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Post by Cory Trese on Jan 7, 2013 23:41:02 GMT -5
We're going to rename a bunch of Narvidian Dawn levels here in the upcoming release.
I'll look at the Alpha Patrol missing tile -- sorry about that
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Post by Lt. Hathaway on Jan 8, 2013 0:18:00 GMT -5
In the "Beta Patrol", better mission instructions would be good. I've found one of the points, and I still don't know what I'm looking for. Orange markers might be nice. I'm just wandering. (Edit: Having completed the level, I think you've switched a mission dialogue with a bonus dialogue. One mission is in the middle of nowhere, unmarked, and a bonus is right where I would have expected the mission.)
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Post by nemieakashiya on Jan 8, 2013 1:45:41 GMT -5
Ahhh why bellator merrick (374) kills 57 battle died for the first time on my impossible play through..... damn you cory damn you =D on a side note this is a awsome campaign every moments an oh shit moment lol
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Post by Cory Trese on Jan 8, 2013 2:19:54 GMT -5
Ahhh why bellator merrick (374) kills 57 battle died for the first time on my impossible play through..... damn you cory damn you =D on a side note this is a awsome campaign every moments an oh shit moment lol That's a beast of a Bellator! Nice stats. We're working on adding an Awards and Badges system to TA as we make all the Campaign levels available to all squads. 374 Kills has a nice ring to it
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Post by nemieakashiya on Jan 8, 2013 4:36:04 GMT -5
he and my scout aron get getting insta-killed lol love this so much
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Post by Lt. Hathaway on Jan 8, 2013 13:47:06 GMT -5
Top right corner of the "Last Boss", I'm able to walk first into an area where knights and Xenos are invisible, then into pure black, no tiles, no mobiles. (Edit: Still some scrolling weirdness in the top right, shooting my way there now. Yep, no icon blackness, all along the right side.)
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Post by Lt. Hathaway on Jan 9, 2013 0:47:08 GMT -5
I'm noticing that the further I go in this campaign, the less mission information we're getting. There's tons of background info, very cool, but things like how many goal points there are, or how many turns/xeno, etc seem to be scarce. This may be a design choice, it definitely makes these levels harder, but I find it more annoying frustrating than good frustrating. Realistically, if we're being sent on a mission to plant beacons, we'll know how many, and where our superiors want them. My two cents.
Ps It's sort of killing me that I can't finish that Last Boss level, lol! The shear amount of time I've spent the last couple of days just waiting for the Play store to. update , nevermind time killing Narvidians,lol!
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Post by janek on Jan 9, 2013 0:58:19 GMT -5
Currently I'm in 3rd mission and my squad gets killed by red guys every time. That little suckers outmatch templars in mobility (8AP and no turn penalty) and of course in numbers and spawn everywhere, even under squad members.
The most annoying thing is that with shoot range 4 and 4 move or shoot turn "segments" they are able to came from fog of war and shoot three times. It seems that they deal 3 damage, ignoring armor, so they can kill my templar in one round with no chance to counter it. One time when one red sucker came from fog of war I shoot him from plasma incinerator and he managed to survive and kill my hydra in powerarmor.
Anyway I'm still trying to get past this missions. Any protips?
Second issue is, that despite new "RPG" in name, I see no correlation between templar stats and gameplay. My captain has 20 evasion and he gets shoot/beaten with the same frequency as other squad members with 10 evasion. Also why first two stats (strength + quickness) are limited?
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Post by Lt. Hathaway on Jan 9, 2013 1:36:07 GMT -5
Well, I was referred to as a veteran player over on Facebook earlier, so, off the top of my head....
I'm running these levels with a scout captain and three veterans because the squad is older than Neptunes, sigh, so all I can say about the hydra (cover your eyes a sec, Cory,) is that I haven't had much luck with them generally, and if you've got someone trained up to replace him I would. The Cultists are wicked fast as you said, and there's no suppressing them unless you're a little spread out in an open area. I'll hug a wall with two facing into the room, or make a V to give some depth of fire when crossing a room. All that said, I think I did that one on the run sprinting from point to point and hoping I didn't get caught. I'll try and remember to update this when I run my other top squad through.
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Post by Cory Trese on Jan 9, 2013 2:44:17 GMT -5
Top right corner of the "Last Boss", I'm able to walk first into an area where knights and Xenos are invisible, then into pure black, no tiles, no mobiles. (Edit: Still some scrolling weirdness in the top right, shooting my way there now. Yep, no icon blackness, all along the right side.) I'm sorry to admit I'm totally confused. I've played the "Last Boss" level 5 times, captured the north-eastern corner, tried to get the enemies to move off the map but nothing, no matter what I have tried, has shown anything similar to what you're describing. I really want to help -- but I think I need more details because no matter how much I test (on all our devices and versions) I haven't been able to figure it out
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Post by Cory Trese on Jan 9, 2013 3:14:20 GMT -5
Currently I'm in 3rd mission and my squad gets killed by red guys every time. That little suckers outmatch templars in mobility (8AP and no turn penalty) and of course in numbers and spawn everywhere, even under squad members. The most annoying thing is that with shoot range 4 and 4 move or shoot turn "segments" they are able to came from fog of war and shoot three times. It seems that they deal 3 damage, ignoring armor, so they can kill my templar in one round with no chance to counter it. One time when one red sucker came from fog of war I shoot him from plasma incinerator and he managed to survive and kill my hydra in powerarmor. Anyway I'm still trying to get past this missions. Any protips? Second issue is, that despite new "RPG" in name, I see no correlation between templar stats and gameplay. My captain has 20 evasion and he gets shoot/beaten with the same frequency as other squad members with 10 evasion. Also why first two stats (strength + quickness) are limited? Thanks for the post -- the feedback is really useful as we work on improving Templar Assault RPG. We certainly have a lot of additional improvements to make and appreciate everyone's input around the direction to take the game. I'm sorry that you're finding the new more difficult human monsters annoying -- that certainly wasn't the intention. The upcoming release (tonight) will fix the issue with the Red Suit Cults spawning under Templars, that was not intentional. The entire game engine does use dice, so in some cases there will be good rolls for the enemies and bad rolls for the Templars. A couple of points that may help: - There are no attacks in Templars that "Ignore Armor" - Plating Protects against Attacks (FDF, Alien, Narvidian) - Shielding Protects against Plas-Flame (both Templar and Enemy, when that is added) - Evasion is used in concert with Quickness to defend against Ranged attacks (FDF, Narvidian Cannons, Red Cults) - Warrior is used in concert with Strength to defend against Melee Attacks (Xeno, Narvidian Drones, Narvidian Spears) - Quickness and Strength are limited because, ultimately, Templars are just normal humans -- they are not super-human in any way so the limitations of physical abilities was used a cornerstone for the balancing of the game As descendants of the Zendu bloodlines, the Order of the Templar Knights can tap into generations of training and genetic knowledge to enhance their skills to incredible (nearly unlimited) levels. I'm sorry to hear that you're not seeing enough correlation between Templar stats and gameplay, we certainly have put a lot of effort into ensuring that it is clear and present in all systems from movement, to combat to environment and special abilities. We'll be discussing this in an upcoming meeting with Andrew and I and see if we can come up with ways to better display the correlation so the player can see it in a more deterministic display, as much as can be achieved when everything runs through the StoryTeller DiceEngine. Regarding the new Narvidian Dawn campaign, it is really designed and balanced for squads sporting the top end weapons and armors of the game. I can't get past the first level with a new squad and on higher difficulties the 3rd and 6th level are very difficult without fully upgraded squads. We're working on adding (slayerNZ will be pleased) a new campaign/level selection and unlock system to Templars to help ensure that squads are entering campaigns that are appropriate for their power levels and equipment. That might help you and it might not, I am only speculating and if I'm way off base, I apologize in advance.
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Post by janek on Jan 9, 2013 13:33:24 GMT -5
This time I almost got to the end of level. I was killed when my Neptune was unable to shoot enemy standing three tiles left, one tile down, who in return shot me down. imho highlighting arc of fire is must have for efficient squad placement (also undo last move would be nice). Next time I'll manage to finish it.
I have almost fully upgraded squad (scout as captain, one soldier, hydra and neptune, all in powerarmors). I don't like void armors because I don't want to trade 1AP for protection. My captain and neptune have armors with Atreus, but I don't see any change in gameplay.
When hydra no longer uses all AP to shoot, burning path behind squad is very good tactic. Also it seems, that flame burns longer then before update and it hurts squad members much more.
Regarding templar statistics, it seems to me, that from certain level (i.e. each of 4 stats above 10) every attack "almost" hits and every time templat is has about 50% chance of miss. Anyway templars have 4 stats to upgrade: warrior - melee attack, ranged - ranged attack, tactics - ranged attack and AP and evasion - defence. I don't see any reason to increase "ranged" stat since tactics has the same effect and also increases AP.
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Post by fallen on Jan 9, 2013 13:56:12 GMT -5
janek - as the firing rules have gotten more complicated (no longer just "shoot in a straight line") we probably need to re-look at putting a transparent underlay on the firing arc so that your targets and possible squares are clear. Thanks for the great suggestion. The Hydra's damage has gone up -- which affects both enemies and squads. It is now much harder (without good armor plating) to run your Templars through the plas-fire.
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Post by Cory Trese on Jan 10, 2013 2:41:46 GMT -5
We're hard at work to bring the Hydra up to people's expected standards ...
- Less AP Cost - More Damage Flame - Higher Damage Weapons - Longer Lasting Flame - More Damage vs. FDF / Cultists
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Post by vindalloo on Jan 10, 2013 3:54:20 GMT -5
Hi all,
first thing - brilliant. Having loads of fun playing the campaign and am up to "ship attacked". I have a rather experienced squad that was walking over everything up to this campaign, so love it. Yes the templars are speedy but my twin exo scouts with 7AP do stand up very well against them. Also my Vetrean Captain with 187 reported kills secures the escape route while directing the neptune cannons fire. I send in the highly mobile scouts to do the running about, wich works very well.
SO all in all gimme more of the same and three thumbs up.
PS: Dont know if this has been discussed but will there ever be any kind of "sideslip" for 2 movement points etc. or diagonal walking. Seen these on a older but similar space hulk game. Would really love that.
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