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Rapporter et oversættelsesproblem
Gotta play few rounds with pros to test it out further :)
In Factory I think you should've left some spikes in the wall you completely erased. Among pros it was quite challenging to go over it without losing speed too much.
There's one wrong thing with the spikes. when you hit the spikes that's facing upside-down, like in the Silo, you get stuck. and if there's a long row of spikes, you lose speed and youre bouncing on one place... well if you press no keys.
Spikes.
I recognize for players who don't have maps plastered to their memory or players who try out custom maps for the first time will run into spikes, die, and be frustrated at the lack of foresight. It punishes the player for being ahead. Similarly, spikes had a function in previous updates of speedrunners; It's all very risk/reward. Several shortcuts are lined with spikes, and the player should be punished severely for actively trying to take a shortcut and failing.
I'm not sure if this is a possible solution, I don't know the technicals of it all, but would it be possible to still die to spikes from the top, but only be knocked backward if you run into the side of them? If not, another solution would be replacing non-risky spikes with another obstacle that would have a similar effect (Generic oil slick comes to mind; accomplishes the same goal while keeping spikes in the game)
The bots get stuck in the left tower on silo
I understand the change of these too from being a definite win/lose place to a possibility of recovering, however, the stun time is too long so its pretty much an instant kill anyway. Maybe if you drop it down to half a second it may add the the counters you were hoping for. It would still affect the person in front if they hit spikes but it would be a bit more forgiving to the player behind.
I understand that no one was taking longer route but punishing the behind player for not getting to the switch first is basically giving the guy in front an instant win from the games I have played. I think maybe if you forced the first player to go the longer route but give him a bit of an easier ride up this might allow a bit more counter play for the player who is behind if they can go in the shorter (but harder) route up.
I strongly disagree with the adding of the cannon boost up especially with having the person in the lead taking the shorter route. not only are you rewarding them for getting to the bottom area first but also rewarding them at the top with a speed boost. Two speed rewards for being in front is not allowing for any counter play. Again I would suggest rewarding the front player if he is forced to take the longer route so he gets a cannon boost on top to go over the other route but not to shoot him over the big jump.
The adding of the boost here is smart it allows the behind player a chance to catch up I like this. Brilliant idea.
The only gripes I have hear is with the spike system at the top left of the map and the middle left where you jump through the spikes towards the boost. I feel like the Risk/Reward system here has been diminished by the nerfing of the spikes. In my experience with it no one is scared of trying these now because the punishment isnt that great which i feel takes away from these little shortcuts but this may just be me personally.
I love the speed boost near the laser in the middle of the map makes that part alot more intense with players daring to outrun the laser. However the taking out of the missile and putting in of the cannon booster I'm not too sure about. Although I agree that something needed to be changed there I feel that the missile should have been left in or moved somewhere else to harrass the player who goes up without the booster cannon.
bet they didnt think of that did they