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I have a suggestion for a UI addition:
You have a cluster of units in one area, including air. Let us hold down a button draw a box around them and it only selects air. Or alternatively hold down a different button and draw a box over the group and only the ground units are chosen. This would be super useful, please consider it, thanks.
Later I would like the ability to do this but further refine it down to selecting T1 from amongst T2 and vice versa.
One thing I will throw out there I feel you shouldn't be under valuing your work (i'll probably get a kick up the backside from some for this) but i think the upcoming DLC is cheap as hell. it's worth a little more than what you stated imo.
More ways to build your ecomony sounds great, i think this would certainly go down well and a welcome change if there were other ways to boost resources etc. :thumbsup:
I've mentioned it a few times now but i feel it's important and that is putting more emphahsis on some kind of notifications when your attacked. As of now it's easy to miss resulting in lost buildings when your attacked. There's just not enough emphasis alert of you of being attacked .
Other than that, looking forward to seeing what you come out with in the future (I feel the best is yet to come) from you and for this game.
I can not agree with you about the price of the DLC and how it should be more. Dont get me wrong i love this game and the team that made it, but we already payd full price for a game that realy doesnt offer much as far as content goes. SO while the new DLCs are welcome the higher price isnot
you made my day, thank you
the new units sounds amazin and i am curios what the content of this DLC will be
and that postmortem, i love those developer insights!
Seriously. Just coming to this forum brightens my day.
I'll have answers soon. Just pinned the topic so others can see it.
Regarding the units: If we knew that DirectX 12 would have been a thing we probably would have gone with the more sophisticated unit designs. We were really shooting in the dark as to what people's machines would be able to handle back then.
As a current Substrate player, I simply cannot see a pressing need for the Eradicator-style unit mentioned. The Mauler is a very potent anti-T2 unit, albeit with a short range (and makes up for the rubbishness of the Reaper). Against other Substrate, the Mauler's just fine - Substrate forces inevitably end up just mashing into each other when engaged. Against PHC, long-range direct fire is of dubious aid against properly used Artemises, which will be up on a hilltop or otherwise behind a rise in the terrain - Artemises advancing behind a force over flat ground are usually easy to flank and knock out. No direct fire really helps in that hilltop situation though, and while other PHC can park their own artillery at the bottom and use radar to bombard it, Substrate has no such option.
Incursion is a lot more dangerous than Avatar, early game, if a PHC player's willing to take the gamble with their starting quanta (especially on certain maps where they can hit hard with their early Brute-Zeus-Archer-Medic blob while their opponent is out of position). Should possibly be decreased in cost and have a Zeus put in in lieu of the Nemesis? Not enthused by the prospect of a second call-in for PHC to supplement Incursion with.
Three requests:
I scarcely use the Drone Hive as is except if I have a clear upper hand in a game and feel like it. I don't know any hard numbers on their damage output, and it's unclear from just watching combat, and Apollos and Sky Cleansers chew up those drones. Can we get clear numbers available for units with drones beyond the tooltip showing they have a drone factory on board?
Can the targetting priority for Medics be raised? It's very hard to counter a PHC force on certain maps when they roll up with Brutes, Archers, Medics and a Zeus or two - presumably two similar PHC forces might just come to a drawn-out stalemate, but Substrate just gets stomped, unless the player has somehow churned out enough Avengers to overcome the Medic's healing rate, and meanwhile no unit at all seems to prioritise the Medics to shoot at.
Finally, probably most importantly, the balance of certain maps really needs to be addressed. I'm bad with map names, but the most obvious one that comes to mind is the one with the big central plateau, and the two generators off in the corners of the map. On that map, one player can get both metal and radioactives at the start, but the other player can only get metal at the start, because the radioactives are too far out.
And, I'll reiterate, I do play Substrate primarily.
but today it is quite easy for you as a developer to fix and add stuff
looking forward to some awesome new units, campaign rework, new map eye candy (maybe?) and probably a whole unit redesign of PHC and substrate (the units are the icons ;))
and improved graphics (especially effects) better sounds and it would be a real shame to not use those great art designs you already have ^^
if you are really able to improve/fund this game for years it will become my favourite RTS for sure
Yep. That's exactly what I meant by the UI updates coming up.
Fantastic! Very reassuring to hear that. I really do appreciate how much post-release support you put into your games.
The postmortem was a fascinating read, it'll be interesting to see what Star Control will look like, or for that matter, how much Ashes will have changed a few years from now. Really appreciate when you write this kind of stuff, I don't know about others, but reading about business, development, etc. is something I enjoy, and moreso when it's in the arena of my gaming hobby. :)