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Author Topic: Beta testing results  (Read 981 times)
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appel
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« on: January 28, 2010, 03:45:02 PM »

Here are my beta testing results (so far) for multiplayer gameplay:

1. Ships still sluggish, need more agility, responsiveness/thrust. But mainly some balancing needs to be done to ensure that ships can escape from dogfights, currently they just get killed in most cases.
2. Gun towers are useless, slow to aim, don't hit targets, easy to wobble. Need to be more like FE or ZST.
3. Gun spires not worth the scrap, don't do any damage.
4. Scavengers get stuck on almost anything.
5. Eight player games are very buggy, lag and resync, people dropping out.
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Warfreak
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« Reply #1 on: January 28, 2010, 03:55:17 PM »

I'm just gonna throw in a few tibbits:

1. While recycler variants could be used to fix this, probably not gonna satisfy those who feel this way. IOW, can be fixed outside of actual patch releases.*
2. Same as above if changes to the AI have never been made, so might just be values.*
3. I agree fully, 75 scrap is and probably never would be worth the tower, but once again, Recy Variant. undecided*
4. That is AI, and something that doesn't look like is gonna get fixed anytime soon as that has been around for a while now.
5. That is HOPEFULLY something that can be fixed and is hopefully on the list of things that need doing.

*Yes, I know how annoying the "Make a Recy Variant" answer is, but I just got it stated before 20 other people say it back-to-back.
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« Reply #2 on: January 28, 2010, 04:37:28 PM »

5. Eight player games are very buggy, lag and resync, people dropping out.

It's hard to get good test games with 8+ players in the private beta.

I think the physics changes make the method of running different now so using 1.2 methods will get you killed. (In 1.2 I recall specifically doing various tricks to eek more speed out of a unit.)
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appel
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« Reply #3 on: January 28, 2010, 04:55:17 PM »

The scavenger bug is really annoying. Just allow scavengers to go through buildings, well, in a limited way perhaps. They most often get stuck on corners. They work alright in 1.2 though.


6. Also, it's still possible to misplace buildings.
7. After setting manual Player limit, it should stay that way if map is changed.
« Last Edit: January 28, 2010, 05:00:32 PM by appel » Logged
mrtwosheds
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« Reply #4 on: January 28, 2010, 05:14:30 PM »

This thread is discussing 1.3 public beta 5.1 I presume.

1. Very little has actually been changed here, They just can't fly away any more...people are just going to have to learn how to run away properly!  grin
2.&3 Again pretty much as they were originally, This is not a Mod.
4. A major annoyance.
5. Work in progress, more dedicated testers are required, again...
6.Hmmm
7. Down to the maps.inf I believe, maybe if someone were to submit altered .inf for the mp maps, all set to 8
this might just get changed.
You forgot 8. Turrets, too slow, too easy to snipe, too easy to kill.

For anyone who is interested, The Legions of Skaro, my Mod. Does require both that both ISDF and Scion Get these longed for tweaks +some other stuff.
I have not done it yet as I have been kidnapped by Daleks and forced to prepare their ground forces for the invasion.
Contributions are welcome and will be used if judged fit to be included. (total contributions received so far= 0)
« Last Edit: January 28, 2010, 05:38:01 PM by mrtwosheds » Logged
TheJamsh
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« Reply #5 on: January 28, 2010, 05:26:03 PM »

You cant compare 1.3 to ZST... they are not and won't be the same thing. ZST is a mod, 1.3 isnt
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appel
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« Reply #6 on: January 28, 2010, 05:42:57 PM »

8. If I build over armory dropoff, and then drop weapon using dropoff, it goes inside the building. Is it possible to let the weapon box just sit on top of the building? Or possibly let the dropoff point be "pushed" outside the building?
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Axeminister
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« Reply #7 on: January 28, 2010, 06:55:17 PM »

use the tilde to rotate the armory frame when you build the armory to place the drop off where you want it.
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TheJamsh
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« Reply #8 on: January 28, 2010, 07:38:08 PM »

or move the drop-off Tongue
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Nielk1
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« Reply #9 on: January 28, 2010, 07:49:23 PM »

Yea the whole point of drop-offs is you can set them.
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bb1
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« Reply #10 on: January 28, 2010, 08:40:24 PM »

I hate building in a hurry and the cursor switches tiles right as you confirm. The constructor registers it and takes your scrap, but to no avail as he will initiate build and abort it, scrap gone forever.
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DarkFox
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« Reply #11 on: January 28, 2010, 09:02:49 PM »

Shadowers locking on to extractors is my personal pet hate. Let's laser scouts attack pools - makes laser too good, and imbalances scion vs isdf.
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Zero Angel
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« Reply #12 on: January 28, 2010, 09:13:11 PM »

Arent shadowers as weak as minis vs extractors, speaking in terms of straight up DPS?
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Nielk1
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« Reply #13 on: January 28, 2010, 09:22:50 PM »

I hate building in a hurry and the cursor switches tiles right as you confirm. The constructor registers it and takes your scrap, but to no avail as he will initiate build and abort it, scrap gone forever.

Never happens to me. Does your mouse just suck?
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TheJamsh
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« Reply #14 on: January 29, 2010, 07:02:39 AM »

Nah ive had that happen a few times, if you are moving or flying while trying to build a building, you get it green, but then a fraction of a second before you hit spacebar, the building turns red because its moved a block or something. The constructor thinks ok, and takes the scrap from you, but nothing gets built, and you loose the scrap, while your constructor stands there doing nothing.
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