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Member
(05-18-2012, 03:26 AM)
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#604
The map increasing the size makes sense, but it seems even damage value change patches garner a fat download as well. Larger than they should be. a New Map and a handful of items should not equal
At most it should be about 400mb.
Last edited by Unicorn; 05-18-2012 at 03:28 AM.
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NeoGAF: my new HOME
(05-18-2012, 01:08 PM)
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#608
Stats and balance should be run server side. You have to log on to Ubernet every time you play, that shouldn't be a big deal.
As for maps and pros, I don't mind caning a big download every four to six weeks, once a week is just silly. Did someone in here say something about that being related to the Unreal engine? If so then Epic dun fucked up, son. |
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Member
(05-18-2012, 02:05 PM)
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#609
Is anyone else experiencing a crash while the lobby is loading?
100% of the time starting yesterday, I accept a match, and the game crashes on me. I'm able to instantly startup SMNC again and it asks me if I want to join my game in progress, I click accept and I'm thrown right into the game. It's so troublesome |
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Member
(05-18-2012, 04:15 PM)
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#611
His bouncing buddies are great for killing bots and harassing. He's not so bad. Usually I start a game harassing from the jungle but I'm no Karl pro so ymmv. |
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Member
(05-18-2012, 07:38 PM)
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#615
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Member
(05-18-2012, 10:42 PM)
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#616
Though for what it's worth, Dungeon Defenders uses UE3 and that game is even worse with its patches. Maybe there is something weird with UE3, but some developers have found ways around it. |
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Member
(05-19-2012, 09:31 PM)
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#621
The scoring in this game confuses me sometimes... how did you not end up with way more money than the Cheston? He had a few more bot kills, but you must have had huge bot/kill streaks going since you didn't die. |
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Member
(05-19-2012, 09:34 PM)
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#622
Picking up money makes a big difference, that's why the Money Magnet product is horribly overpowered.
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Member
(05-19-2012, 09:41 PM)
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#623
Spark needs to be nurfed already, annoying the shit out of me seeing him go 24 to 2 because his dps is stupidly high, however the assassin feels rather balanced to me. |
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Member
(05-19-2012, 10:07 PM)
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#624
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Member
(05-20-2012, 12:31 AM)
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#629
All spark needs is like a 20% damage drop on his melee attacks to keep him under control, he is the juiced assassin from MNC. Also gun mountain is terrible in design, shelly needs reworking because right now if you keep pressure in the middle you've basically won, if a team tries to shell back they are bombing an empty area of the field.... then bots alone takes about 15 minutes to walk them to the money ball due to the lengh of the map. It's beyond fun and is rather silly, in a bad way. |
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Member
(05-20-2012, 01:48 AM)
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#631
There are pretty easy counters to commandos, but they require having several decent players on your team, which with this matchmaking is pretty rare. |
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Member
(05-20-2012, 03:53 AM)
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#632
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Member
(05-20-2012, 03:56 AM)
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#633
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Member
(05-20-2012, 05:00 AM)
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#634
I'll have to try the voice comm more, I always forget about that. Only problem with that is that it's sometimes hard to match a voice to a character, but it's still better than nothing. I still think they could take some cues from Left 4 Dead to make team communication a little more automated and informational. Though I'm not sure how much it would help since a lot of the problem is just people not paying attention. This afternoon a teammate and I were retreating after narrowly winning a confrontation, and we both got ripped up by a Spark while our full-health Tank merrily killed bots no less than ten feet away. In that case, the audio should have made it pretty obvious there was a fight going on right next to him, but he was too focused on bot-killing to turn around. |
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Member
(05-20-2012, 03:15 PM)
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#636
I tend to use Pro names when doing callouts on voice. Since the game is highlander, you can never go wrong by using "Cheston" or "Support" instead of "roflhinator" or "wthermans". The game has good audio coverage, most people just don't learn the sounds and get tunnel vision. I know there are some quick chat commands you can utilize as well (such as "help me with this guy") that will put an exclamation point over your head, but unfortunately most people just don't notice it yet. A lot of Pros have audio clues to their movements as well. Tank/Vet/Gunner all make sounds similar to a bouncer when walking, Karl makes a similar noise. Wascot has a wet flopping sound when he walks. All are extremely useful for forming ambushes when you don't have team vision and tracking the other team's movements. |
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Member
(05-20-2012, 09:27 PM)
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#637
Feels like no one bothered to play test it. |
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Member
(05-20-2012, 10:24 PM)
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#641
Yeah, I don't mind it. It's pretty chaotic but I think part of that is just people still learning it. I think the guns could use reworking though -- I played against a guy the other day who got probably 8-10 kills from the gun alone. It needs to just add a bit of pressure, not score a bunch of random kills. It's basically two extra mini-annihilators which just give even more power to the team with the most map control. |
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Member
(05-20-2012, 11:59 PM)
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#642
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Member
(05-21-2012, 10:33 PM)
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#643
Just had a couple of great games and noticed some reoccurring themes.
1. Turrets need shields that last longer when attacked by bots, either that or speed up how quickly they recharge. 2. If there are two commandos on a team they will dominate your support classes. Ideally I would like it as a 1 class per team, including paid characters but I doubt that can realistically happen. Other than that, why aren't there more people playing this? I hated the beta, gave it 3 tries and hated it, they threw the MNC I knew under the bus. Release comes, sure, I'll give it one more try as I know I want to like it. Now it's my go to online game.
Last edited by MikeDub; 05-21-2012 at 10:35 PM.
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Member
(05-21-2012, 11:19 PM)
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#644
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Member
(05-21-2012, 11:33 PM)
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#645
This is news to me and also great, hope all turrets start to work that way.
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Member
(05-21-2012, 11:42 PM)
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#646
I wouldn't mind seeing the shields take more hits before they drop, as long as it doesn't draw out the game length too much. It could potentially make the early stalemate pretty tedious.
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Member
(05-22-2012, 02:48 AM)
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#647
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Member
(05-22-2012, 03:24 AM)
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#648
Really though, I'd love to see a Pro class dedicated to turret modification / maybe even repair and transformation. I miss hacking enemey Turrets in their own bases, and having them get killed around their own moneyball by their own max lvl turrets, lol. Maybe for a future Defender... I kinda miss the longshots and shaved ice turrets too, wish they'd figure out something to do with them. |