. Could you guys maybe lower the players visibility by a tiny bit so that even at maximum zoom out and in things stay graphically clear.
Thank you, for working on this game! It's one of the best RTS titles I've seen so far! Hopefully some feedback from here was useful.
After selecting faction and trying to start mission game would just freeze after 1st click no reaction to anything, 2nd time same thing, 3rd time after alt tab it would let me click to start it, but i've noticed that when i am trying to select units i would have to click 1cm left from unit. Went back to options and this time was able to select resolution which fixed the issue.
1. Reverse move for tanks/cars
2. Formation move to bring stuff in line, like in RA3. First line tanks, second line infantry, in the rear artillery. Tactically it makes sense and it looks good plus you can better see your units…plus they move all the same speed.
Thx <3 :)
On the bugs & problems side:
- Lipsynching
- Building a second refinery bugs out harvester 1, which tries to offload at second refinery even if more distant. Weird behavior where the harvester that eventually ends up at refinery 1 stops trying to harvest.
- A more novel issue is how buildings need to be fully in your available build grid to build them. Trying to get another refinery down somewhere else meant having to surround the spot with silos to extend my build grid enough for the full refinery blueprint. Super annoying. Needs to be reduced to at least 50% coverage, maybe more like 25%.
- Wish deployed drone operators took a knee or something more overt than a little blue scan wave VFX over them.
- Grenadiers and Drone Operators could use some stronger color differentiation from Scouts. Silhouettes are okay, but colors are samey enough that they blend together in clumps.
And I suppose the Airstrike support power jet name(literally Airstrike) is a placeholder
Though this isn't a bug, this just doesn't look that good:
The healing turret deployment arc(the angle from which the Medic uses the ability) is literally 360 and the medic doesn't have to turn in order to drop it
The healing turret itself is VERY taxing on the game's performance: fps drops from 60 to 40-35(sometimes) when the camera is up close
The units themselves could use some "pissed"(whenever they get clicked over 5 times in a row) and like 50% more quotes but what we have right now is still great. Glad that units have their own personality(like in most good rts games after 2000s). "Style, control, damage and aggression".
- waypoints, to make 4 clicks on mini map, so an engeneer can sneak the enemys base from behind and capture his mcv while i am busy to keep him busy.
- the output of garrisoned infantry in barracks is underwhelming about damage and range
- Info on powerplant how much energy it produce
The first bug is when in the settings you want to make a full-screen mode instead of the windowed one provided by the game itself, the mouse buttons stop working at all. Fix it.