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Post by johndramey on May 27, 2015 4:23:27 GMT -5
I snapped this during the first tutorial mission and have, honestly, not really noticed it since then. The tiles inside the airlock didn't seem to properly align with each other. I snapped a screenshot in order to share it here. I'm on a G3 which, if I remember correctly, has a high resolution screen so maybe it's something to do with the resolution of the display?
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Post by johndramey on May 27, 2015 4:21:29 GMT -5
Not exactly sure if this is intended or not, so if it is please just lock this thread. While running through the 3rd mission I noticed that I can clearly see xenos moving around in the fog of war. I had previously scouted around but didn't have any Templars in the area, so while the total black fog had been lifted the gray fog had returned to the area. Are we supposed to be able to see xenos spawning in and moving around in the light gray fog, or is that not supposed to happen? I would guess that it probably shouldn't be happening, we should have visibility of the deck layout and stuff (as that doesn't change) but any changes in the fog should be shrouded from our view. If, on the other hand we are supposed to be able to see xenos outside of the fog, I have a small idea. Since the Templars are, in effect, battle suits, maybe consider having xenos outside of your immediate line of sight be simple blips like on a radar screen. Smaller blips could be the smaller variety of xeno, bigger blips the bigger variety. This would fit in the sense of the sensors inside the Leviathan suits registering a threat but not having exact details regarding that threat. This would also work really well with, I believe it was dayan's suggestion of a targeting reticule popping up around live xenos in our Templars firing arc.
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Post by johndramey on May 27, 2015 4:15:53 GMT -5
ntsheep, I couldn't quite beat your score but I was able to get through the mission under the target on hard. Boom!
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Post by johndramey on May 27, 2015 3:57:14 GMT -5
I'm going to go out on a limb and say yes, there are probably strength based scout builds. I do have a question about the split, though. The Needle gun has such miniscule penetration that it can't really harm xenos. Even skitterings can generally shrug off two hits from it. Does this mean we might possibly be facing "soft" targets like unarmored humans or some other form of xeno? If not, maybe considering punching up its penetration stat a bit and maybe lowering its damage range a bit. Still will have less oomph than the other rifle but will have a little more effectiveness?
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Post by johndramey on May 27, 2015 3:54:40 GMT -5
Great ideas -- those are both things that we did try. Allowing a Templar to clamp a Xeno spawning location turned out to be too easy to exploit, especially on larger levels. We tried both no turn, half turn and full turn and found that the most exciting and fun one seemed to be full turn. Maybe that is something we can think about making a difficulty scale element. I can both appreciate and understand that, I just lost my engineer to a spawned in Skittering and was so depressed, haha. It might be a good compromise to scale it based on difficulty, have the bottom two difficulties give the xeno no turn, the next two half a turn, and the rest a full turn. Another idea would be to maybe have a freshly spawned xeno have a single turn debuff lowering their accuracy or damage? Could be explained in the tutorial by saying a new xeno has to push through the deck plates/cracks/etc and is off balance, so is easier to handle for a couple seconds?
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Post by johndramey on May 27, 2015 3:49:21 GMT -5
Yeah, I just ran into this on my game in hard as well. Same exact power node layout as warhog too, it seems. Maaaaaaaaan the third mission is tough. I've blown up 3 different nodes and had 2 scouts and my veteran Engineer kick the bucket, haha. I think you had better consider saving the mission as a final tutorial mission, fallen, or at least maybe consider knocking it down to a 2x3 or 3x2 node chain. 3x3 requires a lot of backtracking if, like me, you get unlucky. I'm lucky in the sense that I've played a lot of TA and kind of sort of know what I'm doing but a new player could get a little frustrated, haha.
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Post by johndramey on May 27, 2015 3:44:50 GMT -5
That's.... actually a pretty good idea. Especially the, for lack of a better term, stealth mission idea. Curious to what fallen and Cory will say regarding skitterers from a lore standpoint.
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Post by johndramey on May 26, 2015 18:58:30 GMT -5
A couple questions and suggestions, I've had xenos seemingly spawn in and attack on the same turn. Was I imagining that, or is that expected behavior?
I've also noticed xenos spawing right next to my Templars. I'm guessing that is expected, but if they are able to spawn and execute full moves/attacks it makes it a little hard to deal with threats.
My suggestion would be to either have spawns dynamically shut off if within X squares (maybe 4 or 5?) of a Templar -or- have xenos spawn and not able to carry out a full turn. Maybe allowing them half MP and AP would make managing missions like #3, where you are constantly on the move, a little less hectic?
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Post by johndramey on May 26, 2015 18:54:22 GMT -5
Hey there Martin Trese, glad to finally have a chance to sort of meet you. As others have said, welcome and hopefully we can all have a good time working and playing together. I also have to say.... AMAZING work on the art in BF. The main screen has such character it's almost impossible to resist playing the game! I know you worked on the HoS webcomic, would you mind letting us know any of the other things you've worked on? I'm guessing from your profile picture that you worked on some of the Templar face artwork in BF?
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Post by johndramey on May 26, 2015 2:21:51 GMT -5
Also, and this isn't related to the size at all, would it be possible to have a system similar to HoS where we have to confirm our skill distribution? I've fat fingered my SP on a couple of occasions and it was a little frustrating not being able to undo them easily.
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Post by johndramey on May 26, 2015 2:18:18 GMT -5
Oh man.... Cory Trese, you are saying all the right words! I've purchased every bit of IAP you two have ever released but I'd gladly prepurchase BF IAP.
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Post by johndramey on May 26, 2015 2:17:05 GMT -5
I hope I wont ruffle any feathers or anything in this post,the intention here is strictly to be taken as constructive criticism.ok enough of the disclaimer It really comes down to semantics,if we say Easy,Hard,Nightmare ect we have to ask for WHO? A/Is it for the player with long experience in TB games,that already knows many of the game mechanics? For the player who has read a thousand posts and guides in these forums and so already has an excellent head start? B/Or are these term refering to a *potential* new member of the TB community that just want to try a new game? (We have to remember that first impressions are critical in new players decision to adopt/like/follow/buy a game. If the answer is yes exclusively to the 1st group then yes these difficulty levels are accurate. In other words are we trying to expand the audience and be more accessible to the masses(that means include the casuals) or are we just serving the hard core fan base.A balance is here is tricky to achieve because the goals are often at odds with each other. I totally see what you are saying here and actually have to agree a bit. I think everyone here knows that I absolutely adore the TB and have supported them as much as I can, so I'm by no means a new face or a rookie player. With that said, Hard is, well, hard. That's good and I wouldn't consider changing the tone of it at all but it might be worthwhile to consider changing the name of Easy to Normal, considering that both your Templars and the Xenos are at +/- 0 levels. Normal could move up to Moderate, and after that keep everything else the same. In most TB games easy is by no means easy, so, as saltin pointed out, it might be a good idea to raise a potential new player's expectations of how difficult the bottom difficulty level would be? That said, I'm really loving Hard. The second mission is totally kicking my ass as I retry and retry to get the bonus. I know that if I just back down and give up that bonus I can easily win but....
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Post by johndramey on May 25, 2015 23:48:43 GMT -5
This just popped into my head while playing, but you might think about giving a little bit more exposition on the Overwatch ability when it's first introduced. Maybe explain that it can be triggered multiple times as long as the xeno is passing into a new, non-triggered square? It wasn't entirely clear to me that it could pop potentially 9 times.
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Post by johndramey on May 25, 2015 23:43:18 GMT -5
I'm sure I'm re-reporting some of these, but I ran through the first mission and came across these. As with most of my fixes, you can take them or leave them. Some of them are grammatical fixes, others are simply fixing what I think of as awkward phrasing and what not.
The typos are all from the first mission of the tutorial, and are listed in this way: Original text - My fix
Do you copy? This is Communications Sergeant Kathos. - This is Communications Sergeant Kathos, do you copy? -
This is <CHARACTER NAME>. From the Fire Delphi Unit, blade pattern reporting in. - This is <CHARACTER NAME>, a blade pattern from the Fire Delphi Unit, reporting in.
I've been separated from my unit, they may be wiped out completely. - I've been separated from my unit, they may have been completely wiped out.
Copy that, severe casualties have been reported on all preceding decks. - Copy that, all preceding decks have reported severe casualties. / Copy that, heavy casualties have been reported on all preceding decks.
A corporal Luthor and a Soldier, Dalan, are the only Templars… - Corporal Luthor and Soldier Dalan are the only Templars … / A corporal, Luthor, and a Soldier, Dalan, are the only Templars …
Aye sir. Templar moving out. - Aye, sire. Templar moving out.
The xeno Scitterings have infiltrated… - Xeno Scitterings have infiltrated …
The Soldier Dalan … - Soldier Dalan …
However, I can only call on rely so much my leadership - during this engagement I can only use this Buff 4 times total. - ??However, I can only call on it as much as my leadership allows - during this engagement I can only use this Buff 4 times.
The corporal Luthor needs back up… - Corporal Luthor needs back up …
I'm reading the bulkhead gate is jammed open and xenos are pouring through. - The bulkhead gate is reading as being jammed open and xenos are pouring through. / I'm reading that the bulkhead gate has been jammed open and xenos are pouring through.
With half our comms relays down, I'm in and out of contact with a Templar force on 10th deck - they're facing the main xeno boarding army. - With half our comms relays down, I'm in and out of contact with a Templar force on deck 10 - they're facing the main xeno boarding army.
We cannot retreating, Kathos. - We cannot retreat, Kathos.
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Post by johndramey on May 25, 2015 23:24:05 GMT -5
I know you're married fallen. I know I'm married. Still.... Will you marry me?
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