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At the end it doesn't matter if the problem comes from the slow moving (delayed) d-gun in BTD6 or if this "only" makes it worse. But anyway: There is the problem and a lot of players have it (like me). I gues most of players have this problem. And at the same time, it's working on BTD5 so it is not something, which is technically impossible or so. Maybe the Coop wprks different on BTD6. But then this is the problem of Ninja Kiwi and they have to fix/change that.
It works totally fine in BTD5.
BTD5 co-op was singleplayer that also happened to tell someone else when you did some things and behind the scenes it tried to lie to you to make it look like you were having a co-op experience but this is barely true at all and often it had to catch up and delete Bloons that your ally thought were popped even though you might not have actually seen them popped at all, or it'd just let them leak for one person but not take lives for it, just stuff like this behind the scenes was how it functioned.
Not much more was really put into it than that since co-op was not popular in BTD5 (Yes, I know some people will stand by co-op in BTD5 being all they ever cared about but overall it just wasn't incredibly popular)
BTD6 was designed with actual synced co-op and was quite far along in production before we found how much more that struggles in many cases since it generally works fine in the same building on the same platform, but we wanted to make it properly that way because of all the issues this weakness caused in 5. It still does need a lot of work unfortunately
Thank you for your answer.
So coop in BTD5 was just 2 players starting at the same time the same map :D ? I always thought they really are strange players. Were they even real people or was this only a bot? Because they felt sometimes like computers.
But anyway: So why do i have problems then (and others to, there were a lot other people who said the same thing) and some people here say, they have no problem at all in coop ?
Is this because of the geographical distance of the player to each other? So because of the ping which is higher, when you have no playerbase in your region?
But so you won't be able to fix that soon, if this is a general problem i guess? In my opinion then it's more reasonable to don't allow d-gun on coop. Because i died now a lot of times because people were not able to follow fast enough. Even if this was always my favorite tower (in BTD5 Flash version).
But i still think, it's a horrible idea to make it turn around so slow/delayed. Even with x/x/1 it's not follow you correctly. It's like 20 years ago where you had to "correct/calculate" the incorrect control of games.
Edit: and i didn't like the coop in BTD5 either. I felt always playing alone. Now i know why, lol
Distance & internet speed is a large factor. But one of the biggest issues with BTD6 co-op is just platform. We have recurring issues where some devices (mainly cross platform) just can't play with others without serious issues and constant resyncs, and we try to limit those players matching in public lobbies but entering codes gets around this since we don't want to block friends joining each other.
But for example, 2 people just playing on steam together in the same building just should rarely ever have any issues since they avoid both these problems
the dartling gun, as a military tower, needs to be less expensive, as well as it's 1st and 2nd tier upgrades.
the upgrades ARE COOL, but making the dartling gun slow and then adding an upgrade to fix that seems like an odd thing to do. imagine all the other things you could have put in that slot; maybe the gun could gain the option to have occasional "special" darts that do extra damage or remove camo, but only while in "follow" mode, and reduced spread, but only while in "locked" mode.
this would encourage people to change the targeting of the tower based on their preferred playstyle, instead of the track's shape.
Rocket path fair at t2, strong at t3, not worth getting t4/5
Buck path fair at t2, fair t3, slightly less op then lazer at t4, not worth t5 over more t4 towers.
And i don't think it was OP in BTD5 Steam version. And in BTD6 you can have only 1 LV5 each path and why should there be only 1 very badass tower like sungod? Actually it is on lv4 really not a very good tower for high rounds. So i like to have at least some other towers, which are good and not totally useless, when you go for high rounds. On Lv5 it's good, but it's not op. It's good, how it is for Path 1 and 2 (on Lv5). So at least from the damage side.
The Problem is the laggy handling.