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- Sacrifice runs can still cripple or confine humans, and thanks to the stamina stone you can't stop beasts pouncing toward your buildings/units seconds before they explode. In S2 the unit using sacrifice at least couldn't leap, had less hp and had a lot more visible glow while remaining powerful against expensive units and buildings.
- Humans need to bunker down but beasts have nothing to exploit I'm aware of.
- No self buffs (yet), beast flame aura is incredibly OP against small units.
- Game ends in favour of the least damaged main building when timer hits zero so turtling is the new tactic.
- Gates are hardly used but very powerful still.
- Behemoth still one shots legos, same as in any Savage game but you can't camp or you get shot to pieces. The human siege unit KONG is almost as good at killing preds as it's capable at destroying buildings.
so,
players have a SF rating or something similar?
sac is the same as in savage 1?
buffs are the same, just no self buff?
behemoths can do savage 1 style 360 spins that flatten every unit around them with 1 single attack and attack through buildings and terrain?
Sac is an issue still, the massive difficulty ramp being human commander is still there, fire buff OP there etc. On that note the problem is from what I've played most vet coms go beast, while new player coms go human. So they constantly keep their pro players buffed all game while the new human coms don't even know what a buff is making it very hard to counter and fight back, especially with no self buffing.
Only stagnent games are when vet coms command again, and bring the same ole tired tactics and rushes from S1, aginst new players and commanders which gives typically the human team no chance at all to fight back. I am a long time vet and I know this game inside and out, and my human win record as of now is within 30%. So yes stacking still happens, and Sac needs to move tiers. This game is slowly turning back into the mag shield tower vs sac rush boring gameplay we had in S1. Humans should NOT be forced into building mag first based on it's dependancy to keep...anything alive. Not even just from sac, hell I even seen tempest beast take down our towers without proper shielding and won. No siege, no sac, just constant tempest.
XR devs are too scared to change a thing or powermining would have been removed years ago.
Behemoth is useless right now. Gold is an issue (should just give to players not be a pickup at the very least) and unbalanced teams wiĺl be a thing until they get their rating systems in.
Sac i think is fine for these smaller servers but once servers get bigger will once again become an issue.
Buffs should mostly be replaced with savage 2 buffs imo.
KONG is incredibly op to the point it is hilarious to use it.
I personally think the game would be greatly improved if garisons/sublairs just had more hp (or armor, whatever) and turrets were nerfed... or just nerf turrets a bit so that small groups can rush them down more effectively. In Savage 2 there were the hell spawn to 'finish games' and 'demo/sac rushes' to end games. The rushes can still be done here, but with the no turret limit, they are generally much harder to pull.
I'm not sure how people feel about turrets, but that's my biggest grievance with the game atm. Hopefully as I get better with the game, I'll find ways to deal with them.
Hell spawn was a terrible feature and lowers skill and would absolutely not fit this game. Something endgame could still work though, but rest of the game needs to be fixed first. Savage 2 spawn portals could potentially help for instance.
Stop calling them turrets. And if you have an issue with them stop going near them. They are meant to be taken down with coordinated efforts. Spires can easily drop and need a buff or to simply be cheaper because they are too expensive for something so useless. Map design can also help your issues to allow getting close enough to get a shot on the shield tower.
I agree end game needs to be fixed but I don't agree it should be at the expense of towers. Savage 2 had upkeep which I never liked but maybe something less impactful could be used in a similar way and if requirements not met the shield tower loses power.
I think what I am saying is the issue is bigger than you think. You could remove all towers and by late game on bigger servers still get a stalemate.
So yeah, all those things you mentioned are there except the bugs with movement in relation to buildings.
Yep, Sac wins 9/10 of games for Beast as long as people know how to use it, but if it didn't, how else do you get through a bunch of shields and mortars?
I would like to see Sac disable leaping like in Savage2. Maybe make it go off twice as fast to compensate for that.
As powerful as Sac is, often the only way it goes off is because you leaped from up a hill and hopped in super fast last moment.
And as powerful as it is, you had no other way to kill that shield tower without it... So nerf shield tower as well?
For Flame Shield, yeah it really should do %-of-max-hp damage to the target, to a maximum of the current damage. So it just doesn't eat up small units casually.
I feel like I really liked the commander abilities in Savage2 more, but eh. At the very least, I want Dispel back, tied to Monastary or something, so I can remove flame shields.
I also feel something has to change with towers, but I'm not sure what.
It mostly just seems that there is an excess of redstone on the maps.
And on one hand you want teams to have enough redstone to make sublairs/garrisons, but not to spam towers, no?
If a team is lucky, they might only make 2-4 sublairs. Otherwise they might need to make 10. That's a 6000-8000 redstone difference, and a deposit is 12000.
Maybe if redstone deposits were 9000 each and Sublairs/Garrisons cost more gold but only like 250 redstone...
At the very least, I like the 60 minute limit and sudden death feature, but something more needs to be done about end game.
I'm no Savage XR expert though. Just basing off my few hours in this game.
http://savagexr.com/savage-the-battle-for-newerth-download.html
Savage XR is quite similar, but went through over 10 years of community patching, improving and balancing (SEP, SFE, XR). Savage was released with 18 maps and ended up with over 2000 playable maps and docens of game modes (including duel) in Savage XR. Besides many little balancing changes resulting from the experience of over 40 large competitions, Savage XR also features 2 new AI units for the commander and 2 new types of outposts that are disconnected from the base.: http://savagexr.com/human_techtree.html
The Savage XR feature list can be found here: http://savagexr.com/about.html
More information on mods, competitions, combat: http://savagexr.com/gameplay.html