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Mechabellum is not an RTS game.
More time in later rounds would certainly help. The game shouldn't be stressful. Anyone who has done everything in 20 seconds after round 5-6 and then gets bored is doing something wrong. If you have time left, you can watch your opponent and plan the next round.
If you are looking for stress in strategy games, you should rather play StarCraft ;-)
The point > Your head
Its absolutely frustrating being in the middle of your building/using abilities and so on and suddenly the fight starts and the round and often the game is lost.
Becouse I want to play to have fun with friends I have to swap to better options and stop playing this... Even though we really loved playing since Beta...
This would encourage people to ready up in the early rounds more quickly while also allowing for people to take more time on turns they actually need it while not significantly increasing the time per game.
*EDIT* There should also be an upper limit on the time banked, maybe 60-90 seconds.
I do agree that there is often not enough time in the later rounds.
Again watch any streamer the amount of time you ♥♥♥♥ around mulling over "options" only to do the initial correct choice anyway and then farts around didling around with position again only to use the original placement anyways.
So for people like you literally no amount of time is adequate you will ponder endlessly. No please no more time as it is this game gives the longest time for such minimal choices and actions its almsot unbearable at times. I know you think you are ferreting out some deeper strategy but its an illusion you are not because there are such limited choices in each round its just the process of deciding. Oh i need chaff clear okay pal pick your arcs, vulcan or HE stangs, oh he has boats okay pick your stangs or phoenix list goes on and on of forts with shields...geee let me think for 45 seconds on the only choice melting points....there really is not many choices to a problem in this game and staring at your screen longer won;t alter the outcome of your choice.
to be constructive if you find you lack time stop mindlessly staring at the pretty colors during the battle and star thinking about what you will do on the next turn.
Some people might have exhausted all of their possible thoughts in 45 seconds (maybe because they're a fast thinker, or frequently play very well-known strats, etc), but many people, myself included, can profitably think about a board state for more than the allotted time, and occasionally feel rushed.
To be clear, it's usually not that I can't think of "a" possible play, but that there are frequently multiple possible plays, with various up/downsides, counter-plays, combinations, supporting plays and future implications. You could probably write a 5,000 word essay on whether to pick Arclights, Vulkans on Mustangs for chaff clear on any given board.
Right now that time pressure is part of the game, and is part of the skill being tested, and some people will excel at that and enjoy it more than others. But the game is in development, and how much that time pressure is, and how much it is part of the skill that should be tested is still up for development, and personally I'd notch that time pressure down. I would rather face an opponent who was not rushed into making sub-optimal plays, and I would definitely make better plays myself, and ultimately have more fun, if I had a little more time.
I like strategy games, but I'm not a massive fan of RTS. In multiplayer, the timer also serves the function of making the game playable in a reasonable amount of time, and that I support, but I'd be happy adding, say, an extra minute of time onto rounds 5+, which I suspect would result in game lengths going maybe an extra minute or two on average, with the trade-off of some players being able to play more complex strats, make less unforced errors, and feel less stressed.
Also an optional human announcer that countdown from 10 would be greatly appreciated. That way it's easier to listen to other things while playing.
just because some players are doing the same thing over and over in every match, does not mean that we all are
you have so many options and things to look for in the end game - skills, skill positioning, units, unit positioning, unit path planning, unit refunding, base upgrades, unit levels, unit skill upgrades, what units and skills your opponent has and has used, where and how will he potentially use the rest of his skills, how can you protect yourself from that, what units and upgrades will he try to counter with and where etc etc
How do you simplify that to 'you are doing the same thing anyway' is beyond my comprehension..
The RTS rhetoric is quite silly imho - maybe you guys are Korean pros and thats why this level of thought process is beyond you. I dont have a ton of RTS experience but I have participated in Warcraft 3 tournaments and was in Starcraft 2 solo queue Masters division and I believe that the main issue that a ton of people have with this game is exactly that they are approaching it as a low-level RTS play: following a fixed build order and hope that it counters what the opponent is doing
If thats what you are doing, I completely understand why you would have plenty time to spare, but just a thought - maybe you would get better results if you actually think about what you and your opponent are doing and trying to achieve? and you would need more time in the later rounds if you actually start doing that