1 |
Map
size
has
been
doubled
in
this
release,
in
attempt
to
address
some
issues:
|
1 |
Map
area
has
been
quadrupled
in
this
release,
in
attempt
to
address
some
issues:
|
2 |
\n
|
2 |
\n
|
3 |
After playtesting the previous version (0.3) noted that there were multiple issues stemming from the small map size.
|
3 |
After playtesting the previous version (0.3) noted that there were multiple issues stemming from the small map size.
|
4 |
-Units getting stuck on the mexes in the 'x' shaped hills.
|
4 |
-Units getting stuck on the mexes in the 'x' shaped hills.
|
5 |
-AI getting stuck in the back of its base - walled in by its own solar collectors
|
5 |
-AI getting stuck in the back of its base - walled in by its own solar collectors
|
6 |
-Spiders had a bit too much advantage over rovers/tanks in the north, I feel they/jumps might still be the meta choice (perfectly fine) but want to support more gameplay styles if possible.
|
6 |
-Spiders had a bit too much advantage over rovers/tanks in the north, I feel they/jumps might still be the meta choice (perfectly fine) but want to support more gameplay styles if possible.
|
7 |
-Map has multiple lanes, and might eventually be nice for 3x3. However, the size was a bit limited for that many players.
|
7 |
-Map has multiple lanes, and might eventually be nice for 3x3. However, the size was a bit limited for that many players.
|
8 |
-Early to mid game arty emplacements (cerberus, missile silo, sniper turret) had a bit too much area control on their own. Missle silo was particularly concerning as it could easily hit deep into the enemy base with not enough counter-play.
|
8 |
-Early to mid game arty emplacements (cerberus, missile silo, sniper turret) had a bit too much area control on their own. Missle silo was particularly concerning as it could easily hit deep into the enemy base with not enough counter-play.
|
|
|
9 |
\n
|
|
|
10 |
(Minor edit's to address Mach56's comment)
|