2007-10-28, 16:44:45
I can agree that some of them could be changed so the players does understand them more directly.
Feedback summary:
1. Speaking of net launcher, I find it's cooldown a bit long.
2. The wards have a bit short detection range.
3. In fog of war mode, the air tanks can hide themselves in the trees without getting revealed. Something must be done about this.
4. Also a pilot seems to be able to fire his weapons in no tinker mode (was it 8.27? or 8.28?). I don't know this has been fixed yet.
5. I find this CV mode odd, when the timer resets for every time, it starts on 15 minutes again. And when the enemy cannot fight back, we destroy their base before 15 min has passed. I find that each team has to hold all CP for 15 minutes in total more appealing. Have you played a 2:30 long cv game? I think not, or probably not. If someone takes 1 CP and there is 10:40 left, is temporary paused, not reset. When you take it back again, countdown starts from 10:40 again and counts. What about this? Each team can have it's own countdown timer. Or will it stay the same?
Feedback summary:
1. Speaking of net launcher, I find it's cooldown a bit long.
2. The wards have a bit short detection range.
3. In fog of war mode, the air tanks can hide themselves in the trees without getting revealed. Something must be done about this.
4. Also a pilot seems to be able to fire his weapons in no tinker mode (was it 8.27? or 8.28?). I don't know this has been fixed yet.
5. I find this CV mode odd, when the timer resets for every time, it starts on 15 minutes again. And when the enemy cannot fight back, we destroy their base before 15 min has passed. I find that each team has to hold all CP for 15 minutes in total more appealing. Have you played a 2:30 long cv game? I think not, or probably not. If someone takes 1 CP and there is 10:40 left, is temporary paused, not reset. When you take it back again, countdown starts from 10:40 again and counts. What about this? Each team can have it's own countdown timer. Or will it stay the same?
8.27 changelogs Wrote:The Dead, Lava- and Chaos-Servants now have 25% less Hitpoints6. But that didn't include the guard treants? They are quite strong actually.
8.27 changelogs Wrote:Removed the radar from the Mine Remote Fuse7. What if a number occurred over the area where you used the sweep, The number only tells how many mines there are withing 600 range of where you tried to defuse/guess. It doesn't tell where, but gives a hint if the area is full of mines or not. Buying radar will of course give you full insight where the mines is.
8.27 changelogs Wrote:Mine damage now increases with each weapon upgrade (+3%)8. I find them a little powerful, level 3 mine (2 attack level) can kill a helicopter now; before the change, you almost killed it. What if the demolisher mines does 300 for each level now as you applied the team attack level boost to mines deadliness?