1 |
[quote]In my opinion, there are too few metal spots, and the income per-spot is too high.[/quote]
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1 |
[quote]In my opinion, there are too few metal spots, and the income per-spot is too high.[/quote]
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2 |
Do you think replacing 2-clusters of 3-value mexes with 3-clusters of 2-value mexes would help, or do you think there should be more clusters?
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2 |
Do you think replacing 2-clusters of 3-value mexes with 3-clusters of 2-value mexes would help, or do you think there should be more clusters?
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3 |
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3 |
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4 |
[quote]The amount also seems inconsistent, fluctuating between 2.95 and 3.15, with some disparity between starting locations.[/quote]
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4 |
[quote]The amount also seems inconsistent, fluctuating between 2.95 and 3.15, with some disparity between starting locations.[/quote]
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5 |
This is the unfortunate side effect of using the metal raster. I'll ship the new version with a config. I guess that mostly shanks other spring *TA games though.
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5 |
This is the unfortunate side effect of using the metal raster. I'll ship the new version with a config. I guess that mostly shanks other spring *TA games though.
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6 |
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6 |
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7 |
Other
issues
due
noticed
during
limited
multiplayer
testing
and
going
to
be
changed:
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7 |
Other
issues
noticed
during
limited
multiplayer
testing
and
that
are
going
to
be
changed:
|
8 |
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8 |
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9 |
1) FFA mode lacks any value to the middle. In 1v1 or teams, the middle is valuable logistically, and also ends up having a reclaim field - in FFA, no such thing. I'll add a supermex in a FFA mode.
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9 |
1) FFA mode lacks any value to the middle. In 1v1 or teams, the middle is valuable logistically, and also ends up having a reclaim field - in FFA, no such thing. I'll add a supermex in a FFA mode.
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10 |
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10 |
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11 |
2) The startboxes sometimes behave super weird, rendering in one place, but only allowing placement in the *other*.
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11 |
2) The startboxes sometimes behave super weird, rendering in one place, but only allowing placement in the *other*.
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12 |
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12 |
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13 |
3) The castles are too dark.
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13 |
3) The castles are too dark.
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