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Post by CdrPlatypus on Jun 5, 2015 22:47:01 GMT -5
Cory Trese much easier to use a boost in squad then one played through the tutorial
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Post by Cory Trese on Jun 5, 2015 22:48:53 GMT -5
Good lord yes, Boost In is the way to go for sure
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Post by ntsheep on Jun 6, 2015 0:34:31 GMT -5
Good lord yes, Boost In is the way to go for sure But this takes all the fun out of fighting a desperate battle against overwhelming odds, beating said odds and showing just what an amazing badass Templar knight you are You meanie Cory taking away our fun.
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Post by bobc on Jun 6, 2015 17:15:54 GMT -5
Played through the tutorial on normal with v0.9 and did not notice much difference, despite the change in spawning rates.
Now going through Temple Complex on normal again with a boost in team and the first 3 levels were definately quieter. Fun but not frustrating.
Really liking the Berserker and the Paladin, their armour looks amazing and they really stand out against the other classes. The Hydra is brilliant, having both focused and aoe effect weapon options, and the persistance of the flame is spot on.
All in all, excellent update, Battleforce is really shining now
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Post by fallen on Jun 6, 2015 17:42:18 GMT -5
bobc - thanks for the feedback! Everyone on the Alpha teamed help us make some really good balancing improvements, and it is exciting to see it paying off. On what difficulty are you playing?
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Post by bobc on Jun 7, 2015 9:09:16 GMT -5
bobc - thanks for the feedback! Everyone on the Alpha teamed help us make some really good balancing improvements, and it is exciting to see it paying off. On what difficulty are you playing? I'm playing on Normal
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Post by Cory Trese on Jun 7, 2015 9:56:22 GMT -5
Very interesting feedback on difficult.
You didn't feel the 40% reduction in Xenos made a difference?
Do you feel any amount of less Xenos would help?
I turned it up to 80% less Xenos, but that means that I only kill one every few turns.
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Post by fallen on Jun 7, 2015 10:02:30 GMT -5
Now going through Temple Complex on normal again with a boost in team and the first 3 levels were definately quieter. Fun but not frustrating. Seemed like the feedback was positive.
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Post by anvil on Jun 7, 2015 10:20:22 GMT -5
For the most part I agree with bobc. Nitpicking a bit. For me if normal was the base reference for game difficulty, I would like the normal for 0.1.0 to be raised to about half way between 0.0.8 and 0.0.9 and have 0.0.9 be easy. This normal(0.0.9), for me, is an enjoyable paced bread and butter type of game. Meaning easy to learn, fun to play a few hours a couple times a week, and challenging enough within that framework. The 0.0.8 and before "normal" was in my opinion more of a "hard +" level. One where to beat it you needed to dedicate a fair amount of time to truly understand basic gameplay and game tactics in order to be able to break even. Which I did. I don't often have the time to max out harder levels, so a challenging normal is my preference. My next team will be at hard to give it a try.
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Post by fallen on Jun 7, 2015 10:24:15 GMT -5
anvil - I am not sure I can surmise your post into anything actionable. Could you maybe make a bullet list of suggestions, like -- - Easy is just right - Normal should be a little harder - I will try Hard next ?
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Post by Cory Trese on Jun 7, 2015 10:24:32 GMT -5
Definitely happy to hear this reading it: 0.0.9 Normal is enjoyable.
That's great feedback. I agree that 0.0.8 all the difficulty levels were too hard for a release.
We're planning on having between 6 and 7 difficulty levels, so there will be lots of options!
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Post by bobc on Jun 7, 2015 10:34:56 GMT -5
Cory Trese fallen Playing tutorial on Normal: Level 1. The number of Xeno has felt consistant since P1, its a quick regimented walk through so I would not have expected much change. Level 2. Another quick level. Still had 3 Xeno race up on turn 2 for 2 x HP on the Tac Point, but this happens every time so I would be disappointed if it didn't happen. The rest of the level felt the same as v0.8 numbers wise. The AI was different though, sometimes the Xeno would pause a turn as though planning their next move. Level 3. Still just as hard defending the Tac Point. As you explained earlier about changing the movement it does seem to make them come in waves. The rest of the squad chasing the power nodes had a better time of it, there were fewer Xeno in the open areas. Once an intact TP becomes a victory requirement I think it will become much harder because you will need 2 troopers to reliably defend it, which for me leaves the rest of the squad short staffed. Level 4. The numbers felt about the same, but not having to face Goliaths & Spitters helped. Again, holding the TP was a struggle, even with 2 troopers. That was the really good thing about the Temple Complex, you only needed to hold the TP for a limited amount of time. This releases 2 troopers to be supporting the mission, which is why I said the spawning for this campaign was good. In general the Xeno spawning was managable and to have it further reduced would probably spoil things. I would rather that holding the TP for Tutorial Levels 3 & 4 was optional - just don't let them fall in to enemy hands! Hope this helps
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Post by ntsheep on Jun 7, 2015 10:35:29 GMT -5
I'm still enjoying this really good. My tutorial squad is handling things ok on normal. Started a boosted squad on normal and certain level are a breeze with them. Level 4 and 5 are taking me a few tries but I believe this is due to my changing tactics and not a fault of the game. So far this is on its way to becoming the next great TB game hit.
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Post by fallen on Jun 7, 2015 13:02:27 GMT -5
It would be great if everyone could make a point to mention their difficulty whenever making posts about xeno spawning, levels being a breeze, etc! Thanks, that will help us soak up as much info as possible.
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Post by slayernz on Jun 8, 2015 5:39:02 GMT -5
Just wanted to revisit the arm of the knight in the title screen He's got a waaaaaaaaaaaaaay big left arm and hand! ... I'm southpawed, so don't mind tho
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