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Just let us respect to experiment with different units at will. I refuse to replay the ENTIRE campaign just to see how early titan rushing plays out vs the reliable shock tower/soldier spam.
Things like command center view range and research speed should not exist, +wood wall health should apply to ALL walls so it doesn't quickly become obsolete, etc.
Would keep the tech tree relevant and you would still not want to respec all the time but could at points. That paired with being able to swap the newest spent stuff on mission reload they just added let’s you try new things.
Disagree on the pruning. Even bad talents like that still are good to some the cost of those need to be reduced thou and added to the tech there hating using the vision range exmaple you have should mabye be a 50 point talent and add 50 more to snipers to keep sniper at the cost they want. Those tech are there to gate you to keep other tech not accessible cheaply so removing them only makes you the player weaker as the tech they gate would only be raised in price. It just feels bad to pay the same price for the weak talent so the cost needs to be moved around that’s all.
The tech tree needs to be Expanded not pruned. Prime example there is 6 tech that work for shock towers to make them better and none for Thanatos it needs to be expanded to give some good perks to each unit to let the player have options on unit to use not get forced into the units that get buffed the most. You won’t finish the tree anyways so you only take the perk of the units you like just like we do now but let’s us pick the units we like.
Health to wood walls never becomes obsolete from the campaign perspective. As you always start with only wood walls it’s a talent to help with the early game witch funny thing is for nightmare where most of the diff is so I would agrue that perk is stronger than the stone wall one as stone walls are Buffy enough as is. The stuff that breaks them breaks them with the extra hp or not. Vs wood walls that perk makes a real diff in the early game on some swarms before getting stone walls. Is it the strongest perk no but it’s never obsolete.
The reasurxh speed perks are great and are the diff between getting shocks up before a wave or not they most def should not be removed. Esp as nothing is locked behind there so no reason to remove or change them.
On apocalypse you get double amount of zombies from nightmare and sniper pulled runners to my main base in day 3...
Ya zombie awareness is 20 percent larger on brutal 50 on nightmare and prob 100 percent on apoc i donno appcs number for sure the other two I do.
The starting mercs where already a trap in many ways now they feel bad other than the extra ranger. But haven’t played around with it yet much only just started looking around.
I don't think adding more fluff to the notoriously run ending tech tree is a good idea.
Burn it down. Remake it into something with no wastes of points that are only there to cost points.
I couldn't push anything as thick zombie wall started with the fog of war.
Adding stuff to make units that are not really viable to make them such since they currently do not have anything is not adding fluf but adding usefull stuff.
The tech tree is fine as a concept the problem is no possibility to respec a limited respec would be worth it and it favours some units far to much vs others.
Point sinks are not bad when used to gate you so long as the total cost after the gate makes sense. The prob is right now those waste talent cost to much va the gates tech the price should be moved more to the gates tech and less on the fluff so it feels better grabbing that fluff. As even those fluff do add something.
You gonna cry a single tear for that +5 command center view range or that research speed buff?
If it was replaced by rangers raise their weapons 20% faster and pierce armor?
The research speed buff yes I vary much would miss.
It has on nightmare been the diff between me being able to get a shock up in time for a wave or not on more than one mission. Just since YOU think something is worthless doesn't make it so. I would MUCH pref to have both research speed and +20% buff to rangers. As that YOU the PLAYER gets to make the call on what to take not being forced into one or the other. Or mabye getting it as a bonus as part of another tech if its a gating tech. As with or without the gating tech the tech gated will still cost the same its the reason the gating tech is there so make the other tech cost more so it not being there just means that tech goes up in value.
The command center vision same thing yes I woudl miss it on nightmare it has allowed me to send all my starting units to clear one side to fast expand to stone or other key resources with 0 defense on the other side since I can see far enough out to not worry about that side for a few days till soidler center is up.
Again since YOU cant see value in something dosen't mean it should go away there is use of everything and a bonus tech you get for free on the way to another tech is not a bad thing. The ONLY issue is the gating techs should have there price reduced and it moved it the tech being gated so there power is more in line with there cost. They SHOULD NOT be removed.
New players have no clue about tech tree when starting game and will lock themselves into tech soft locks.
Tech tree also not well designed imo.