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Ships / Ship #3309: Orbiton 2. Designer: Seero
« Last post by AutoPost on Today at 07:01:00 pm »
This topic is for discussion of ship #3309: Orbiton 2


Size: 23x23
Designer: Seero

Desc:
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Ships / Ship #3308: Orbiton. Designer: Seero
« Last post by AutoPost on Today at 06:56:35 pm »
This topic is for discussion of ship #3308: Orbiton


Size: 23x23
Designer: Seero

Desc:
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Ships / Ship #3307: Anvil. Designer: Seero
« Last post by AutoPost on Today at 06:42:42 pm »
This topic is for discussion of ship #3307: Anvil


Size: 16x17
Designer: Seero

Desc:
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Exchange Map Comments / Custom Map #1363: CM ShipYard Map 2. By: FOXX
« Last post by AutoPost on Today at 12:52:36 pm »
This topic is for discussion of map #1363: CM ShipYard Map 2


Author: FOXX
Size: 256x354

Desc:
2nd Map with the ShipYard. #NoEnergyMines #ShipYard Module by GoodMorning #TiconDefenseRange by Sticman #EmergentUp #EnemyBoss
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"Foreboding"... well, that promised a trap that wouldn't happen.
So I didn't try the launcher because that might have been the trap.
The start was a bit hairy due to that, but that's not a trap, just a difficult start.
And nothing happened afterwards. I could steamroll over the creeper with no real issues, or thinking.

On the Launcher: Too many modes. A unit shouldn't serve so many purposes at once: It becomes able to serve as e.g. mortar AND cannon in the same spot, so you don't have to think about which one to place in a specific position. I.e. it's taking tactical alternatives away.
On the plus side, the unit worked flawlessly (not everybody manages that, so kudos for that).
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This map:  Nice..

Although your "Launcher" unit still needs a lot of polish.

Frankly, it is severely OP.

Observations: Balance:
1) The amount of firepower provided, per energy consumed, is disproportionately HUGE. Given the same energy, the Launcher can kill 5-10x as much creep as the in-game weapons.
2) Total firepower, per footprint, is also too large. Simply put, the Launcher allows one to put too much firepower into a too small space, making both mortars and cannon **completely obsolete**
3) The recharge/reload timing is ludicrous right now. An empty Launcher can be completely recharged in under 2 seconds.
3) The launcher (or at least its display) range absolutely ignores the Forge upgrade for range.

Control:
Not bad at all, for a modded-in unit.
I Love the concept of target mode switching. But until you fix the sheer firepower, it will not be much use as the launcher just flattens everything in sight using the default mode.
Sometimes, (rarely) the input gets confused, and activates when normal buttons are clicked. Notably, i was working with launchers, then chose to build a relay. Upon clicking the relay, *all* the Launchers switched themselves off, with no other input than mouse-click upon Relay button.

My opinion:
You need to either tone down the firepower of the unit while keeping it mobile, or change its nature to a fixed-mount weapon.
As a fixed-mount, give it a slightly larger footprint.
I.e. make it similar to the Bertha, as a fixed-mount unit of superior firepower (but retain local range).
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Exchange Map Comments / Custom Map #1362: RED VS BLUE. By: UEF Inc.
« Last post by AutoPost on Today at 02:03:31 am »
This topic is for discussion of map #1362: RED VS BLUE


Author: UEF Inc.
Size: 500x250

Desc:
CUSTOM SHIP BATTLE Use your own ship designs to win, you get a list of my ships, but use your own.
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Colonial Space Map Discussion / Re: Custom Map #7221: tycon home world. By: chan1
« Last post by jaworeq on March 23, 2019, 08:47:52 pm »
lia.... this...map...broken...yes...skars
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Colonial Space Map Discussion / Re: Custom Map #7152: Villairyo. By: Wander Marbus
« Last post by Helper on March 23, 2019, 08:10:30 pm »
Fun map.
That start takes a little thinking and planning.
Thanks,
H
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Exchange Map Comments / Re: Custom Map #1360: A small problem. By: The Knar
« Last post by yum-forum on March 23, 2019, 04:56:43 pm »
9/10 from me. Interesting puzzle!  :)
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