Mordelicius
2013-05-09, 10:36 PM
Post your feed on the latest PTS build.
Zurvan fight test:
Stability - Far more stable than even the live servers, which has been very laggy since GU08. Hit registration is also fantastic :p
SCU TTK - Far too short, Spawn room is essentially shutdown as well when this happens. Not a terribly bad mechanic, but the base still hasn't flipped and defenders should be given chance to sally forth.
Base Capture - After the SCU is down, Base is captured almost immediately. Meaning, capturing the SCU signal the end of the fight cycle. There is no time to recover the SCU. SCU capture, takedown and post SCU base takedown time need to be more significantly increased.
I saw some new base designs on the satellite around Zurvan. There's not much fighting on those parts though due to lack of players. It's key because it will be the point to counterattack from Zurvan.
VS Max ZOE ability - Downright, stupidly OP. It has 3 advantages with a negligible drawback:
1) The speed act as an evasive damage mitigation no different - and arguably even more effective - than the NC Max shield. It throws off hit registration.
2) They can go straight to your location, flank with impunity and even pummel you with max punch all while evading your shots because they are spamming movement keys.
3) Damage buff.
Suggestion: Completely remove the speed buff. The TR max is immobile with a damage/rof buff. VS is mobile with a damage buff. NC max can't attack and moves slow with the frontal shield up.
So the VS Max basically has the damage mitigation, speed/mobility, and also damage buff. Far too stacked. The damage buff and mobility is enough. Mobility buff is over the top. Remove the damage resistance debuff as well. I think that balances it out. Basically VS Max will be mobile with damage buff. TR will be immobile with damage/rof buff. While NC is mobile, slow with damage mitigation in the front.
Tutorial: Support button to access.
- Need a longer tunnel on the first part. Sprinting triggers the next objective far too quickly.
- The weapon section need a prompt key (click yes to proceed). Do they expect new players to digest all the hotkeys and concepts in rapidfire succession?
- Need more linear triggers. If you move to the warpgate console, on the next room, the voiceover is already triggered.
- If you log out of the tutorial, when you log back into the beginning of the tutorial. This should only happen with brand new players. On my second playthrough, I log out, and I log back in at the starting spot.
- No instruction to join/leave a squad.
It's a nice tutorial overall though. Some parts move too fast though since alot of the parts are triggers by simply moving or even shooting. It needs to be a little more linear, and slower with prompt keys (click yes to proceed). Otherwise players will just repeat it frustatingly again and again because they will feel, they missed out something.
Zurvan fight test:
Stability - Far more stable than even the live servers, which has been very laggy since GU08. Hit registration is also fantastic :p
SCU TTK - Far too short, Spawn room is essentially shutdown as well when this happens. Not a terribly bad mechanic, but the base still hasn't flipped and defenders should be given chance to sally forth.
Base Capture - After the SCU is down, Base is captured almost immediately. Meaning, capturing the SCU signal the end of the fight cycle. There is no time to recover the SCU. SCU capture, takedown and post SCU base takedown time need to be more significantly increased.
I saw some new base designs on the satellite around Zurvan. There's not much fighting on those parts though due to lack of players. It's key because it will be the point to counterattack from Zurvan.
VS Max ZOE ability - Downright, stupidly OP. It has 3 advantages with a negligible drawback:
1) The speed act as an evasive damage mitigation no different - and arguably even more effective - than the NC Max shield. It throws off hit registration.
2) They can go straight to your location, flank with impunity and even pummel you with max punch all while evading your shots because they are spamming movement keys.
3) Damage buff.
Suggestion: Completely remove the speed buff. The TR max is immobile with a damage/rof buff. VS is mobile with a damage buff. NC max can't attack and moves slow with the frontal shield up.
So the VS Max basically has the damage mitigation, speed/mobility, and also damage buff. Far too stacked. The damage buff and mobility is enough. Mobility buff is over the top. Remove the damage resistance debuff as well. I think that balances it out. Basically VS Max will be mobile with damage buff. TR will be immobile with damage/rof buff. While NC is mobile, slow with damage mitigation in the front.
Tutorial: Support button to access.
- Need a longer tunnel on the first part. Sprinting triggers the next objective far too quickly.
- The weapon section need a prompt key (click yes to proceed). Do they expect new players to digest all the hotkeys and concepts in rapidfire succession?
- Need more linear triggers. If you move to the warpgate console, on the next room, the voiceover is already triggered.
- If you log out of the tutorial, when you log back into the beginning of the tutorial. This should only happen with brand new players. On my second playthrough, I log out, and I log back in at the starting spot.
- No instruction to join/leave a squad.
It's a nice tutorial overall though. Some parts move too fast though since alot of the parts are triggers by simply moving or even shooting. It needs to be a little more linear, and slower with prompt keys (click yes to proceed). Otherwise players will just repeat it frustatingly again and again because they will feel, they missed out something.