301 Responses

Page 1 of 1
  1. nev
    nev September 9, 2012 at 6:16 pm |

    First! awesome video.

  2. 4xC
    4xC September 9, 2012 at 6:18 pm |

    Spanish way of saying it: Soy numero UNO!

    1. 42ah42
      42ah42 September 9, 2012 at 7:10 pm |

      ¡No!

      1. 4xC
        4xC September 9, 2012 at 8:10 pm |

        Easy for you to say; there wa nothing on the list when I wrote the comment so don’t blame me!

        1. 4xC
          4xC September 9, 2012 at 8:15 pm |

          And don’t mock me either.

          1. Pakars
            Pakars September 9, 2012 at 11:57 pm |

            But can we polymock you? 😉

            1. 4xC
              4xC September 10, 2012 at 10:57 am |

              define “polymock”

              1. Pakars
                Pakars September 10, 2012 at 9:28 pm |

                It’s a minigame in Guild Wars and Guild Wars 2. It’s basically chess with the minipets you can collect.

                😉

                1. 4xC
                  4xC September 11, 2012 at 10:57 am |

                  That sounds more like a noun way to describe it. At first, you used it like it was a verb. I don’t get what you mean by that.

  3. ctuna
    ctuna September 9, 2012 at 6:25 pm |

    Love it, as usual, but the music is so loud I can’t understand the narrative. Is there any way I can control that?

    1. 4xC
      4xC September 9, 2012 at 8:13 pm |

      In this clip there IS no music.

  4. TrickyDragon
    TrickyDragon September 9, 2012 at 6:30 pm |

    Air power!!!!!!! so so beautiful.

  5. ctuna
    ctuna September 9, 2012 at 6:32 pm |


    ctuna:

    Love it, as usual, but the music is so loud I can’t understand the narrative. Is there any way I can control that?

    Disregard: I had the game playing in the background – duh!

  6. exhodelta
    exhodelta September 9, 2012 at 6:35 pm |

    What if a Command Node is placed on a Power Zone?

    1. bigbuddy2932
      bigbuddy2932 September 9, 2012 at 8:05 pm |

      Better question, what if a terp, bertha, or relay is placesd on one?

      1. Nemoricus
        Nemoricus September 9, 2012 at 11:21 pm |

        Range boosts are typical, and weapons fire more rapidly/fire more shells.

      2. Bob
        Bob September 9, 2012 at 11:27 pm |

        Terps, I think get a range boost
        Berthas, I think are too big to be placed on one
        and relays get a connection range boost

      3. Pakars
        Pakars September 9, 2012 at 11:57 pm |

        I believe bertha was confirmed for no change on power zone, but I’d like to know about terps and relays.

        1. Lurkily
          Lurkily September 10, 2012 at 12:09 pm |

          There was no such confirmation for Bertha. As far as I know, everything benefits from them somehow.

          1. Lurkily
            Lurkily September 10, 2012 at 12:10 pm |

            Ugh. I didn’t see McG’s reply. Disregard mine. Sorry. 🙂

            1. TonyP2000
              TonyP2000 September 11, 2012 at 4:07 pm |

              Terps not only get a range boast but operate faster as well. I have no comment on the berthas though 😉

      4. McGrauniad
        McGrauniad September 10, 2012 at 12:54 am |

        Everything, including CNs, Terps, Big Berthas and relays has it’s own unique boost. Exactly how much and what is subject to beta testing.

      5. Vkfan
        Vkfan September 10, 2012 at 3:17 am |

        I think a terp obtains a bigger range and works faster than before, the bertha has bigger explosiona range or requires less energy to shot or the reload time is cut. the relay has bigger connection range and/or accelerates the packets more than a normal one.
        (not sure about everything, but i think this could work)

  7. Alexicutioner
    Alexicutioner September 9, 2012 at 6:35 pm |

    WANT!

  8. Jimlad 42
    Jimlad 42 September 9, 2012 at 6:54 pm |

    Might I ask what a siphon is? Perhaps an AC siphon?

    1. 4xC
      4xC September 9, 2012 at 8:11 pm |

      Look at the previous clip. It shows the siphon harvesting energy crystals like the ones in CW2.

      1. jimlad 42
        jimlad 42 September 10, 2012 at 1:50 pm |

        Right! I forgot about that vid. Sorry. And thanks.

    2. cooltv27
      cooltv27 September 9, 2012 at 8:17 pm |

      place it on crystals and it extracts the energy

  9. sparten57
    sparten57 September 9, 2012 at 7:03 pm |

    Once you get closer to the release of the whole game then will you be adding more video settings? I don’t have a very good processor so on a large map with lots of things going on at once, I don’t think my computer will be able to handle very well. So if you have a way that I could turn down or off the effects then that would be awesome!

    1. Nemoricus
      Nemoricus September 9, 2012 at 11:23 pm |

      You’ll be able to turn off some of the effects, yes.

    2. McGrauniad
      McGrauniad September 10, 2012 at 12:56 am |

      Right now Virgil is agressively tuning the game’s video and CPU performance based on early feedback. This process will continue as long as is necessary.

  10. sparten57
    sparten57 September 9, 2012 at 7:17 pm |

    A few questions.

    Can you put guppies on the power fields? And if so then what does it improve if you do?
    Also are the worlds randomly generated? Or did you build them all?
    And can you put a nullifier on a power field to increase its range? And can they still hit more than one at a time?

    1. cooltv27
      cooltv27 September 9, 2012 at 8:18 pm |

      nullifiers on a power zone (not field) it will double its range and charge for half energy

    2. stefano
      stefano September 10, 2012 at 2:20 am |

      he and his friends made the maps.

    3. Michionlion
      Michionlion September 10, 2012 at 8:21 am |

      Virgil has said that those worlds in the galaxy menu/tab thing are all procedural. I think that will also be the place of custom story missions, but we’ll see. The map he played toward the end was a custom mission made by MadMag.

  11. Fox
    Fox September 9, 2012 at 7:45 pm |

    Did anyone else notice that the power strafer got nerfed?

    Or that the guppies seem to be set to packet by default? (He set it manually in other videos…)

    What are the changes that I missed?

    1. 4xC
      4xC September 9, 2012 at 8:14 pm |

      That depends; where aside of the manual guppy setting clip(s) did you leave off at?

    2. Nemoricus
      Nemoricus September 9, 2012 at 8:38 pm |

      Guppies always defaulted to packets.

    3. Bob
      Bob September 9, 2012 at 11:28 pm |

      I noticed too

    4. sevidog
      sevidog September 10, 2012 at 12:35 am |

      yeah, the power zoned strafer shoots two streams of bullets instead of three…

  12. 4xC
    4xC September 9, 2012 at 8:18 pm |

    In that first map you show us, Virgil, it looks like there are other enemy units other than spore towers, emitters, and a.e.t.’s nearby. They are dark blue like the enemy units and look like nothing ever brought up before. What are they?

    1. Nemoricus
      Nemoricus September 9, 2012 at 11:24 pm |

      Are you talking about the ore deposits, perhaps? Because otherwise all I see is the emitters, spore towers, and air exclusion towers.

    2. sevidog
      sevidog September 10, 2012 at 12:37 am |

      i’m not sure i know what you’re talking about here…?

    3. McGrauniad
      McGrauniad September 10, 2012 at 12:58 am |

      You might have seen a Spore Tower (I like to call them Spore Trees, since they are organic) before it blossomed (another reason they should be called “trees” :))

    4. Michionlion
      Michionlion September 10, 2012 at 8:19 am |

      Two things that those could be: either the spore towers ‘blossoming’ (at the very beginning) or something, or the ore deposits. Are you sure that it was new?

      1. 4xC
        4xC September 10, 2012 at 11:03 am |

        Am I sure that it was new? POSITIVE! They are in the map Virgil plays before he goes to the map he spends the rest of the clip demonstrating. They are definitely not emitters, spore towers, or air exclusion towers. And they look NOTHING like energy crystals or ore deposits either.

        They are not in later of the 2 maps. There are 2 of them in the 1st map. Look REAL closely around the known enemy units and you will see what I mean.

        1. Nemoricus
          Nemoricus September 10, 2012 at 1:43 pm |

          Perhaps you should take a screen capture of what you’re talking about and share it?

        2. Michionlion
          Michionlion September 10, 2012 at 2:57 pm |

          yeah… I think you were probably seeing spore towers before they blossomed (like McG said), because i can’t pick out anything else….

          1. 4xC
            4xC September 10, 2012 at 4:41 pm |

            You know, Michionlion, I think you may be right. I took another look at the clip and noticed those mystery units I thought were new WERE spore towers all along (until the Command Nodes touched base. That’s when things got confusing for me).

            They were spore towers and then they transformed (or blossomed) into something I never saw before. And since when do spore towers BLOSSOM?! I swear this is the first time I EVER noticed a spore tower do THAT. AND they never blossomed in the next map Virgil plays in this new clip. They looked exactly like they were unblossomed. What else is new? And seriously, why do they blossom on 1 occasion and never again?

            1. Lurkily
              Lurkily September 10, 2012 at 7:23 pm |

              That’s probably done so that mappers can determine when spores start flying, without having to decrease their frequency.

              I’m guessing that spore towers are shown as open on the map’s start so it’s obvious what they are to the player, then crumpled into the unblossomed state once the game start. Either that, or it’s a weird alpha thing that will go away.

        3. cooltv27
          cooltv27 September 10, 2012 at 3:55 pm |

          did it look like a spore tower before the game was unpaused? and then look strange when it started playing? im sure it was just a spore tower, if you still dont think so try to be more specific about where (to the left and slightly down of the 2nd to top emitter)

          1. 4xC
            4xC September 11, 2012 at 10:59 am |

            Yes, they did look like spore towers before the first map started. And yes, they did look strange and unusual after the playing began.

        4. Lurkily
          Lurkily September 10, 2012 at 5:53 pm |

          In the first map I see two emitters and one spore tower in the upper-right. Mid-right I see one air-exclusion tower and one spore tower. Lower right, I see three emitters and one more exclusion tower.

          Is there something other than these three elements that we’re missing?

          Try hitting print screen to take a screenshot, and post a link to the image, cropping it to show only what you’re talking about.

          1. 4xC
            4xC September 11, 2012 at 11:01 am |

            The only thing missing is the fact that one time and one time only, the spore towers you saw looked normal before the level began and when the level started, they changed. I thought they were new units, but it looks more like a modification to the spore tower that has yet to be explained by Virgil.

            1. Lurkily
              Lurkily September 11, 2012 at 2:59 pm |

              That’s just what they look like before they ‘bloom’, and begin their firing cycle.

              1. 4xC
                4xC September 11, 2012 at 9:51 pm |

                Then why has it never been shown before? Again, I am sure this is the first time spore towers have been clinically known to do that blossom thing.
                Perhaps it IS a weird alpha thing that will be gone as you suggest.

                1. Lurkily
                  Lurkily September 12, 2012 at 1:41 pm |

                  I think that being spores, then unblossomed, then blossoming in gameplay again is what may go away.

                  1. Zach
                    Zach September 28, 2012 at 8:36 pm |

                    I think it would be a great example of those tiny details that virgil includes that collectively make the game SO much better. 😀

        5. sevidog
          sevidog September 10, 2012 at 6:35 pm |

          i went through using the arrow keys, and the only thing i saw was the emmiters, spore towers, and aet’s,
          so… if this is a joke, not cool

          1. 4xC
            4xC September 11, 2012 at 11:02 am |

            No jokes, I swear. Look at the spore towers in the first map after the level begins, specifically when the Command Nodes touch the ground. The spore towers change for some reason.

  13. 4xC
    4xC September 9, 2012 at 8:24 pm |

    By the way, I am aware that unit costs and energy packet requirements are not completely final and all that, but I must ask: how much weapon energy did the bertha require per shot in the clip? And is the bertha mobile like the other weapons?

    Speaking of which: FINALLY, the bertha in action and extra time on the clip. LOVING IT.

    1. 4xC
      4xC September 10, 2012 at 12:02 am |

      Speaking of mobile weapons: are particle beams mobile. I wasn’t sure since you didn’t move any of them in the clip.

      And does a non-power zone shield stop spores when they land, or not, or do they take more damage when hit by them?

      1. jimlad 42
        jimlad 42 September 10, 2012 at 1:56 pm |

        Yes they do block them, and on one vid it was destroyed, but that might have changed.

        1. 4xC
          4xC September 10, 2012 at 4:42 pm |

          The one that was destroyed in the first clip was on a power zone actually.

      2. Michionlion
        Michionlion September 10, 2012 at 2:59 pm |

        Pretty sure the the particle beams are mobile. And yes, I think he said that the powerzone just boost the damage the shield can take from spores (by increasing ammo compacity or something), but that regular shields can still block them.

    2. Vkfan
      Vkfan September 10, 2012 at 3:20 am |

      i think the bertha is fixed. in the clip, when he clicked on the bertha, he changed the position of the cannon by clicking on the map. if yu click on the map with the other weapons, they move

  14. 4xC
    4xC September 9, 2012 at 8:26 pm |

    Also, does “Alpha 74” as the title says at the beginning mean alpha is 74% complete?

    1. Abel Toy (Rolpege)
      Abel Toy (Rolpege) September 9, 2012 at 10:28 pm |

      That probably means it’s an alpha 74th build. The builds can be endless, so it isn’t an indicator of progress, just a way of naming things and knowing which version it is.

    2. Nemoricus
      Nemoricus September 9, 2012 at 11:25 pm |

      That’s just a build number.

    3. McGrauniad
      McGrauniad September 10, 2012 at 12:59 am |

      No, the number has nothing to do with completion. It is numeric and counts how many times Virgil built the game for distribution.

    4. Michionlion
      Michionlion September 10, 2012 at 8:19 am |

      I

      1. Michionlion
        Michionlion September 10, 2012 at 8:20 am |

        Opps… sorry for the double post (delete, maybe?). I don’t think so, but what would I know?

  15. anon
    anon September 9, 2012 at 8:33 pm |

    Berthas almost seem underpowered. On the one hand, you get a massive infinite range shell. On the other hand, you have one shot per, what, 50 packets? And a 350 packet build? That seems a bit overpriced. Of course, we haven’t seen how she fares on a powerzone yet (*wink-wink nudge-nudge tip-of-the-hat*). It’s looking great, and I’m glad to see that beam tower aren’t your only defense against spores.

    Questions: are powerzones going to be a standalone object in the map editor? And have you considered a “classic” mode of sorts, activated similarly to Double Down, where you only have to hook up to the Totems to win, but you’re limited to a single Command Node and only the weapons and structures from game one or their direct equivalents (with beams, cannons, and strafers instead of SAMs, blasters, and drones) and face off against all the mechanics and new enemies of this game? Of course, you might want to keep the nullifier and siphon for that, but it seems like a decent idea.

    1. Hybird607
      Hybird607 September 10, 2012 at 1:09 am |

      I actually kinda like how bertha works. Enough power to help weaken an area for a ground or air assault but not enough to clear it out completely.

    2. me_me_me
      me_me_me September 10, 2012 at 4:32 am |

      I think the cost for the bertha is kinda about what it needs to be. You can kind of think of it like the experimental UEF artillery from Supreme Commander. Once it is firing there isnt going to be much left so the stupidly high cost is good for something that could easily become overpowered especially if after it was built it was cheap to fire.

      1. Vkfan
        Vkfan September 10, 2012 at 4:12 pm |

        are you talking about mavor? in my opinion it’s op…
        the bertha is far more balanced

        1. me_me_me
          me_me_me September 10, 2012 at 10:52 pm |

          Yes the mavor. Btw did you ever try actually building the mavor? Trust me if you can spare the resources to build that monstrosity you could win another way. I agree too the bertha is pretty well balanced in later missions but if you had acsess to it early on it would be very op because it is much more effective than mortars and strafers by the looks of it.

          1. Vkfan
            Vkfan September 12, 2012 at 10:05 am |

            bertha’s build cost is (in my opinion) too low. you can build an army of bertha making a reactor farm on a little zone of the map. than you finish playing.
            but the 50/shot cost is good, not too much (or it become too hard) and not too low (or you can finish a map just with a bertha barrage).
            yes, i built a mavor, if you guntech to acu t3 with 3 scus is stupidly easy…
            if you manage to use only ACU and SCUs you can have a mavor against 2 AI normal (no teams) in 1 hour

            1. Lurkily
              Lurkily September 12, 2012 at 1:43 pm |

              Yeah, you can beat AI’s with a little time and without really paying close attention. Playing against ranked players with a rush to mavor will bet you steamrolled.

              Trust me, with the units that metal/energy investment can build you, you will beat the AIs much faster.

              1. Vkfan
                Vkfan September 12, 2012 at 2:07 pm |

                i tried it just a few times, i like more spamming earth units while i set GC/Czar/Monkeylord/Megalith/Ythotha/Awhassa/Yolona…

                1. Lurkily
                  Lurkily September 12, 2012 at 9:54 pm |

                  All of those are inefficient. Conventional forces are faster and more effective, giving you better damage for your resource investment, better resilience to damage, (takes much more damage to wipe out your full investment,) and typically better mobility, as well.

                  1. Vkfan
                    Vkfan September 13, 2012 at 12:01 pm |

                    yes, i‘m not a ranked player;) i can‘t stand an hard ai

    3. Lurkily
      Lurkily September 10, 2012 at 12:16 pm |

      Keep in mind that V has admitted the game is unbalanced right now, according to his early testers. I presume this means that he is focusing on fundamentals now, and addressing balance and unit effectiveness and other lesser issues later.

      I don’t think anything we see now should be taken as a sign of how the final product is supposed to play.

      1. jimlad 42
        jimlad 42 September 10, 2012 at 1:59 pm |

        I’m guessing that he’s getting the fundamentals now, and getting balance in the beta.

    4. Zach
      Zach September 28, 2012 at 8:38 pm |

      consider the size too… it’s both a disadvantage and a bonus: what if powerzones stacked?

  16. 4xC
    4xC September 9, 2012 at 8:40 pm |

    In addition, What’s up with the bertha not firing one time when it is charged up at around the 13 minute mark? All the other times it fires as soon as it is loaded.

    I also still wonder what you would say to the option of either nullifying emitters or converting them to AC emitters like the AC emitters in certain CW2 custom maps?

    1. Kharnellius
      Kharnellius September 10, 2012 at 12:27 am |

      It sure looked like it was aimed at a spot where there was no creeper anymore so it was smart enough to hold it’s fire. (which is awesome!)

      Also, some people mentioned Bertha being underpowered and I couldn’t disagree more. Great abilities require great resources. It might be cheaper to build a bunch of mortars, but having a Bertha is just so damn much fun!!!

    2. Vkfan
      Vkfan September 10, 2012 at 3:26 am |

      maybe when there isn’t creeper near the bertha’s shel destination the cannon doesn’t shot

    3. me_me_me
      me_me_me September 10, 2012 at 4:29 am |

      From what I saw the bertha only fires if there is creeper where it is targeted.

    4. Michionlion
      Michionlion September 10, 2012 at 8:13 am |

      I don’t think there was creeper under the Bertha’s targeting reticule, and Virgil has stated that he’s not going to go back to the emitter ‘core’ design where you could do that. There might be some unit in the future that would use a powerzone to somehow make AC…. that is an idea.

  17. 4xC
    4xC September 9, 2012 at 8:53 pm |

    When the bomber pads are full of AC on at leadt 1 occasion, it looked like the Command Nodes were making AC without there being a bar indicating how loaded with AC each CN was. Was there a change is displaying how much extre AC there is?

    And since talking and playing is difficult to try, might I suggest you play through a demonstration, record it, and talk as you play the recording so that there is less trouble midway through a level?

    1. Michionlion
      Michionlion September 10, 2012 at 8:16 am |

      The AC storage is very large it seems – it could just be that there was not enough AC to actually show up.

      1. 4xC
        4xC September 11, 2012 at 11:05 am |

        True. It was noted that a single Command Node could hold up to 1000 units of anticreeper in the past. Perhaps there was too little AC to show up on any of the Nodes.

  18. 4xC
    4xC September 9, 2012 at 8:56 pm |

    It also looks like there has been a change in the Power Zone-influenced strafer in which it fires only 2 shots at once instead of 3. Is that true? And does it still fire twice as much ammo in each shot as you say in the very first clip?

    1. Michionlion
      Michionlion September 10, 2012 at 8:15 am |

      it doesn’t fire twice as much ammo – it goes back with all the other strafers, it just has double the compacity, and double the damage (by having two shots). Yes, that was changed I think.

      1. 4xC
        4xC September 10, 2012 at 11:11 am |

        Define the difference between “twice as much ammo” and “double the compacity”.

        I said twice the ammo because that is exactly what I heard in the very first CW3 clip “twice as much ammo per munitions load” when Virgil originally described how power zone-influenced strafers benefit from them.

        1. Michionlion
          Michionlion September 10, 2012 at 3:04 pm |

          hm… seems I worded that badly. I thought you meant something else, not sure what. Yes, you are correct, I think. It basically acts like a strafer that fires two shots but only uses half of what a regular strafer does per shot.

          1. 4xC
            4xC September 10, 2012 at 4:56 pm |

            As I probably misthought before this clip, I meant that each shot was twice as damaging as a regular shot was. But that has clearly changed since and either the shot itself varied in offensive capability, or the “twice as much ammo” thing was a way to describe the rate of fire acting like a machine gun.

            So if each shot from a super strafer is half as damaging as a regular strafrer’s shot, each shooting moment when the shots are released is equal to a regular strafer’s and it compensates for that by shooting twice as fast a a regular strafer.

            This is getting to ba a really complex subject, I would say.

  19. sweetdude 64
    sweetdude 64 September 9, 2012 at 9:59 pm |

    all the changes I saw:
    1.main menu
    2.worlds in process(in level select)
    3. sectors(in level select)
    4.loading screen
    5. new HUD in bottom right of levels
    6.command node dropping(not sure if its new but i havn’t seen it)
    7. enemy tower graphics increased
    8. DEV (including everything related to)
    9.Some terrain has a hexagonal texture
    10.Bertha graphics seriously increased(350 is alittle to much to build though…)
    11. just about everythinggot a graphic tweak
    12. a few small tweaks to things (like the nerfed PZ strafer)
    I think the nullifiers take WAY to long to destroy something btw (from place time to destruction

    1. Michionlion
      Michionlion September 10, 2012 at 3:07 pm |

      oh, btw, 2, 3, 4, 5, 6, 9, 10, and 11 are all wrong, we’ve seen those in previous pictures and videos. I think that the DEV menu was there too, but don’t feel like going back and looking.

      1. cooltv27
        cooltv27 September 10, 2012 at 4:03 pm |

        you were half right about number 6 he said he hadnt seen it before, but I doubt that its recent just showed recently
        number 10 was half right as well it was not recently updated just recently showed

      2. Lurkily
        Lurkily September 10, 2012 at 5:58 pm |

        I don’t recall seeing the sector maps (2 and 3) in previous vids – I don’t think the dev screen (8) was shown in a public vid. The rest is, yes, either seen before, or inaccurate.

  20. sweetdude 64
    sweetdude 64 September 9, 2012 at 10:06 pm |

    4XC- about thebertha not firing, its because no creeper was in range. I didn’t even half to go back i the video to see, i remembered and realized 🙂
    I also noticed the PZ strafer gets a spot per second upgrade and it goes to 2 instead of regular 1(and is now not 3…………)
    Lastly, mocking you is fun,lol 🙂

    1. 4xC
      4xC September 10, 2012 at 11:14 am |

      About the mocking (in your case, sweetdude 64): fine; just don’t get offensive with it. Besides, what’s so good about mocking people who, unlike many others, knows what they are talking about?

      1. Lurkily
        Lurkily September 10, 2012 at 6:00 pm |

        Let’s take it easy, folks. This isn’t the place to troll.

        1. 4xC
          4xC September 11, 2012 at 11:06 am |

          I AM trying to take it easy. I’m the defendant in this case. I guarantee you that.

          1. Lurkily
            Lurkily September 11, 2012 at 3:02 pm |

            Was not referring only to you. I think everybody involved, whether they’re right or wrong, needs to take a deep breath to avoid perpetuating the subject where it doesn’t belong.

            1. 4xC
              4xC September 11, 2012 at 9:52 pm |

              My thoughts exactly; and I do hope that what you said closes the case.

    2. Michionlion
      Michionlion September 10, 2012 at 3:05 pm |

      I don’t get it… why is making people feel bad (and angry) fun?

      1. 4xC
        4xC September 10, 2012 at 5:00 pm |

        That is what I was asking, Michionlion. I said fine because no one can MAKE someone stop mockery against them online. I don’t prefer it though and your question puts you on my side of this debate even if you misunderstood me (I am saying that making people feel bad and angry is NOT fun).

        1. Michionlion
          Michionlion September 11, 2012 at 1:14 pm |

          I wasn’t talking to you…. 😀

          1. 4xC
            4xC September 11, 2012 at 4:23 pm |

            Well my bad. It looked like it was directed at me because it was in the shape of a reply to me and not the other one. Sorry. And thanks for siding with me.

  21. Travis
    Travis September 9, 2012 at 10:06 pm |

    Something I think would be cool is have tech upgrades but they are very hard to get but apply to all maps. So if you have a hard time with one planet, you can go play some easier ones and try to get a few tech upgrades before trying that planet again.

    1. Michionlion
      Michionlion September 10, 2012 at 3:08 pm |

      Upgrades are something that haven’t been added yet, but I’m sure Virgil is going to.

      1. 4xC
        4xC September 11, 2012 at 11:09 am |

        Whatever tech upgrades are added, I doubt there is a point in having packet speed upgrades. That would just make the relays more redundant than or as redundant as they were in CW1. (At least they were to me; I hardly used them in CW1 because I often either felt the need for more energy or just felt compelled for economic success.)

        1. sevidog
          sevidog September 11, 2012 at 6:41 pm |

          an easy fix for that, in my opinion, is that the relays make the packets go twice the current packet speed

          1. Lurkily
            Lurkily September 11, 2012 at 8:17 pm |

            That’s already implemented.

            I believe 4xC is saying he doesn’t want that to lose importance.

            1. 4xC
              4xC September 12, 2012 at 9:53 am |

              Good interpretation, Lurkily. I do not indeed want the relays to lose their new-found importance. It may be the only thing aside of long distance that will draw me into it.

              1. Omegatron
                Omegatron September 13, 2012 at 2:33 pm |

                I think Sevidog means that relays will always have twice the packet speed of packets on other network lines, regardless of other speed upgrades (so if you have an upgrade that makes packets on normal lines go 3x as fast as normal they would now be going 6x as fast as normal on relays so it is still double).

                1. Lurkily
                  Lurkily September 14, 2012 at 5:43 pm |

                  Making your entire network faster is an alternative to building any relays at all. Beyond that, you don’t need speed beyond a certain level. Even if you do have mixed links, a point will come where the advantage of relays, no matter how fast they are, is mitigated, and eventually all but eliminated.

          2. 4xC
            4xC September 11, 2012 at 9:53 pm |

            That just might work.

  22. rugrast
    rugrast September 9, 2012 at 10:53 pm |

    I love these updates, and I love your commitment to us.

    That said, does it seem to anyone else like the shields are a bit overpowered? With shields, there is no pressing issue.

    1. 4xC
      4xC September 10, 2012 at 11:16 am |

      Yes there is a pressing issue. Notice midway through the clip that creeper is getting closer and closer VERY slowly through the power zone shield at the right of the base.

      At least it looks closer later than it does before.

      1. Nemoricus
        Nemoricus September 10, 2012 at 3:00 pm |

        The Creeper is slowly advancing through the shields as it builds up, yes.

    2. Koker93
      Koker93 September 10, 2012 at 2:20 pm |

      I would guess the shields have a limited capacity to repel creeper, much like a repulsor in CW2. So after a while enough creeper will build up to overwhelm the shield.

    3. Kharnellius
      Kharnellius September 10, 2012 at 8:58 pm |

      It does slowly lose its pushing power as the creeper increases, but that doesn’t mean I disagree with you.

      It seems to take an awful lot of creeper for it to push the shield back any AND it can block spores making it twice as useful as the Repulsors.

      This is why I kind of agree with you. It’s really good and defending almost too much.

      1. 4xC
        4xC September 11, 2012 at 11:11 am |

        I don’t know about defending too much. Think of how much creeper would have to be there to make a repulsor useless in holding it back and/or how much time it would take to overpower the repulsor.

        1. Kharnellius
          Kharnellius September 12, 2012 at 12:13 am |

          Well I would say it appears to be the same as how much the repulsor could push back (which was a lot) AND it can repel spore attacks. This is why I was worried it made the game a little to easy to protect against those threats.

          Granted, I don’t know what else Virgil has in store as threats so perhaps this extra functionality is needed.

          I just don’t want the game to be too easily defensive in nature.

  23. 4xC
    4xC September 9, 2012 at 11:51 pm |

    Considering that the spore towers show numeric displays of how close they are to being armed, does the bertha and anything else that just shows bars if left alone have numeric displays as well?

  24. 4xC
    4xC September 9, 2012 at 11:57 pm |

    I know it is still early, but nothing seems to display the rate of energy collection like in the first 2 games. Is there currently something that shows how much energy is being collected at the time?

    1. Nemoricus
      Nemoricus September 10, 2012 at 11:35 am |

      At the present time there is not.

      1. jimlad 42
        jimlad 42 September 10, 2012 at 2:03 pm |

        But there is a way to see if you are low on energy, by seeing if the connection lines are red.

  25. nyacro
    nyacro September 10, 2012 at 12:00 am |

    is it possible to build a bertha on a power zone?

    1. 4xC
      4xC September 10, 2012 at 11:17 am |

      build on one, I am sure. Move to, maybe not.

    2. Lurkily
      Lurkily September 10, 2012 at 12:22 pm |

      Why shouldn’t it be? They obviously do not block builds.

      If you’re asking about the benefit, McGrauniad has stated that every unit will have unique benefits granted by a PZ.

  26. 4xC
    4xC September 10, 2012 at 12:07 am |

    Out of curiosity: since there are alpha and beta versions of games like there are and will be for CW3, is the final game the gamma or omega version? 🙂

    1. Lurkily
      Lurkily September 10, 2012 at 12:23 pm |

      They typically don’t get greek designations, but are more commonly referred to as final or release versions.

  27. Kharnellius
    Kharnellius September 10, 2012 at 12:30 am |

    The Particle Cannons seem a little strong (overpowered). Their range is incredible and can stop a spore on it’s own. I assume Spores can be more powerful later in the game, but that long range combined with Shields appear to make spores pretty low on the threat level.

    Not even really worth worrying about too much.

    I realize this is a WIP, but I think it is at least a valid observation with the current video.

    Wish this game was coming out sooner. 🙂

    1. Lurkily
      Lurkily September 10, 2012 at 12:24 pm |

      Keep in mind that the particle beams can ONLY stop spores, and nothing else. They are the designated anti-spore unit, so yes, they should be capable of taking a spore down alone.

      1. 4xC
        4xC September 10, 2012 at 5:02 pm |

        True, but I still feel like the special defense weapons department could use an expansion.

        1. 4xC
          4xC September 10, 2012 at 5:03 pm |

          and it doesn’t have to revolve around beams and spores either

          1. Lurkily
            Lurkily September 10, 2012 at 7:25 pm |

            There’s a lot to come that hasn’t been implemented, I’m sure – beams will probably have their role expanded to face more threats, and I’m sure we’ll see new defensive/offensive units as well.

    2. me_me_me
      me_me_me September 10, 2012 at 11:02 pm |

      If i remember correctly the reason behind the beams being able to take out a spore easily is that V doesnt want the spores to dominate the gameplay. The spores are more of a nusiance that if you dont deal with… well it wouldnt be good, but the spores still do pose a threat if you dont have proper defenses. (And I imagine that in the editor you can increase the “health” of the spores so you need more than one beam per or they could knock out a shield in one hit)

      1. Lurkily
        Lurkily September 11, 2012 at 3:06 pm |

        Keep in mind that there are more units, both player and enemy, that won’t have been implemented yet.

  28. SaintPeter
    SaintPeter September 10, 2012 at 1:05 am |

    I’m ready to pre-order. When can I give you money?

  29. midnite111
    midnite111 September 10, 2012 at 5:21 am |

    I just noticed that the shield placement at the top of that hill at the start works a lot like a trick I used for shielding in Supreme Commander. just thought I would point that out :/

    Game looks great so far 🙂

    1. Vkfan
      Vkfan September 10, 2012 at 4:18 pm |

      what trick? (i need supcom strategies)

      1. JTaylor
        JTaylor September 11, 2012 at 1:28 pm |

        When you are talking about SC, is that the first or second one?

        1. Vkfan
          Vkfan September 12, 2012 at 9:59 am |

          both! and FA also

          1. JTaylor
            JTaylor September 12, 2012 at 5:09 pm |

            I’m strongly thinking about trying it out. Would you recommend starting with SC 1 or FA first?

            1. Vkfan
              Vkfan September 13, 2012 at 7:29 am |

              sc1 is the storyline of the 3 factions in the infinite war. start with that. than go with FA, it’s immediatly after SC1, when the seraphims returns… then, if you want, go with sc2 (i like more sc1 and FA)

              1. Lurkily
                Lurkily September 13, 2012 at 9:39 am |

                Did not like the economic changes in SC2.

                1. Vkfan
                  Vkfan September 13, 2012 at 12:15 pm |

                  me too! if you haven‘t all the resources you can build… you can‘t finish the building, maybe, but no more. i liked the introduction of the research tree

  30. cw biggest fan
    cw biggest fan September 10, 2012 at 12:56 pm |

    i think that the bertha towers should be slightly quickr at reloading and the sheilds should NOt be able to stop spores

    1. Lurkily
      Lurkily September 10, 2012 at 6:03 pm |

      I kinda agree, on the shield thing. As for berthas . . . they aren’t intended to be main battle weapons, or efficient. They’re one big punch, and they’re inefficient as heck compared to conventional forces.

      Sometimes, though, they’re damn helpful, despite all that. And they’re awesome. Bonus points for awesome.

      1. 4xC
        4xC September 11, 2012 at 11:18 am |

        Lurkily has it. At this point, berthas are around the peak of good balance. Recall that the CW2 Conversion bombs and Dark Beams were super expensive and the bombs were as initially slow as the beams were energy-hungry all the time they were armed and activated.

        By the way, Virgil, I know what the CW3 bertha is, but what does the name inply? (What does “bertha” mean; I am not familiar with anything else called “bertha”)

        1. Nemoricus
          Nemoricus September 11, 2012 at 1:11 pm |

          It’s a reference to one of the following things:

          1. A big German artillery piece in one of the world wars.

          2. A long range artillery unit in Total Annihilation

      2. Kharnellius
        Kharnellius September 12, 2012 at 12:19 am |

        Bertha’s rock. Nuff said.

        As for the shield thing, I would be ok if it blocked spores, but make it that one spore knocks the shield out and it has a few seconds before it can come back online.

        This would make them able to block spores, but not make it not recommended as suddenly creeper is able to rush in and possible knock out a bunch of what the shield was protecting (or even the shield itself!)

        1. 4xC
          4xC September 12, 2012 at 9:55 am |

          True. The shields could use a little less strength than they do now because they kind of do seem to be too strong for their own balance-based good.

  31. cw biggest fan
    cw biggest fan September 10, 2012 at 1:03 pm |

    apart from that the game is super awsome so far

  32. Cohiba
    Cohiba September 10, 2012 at 1:10 pm |

    The whole auto save and being able to go between worlds or games and jump right back to where you were is cool without having to remember WTF did I name that save file or where was I?

  33. MrNo
    MrNo September 10, 2012 at 1:47 pm |

    Okay… Video= more questions:

    1. I know I’ve asked this before, but this is a slight expansion on my previous question: How intelligent is the targeting of the Spore towers? I’d like to expand this with the question: In the event that you begin building right next to it, will a spore tower try to knock out your position there by targeting spores on the position or, in this case, perhaps knocking out the guppy supply line?

    2. How exactly do shields work? I noticed that when they took a direct spore hit, a fair amount of ammunition was used, and the creeper that the spore would have deployed seemed to disapear. Question: Do shields push creeper as far away from them as they can? Or do they destroy some of it as well.

    3. The Titans: Are titans mobile?

    1. Nemoricus
      Nemoricus September 10, 2012 at 2:57 pm |

      1. In previous games, spores randomly targeted structures, and that probably won’t change in this game.

      2. Shields just push the Creeper around.

      3. Berthas are not.

      1. MrNo
        MrNo September 10, 2012 at 6:16 pm |

        It has been mentioned before, when I asked a similar question, that their aiming is more intelligent this time around, and that they will target specific structures. The question was based on that answer, asking just how smart the aiming would actually be.

        Otherwise, thanks!

      2. 4xC
        4xC September 11, 2012 at 11:20 am |

        And mobile berthas should not be in my opinion. Their infinite range and offensive capability more than compensates for lack of mobility. (by more, I do not intend to incite a change involving mobile berthas coming to.)

        1. Lurkily
          Lurkily September 11, 2012 at 3:08 pm |

          They’re impossible to outrange. What would you ever want to move them for, anyway?

          1. 4xC
            4xC September 11, 2012 at 9:58 pm |

            True dat, Lurkily. Berthas, I repeat, should not be mobile. As for other titan weapons, MrNo, according to a comment I recall Virgil posting, some titans will not be revealed until release, so we might be able to give much input on them, let alone ask about them.

            1. 4xC
              4xC September 12, 2012 at 9:56 am |

              I meant “might NOT”. My bad.

    2. Vkfan
      Vkfan September 10, 2012 at 4:20 pm |

      the shield needs 25% (if i remind correctly) of the max ammo to block a spore (and destroy yhe creeper)

    3. Lurkily
      Lurkily September 10, 2012 at 6:05 pm |

      As for blocking spores, you seem to understand them already. Shields block a spore and its payload with a consumption of (it looks like) around 1/3rd its capacity. It looks like its capacity recharges very slowly, when it’s active.

      This means that in this case, its energy also acts like HP – once the spore does enough ‘damage’ to its energy reserves, the next hit will probably lower the shield, and dump the spore’s payload.

      1. 4xC
        4xC September 11, 2012 at 11:22 am |

        Really? I thought shields on PZ’s lost half of their shield energy supply when each spore hit it and the reason why 2 spores did not destroy it was because it recovered just enough to repell the last spore.

        1. 10ebbor10
          10ebbor10 September 12, 2012 at 8:18 am |

          As far as I understood it, the shields use their ammo to block the spores. Also, I believe virgil said these were small spores. The larger ones would probably punch through a shield much easier.

          1. 4xC
            4xC September 12, 2012 at 9:57 am |

            I know it was stated that at first spores completely destroyed shields and nowthey do less damage to them.

            1. Lurkily
              Lurkily September 12, 2012 at 1:48 pm |

              Spores used to do health damage to shields-now they damage their energy supply, instead.

              1. 4xC
                4xC September 12, 2012 at 11:00 pm |

                Do shields still get destroyed if too many spores hit them before they can recover?

                1. Lurkily
                  Lurkily September 13, 2012 at 9:41 am |

                  No, health damage (which is what caused the destruction) is no longer dealt. Though if a spore penetrates the shield, it may still do just that.

    4. me_me_me
      me_me_me September 11, 2012 at 12:02 pm |

      From what I’ve heard the spores “prefer” different structures although they still will target anything as far as know, but they aren’t smart enough to target where you happen to lack air defense that just happens by chance.

  34. cw biggest fan
    cw biggest fan September 10, 2012 at 1:49 pm |

    is there a power zone when you destroy spore towers and aa towers

    1. Hoodwink
      Hoodwink September 10, 2012 at 2:46 pm |

      Yes, all enemy structures – so far – leave PZs.

    2. Nemoricus
      Nemoricus September 10, 2012 at 2:56 pm |

      From this video, you can see that spore towers leave power zones, but in Roma Victor you can see that air exclusion towers do not.

      1. 4xC
        4xC September 11, 2012 at 11:23 am |

        Maybe there should be a different kind of zone left behind for each structure kind that gets nullified?

  35. Koker93
    Koker93 September 10, 2012 at 2:23 pm |

    Will you have a limit to the number of bases that can be dropped. Something like 3 per map and 6 total, so we can work 2 worlds at once? Just wondering on the planned limit.

    1. Michionlion
      Michionlion September 10, 2012 at 3:13 pm |

      I think the limit will probably be 3 per world – however, there might be something to do with that ‘cargo’ button on the orbital tab. Maybe Virgil is planning on having persistent materials that you need to find in order to build more CN’s… seems a bit complicated though.

      1. cooltv27
        cooltv27 September 10, 2012 at 4:10 pm |

        I remember some one saying some thing like you can bring pre-built structures into the game with you, so you can place a pre-built storage thats full of energy
        I think thats what cargo is

  36. Koker93
    Koker93 September 10, 2012 at 2:24 pm |

    And – as everyone else has said – can you hurry up already so I can give you my money? Looks awesome so far!

    1. Michionlion
      Michionlion September 10, 2012 at 3:13 pm |

      Totally agree with you there! 😀

      1. 4xC
        4xC September 10, 2012 at 5:08 pm |

        Yeah. The game may not be totally balanced, but I was thinking that us loyal devotees could be granted access to your alpha simulator of CW3 and try it ourselves without having access to what should be purchaseable.

        1. CobraKill
          CobraKill September 11, 2012 at 11:22 pm |

          You know, you should really join the forums… That is the only way to beta currently; to be a long time memebrr of the forums.

          1. 4xC
            4xC September 12, 2012 at 9:59 am |

            If it is true that forum activity earns beta-testing privaleges/rights and there is squat for frequent commenting, perhaps you will be seeing less of me on the comments pages in the future. Not that I’m not considering joining the forums though. I am, but I may have to change feedback tactics once and for all. But I’m not complaining.

  37. sweetdude 64
    sweetdude 64 September 10, 2012 at 4:30 pm |

    haha, me too 🙂 just seeing this video makes me wanna fly to virgils house just to play it 😀
    1.


    Michionlion:

    oh, btw, 2, 3, 4, 5, 6, 9, 10, and 11 are all wrong, we’ve seen those in previous pictures and videos. I think that the DEV menu was there too, but don’t feel like going back and looking.

    2. I was talking about the triangle around the world(the incomplete ones)
    3.not sure about this one, i didnt remember it though, and i saw that picture everyday i got on
    4. this IS new. This is when he is loading the level
    5. I was talking about the the ery right of the HUD. The one with the zoom tab on it
    6. I knew this wasnt new, but its the first time he showed it to us and thats what i meant
    9.I hadnt noticed it before
    10. yes it was? Look back to the last time you saw it, it was grey and stuff :p
    11. not everything, but just about 🙂

    OK now for my idea about PZ strafers
    1. they can be 3 shot
    2.little to no shot per second increase
    3.double ammo
    This way, it uses more ammo, but it uses it quicker than normal. I thought this was pretty cool

    100 comments over night.. This game is truly awesome!
    Will it be possible to start a level while the small ship is traveling to the world? (I hope so because when I beat a thousand worlds, i dont want to wait half an hour to travel across the galaxy…)

    AND FINALLY!!!

    Will we be able to pre-order it, or will we half to buy it when it comes out?

    1. Lurkily
      Lurkily September 10, 2012 at 7:29 pm |

      I think 9 is inaccurate.

      I think we’ve simply not been given a close enough look at Berthas in the past – I didn’t notice any significant updates.

      I didn’t notice any significant updates from the last video/screenshots in regards to 11 as well.

  38. sweetdude 64
    sweetdude 64 September 10, 2012 at 9:09 pm |

    as you can see, the berthas WERE grey
    http://knucklecracker.com/blog/index.php/2012/05/pict-of-the-week/
    But i looked up a picture inbetween then and now and they were updated, so i was both right 😀 and wrong D:
    on another note- when the bomber hits, is the explosion graphic just an animation, or is it actually harming along with the AC

    1. Lurkily
      Lurkily September 11, 2012 at 3:12 pm |

      My assumptions in addressing that post was that you meant between the last demonstrated behavior of each of these, and this video. Sorry if I was confused. Go ahead and disregard. 🙂

  39. cw biggest fan
    cw biggest fan September 11, 2012 at 12:02 pm |

    i have a question is creeper world 3 free

    1. Nemoricus
      Nemoricus September 11, 2012 at 1:09 pm |

      It will probably have a cost similar to that of CW1 and CW2.

      1. Zach
        Zach September 28, 2012 at 8:42 pm |

        I’d be willing to pay as much as both combined for it, based on the looks.

    2. Michionlion
      Michionlion September 11, 2012 at 1:22 pm |

      No, but Virgil will probably make some promotional, smaller games after the initial release. (that will be free)

    3. Lurkily
      Lurkily September 11, 2012 at 3:12 pm |

      Virgil has stated that the pricing will probably be typical indie pricing of somewhere between $10-$20.

    4. 4xC
      4xC September 11, 2012 at 4:30 pm |

      Not only is the cost expected to be about the same to the first 2 games, but maybe it’s initial price will lower after time passes because new releases tend to be costlier when they release for the first time.

      Then I imagine there will be a package deal in which all 3 games can be bought for more than the 1-2 package, but less than what it would cost to buy each individual game one by one.

      What do you know? The game is still in early pre-production and ALREADY marketing has become a subject of interest.

      1. me_me_me
        me_me_me September 12, 2012 at 3:54 am |

        Ofc marketing is already an issue. Anyone that loves this series will most likely buy #3 as soon as possible and if you’ve been around since the first game you would also know that Virgil wont let you prepurchase #3 because he wont release it untill its ready for release and that time may be (hopefully) by the end of this year or it may be alot longer of a wait than that. There is no set release date this early and by the time there is one it would be pretty much pointless to prepurchase…. Although the wait is killing me too… *throws a twenty dollar bill at the screen*

  40. 4xC
    4xC September 11, 2012 at 10:13 pm |

    You know, now that I think of it, I find something controversial about the bombers. When they were first introduced many weeks ago, they were said to be for deep creeper. But now that they drop off loads of anti-creeper, I feel less sure of the original idea. Are bombers still highly effective against deep pools of enemy creeper? Or are they now meant to drop waves of AC after other weapons thin the creeper down?

  41. 4xC
    4xC September 11, 2012 at 10:23 pm |

    Question: are flying attackers capable of retargeting when you click on their current vectors? And if so, could it be made so that when retargeting berthas you could just click on their reticles and reposition them?

  42. Kharnellius
    Kharnellius September 12, 2012 at 12:23 am |

    Minor nitpick, the Bertha projectile never seems to get very far off the ground, even when you are firing all the way across the map.

    Currently it seems to reach a certain, remain at that height for most of the travel distance, then begin descent until it hits its target (like a plane lifting off, flying, and landing).

    Just looks a little unnatural. Besides seeing that thing lob up and high would look awesome for long range shots. 🙂

    1. 4xC
      4xC September 12, 2012 at 10:02 am |

      Now that you mention it, I did notice that when the bertha fired at the other side of the map the placement of the projectile’s shadow seemed a little off in terms of physics. I would have thought the shadow of the shot would stay right on the line between the bertha and its reticle.

      1. Nemoricus
        Nemoricus September 12, 2012 at 10:27 am |

        That would only be true if the direction of the light source was in exactly the right place. If it was directly above the line, you’d be right, but if it’s offset, the shadow will be as well.

        1. 4xC
          4xC September 13, 2012 at 1:22 pm |

          Point taken.

          Now that I think of it, the projectile probably should have been right on the line instead of the shadow. Otherwise, it looks like it curves to the left or right of the line of fire.

          And speaking of which, this brings up an old issue with terraformers. How can they terraform distant ground when that ground is lower than some ground between it and the terraformer? They fire beams at the ground the alter, right?

          1. Nemoricus
            Nemoricus September 13, 2012 at 7:06 pm |

            Given that the game has a slight perspective, the projectile will not fly directly over the line, either.

            As for the terraformers, consider it a simplification in favor of gameplay over strict realism.

          2. Lurkily
            Lurkily September 14, 2012 at 5:47 pm |

            Terps do not require line-of-sight as pulse cannons would. Else they would not be able to raise land more than one terrain level above themselves.

            Whether that will change or not . . . Who knows? Considering that they alter what they can reach by LoS, though, it would complicate things.

  43. weekendgamer
    weekendgamer September 12, 2012 at 7:44 am |

    Did anyone else notice that the Bertha shells make some sort of crater? (compare 9:00 and 9:15 after the shell hits)

    1. 4xC
      4xC September 12, 2012 at 10:04 am |

      Actually, if you pause the clip when the map actually begins on the clip, you will notice that the crater-like shape of the ground was already there. Look a the 2 tiny hills on the larger hill before the game starts playing.

      1. weekendgamer
        weekendgamer September 13, 2012 at 5:02 am |

        I thought that was just a thumbnail that Virgil picked and that the craters appeared after the shells burst.

  44. sweetdude 64
    sweetdude 64 September 12, 2012 at 5:45 pm |

    For the bertha animation, i think it AND the mortar should be changed in animation. This is a top-down view game, i want to see the shells going up and down 😀
    Dont get me wrong, I know it is not easy, but it is one of the easiest thing to add (comparing each shot doing X damage to X creeper spawning at coordinates 722-753 at a 3.9 production rate/second with a gravity infuence of .88 making it move -13 knotts slower. Just thought I might point this out 🙂

    1. 4xC
      4xC September 12, 2012 at 10:59 pm |

      That may be the most ironic thing I have ever seen you say. “Not easy but easiest thing”.

      And the math you did here is something I am trying as hard as possible to get a grasp on.

      No worries though: If my countercomments directed at you like this one are getting out of hand, Tthere should be less of a porblem in that area now considering how much more time I expect initially to spend on the forums. Only time will tell that now.

      And don’t get me wrong, (:)) I have no intention to appear against anyone at something too big, but I feel like some of my collaboration attampts are not too warmly welcomed.

    2. Lurkily
      Lurkily September 13, 2012 at 9:43 am |

      I think it’s very early in the process to consider cosmetics – I’m sure all the visuals will get revised again and again as time goes on.

      1. 4xC
        4xC September 13, 2012 at 1:25 pm |

        True. The foundation layout always comes first before the paint job or even the framework so to speak.

    3. sevidog
      sevidog September 16, 2012 at 3:31 pm |

      this math doesn’t make sense dude, for one thing: -13 knots slower means 13 knots faster, also, what does the production rate of creeper have to do with air speed?, and why are you measuring airspeed in knots (water-speed i think?)

  45. cw biggest fan
    cw biggest fan September 13, 2012 at 11:11 am |

    i have a idea for a titan

  46. cw biggest fan
    cw biggest fan September 13, 2012 at 11:12 am |

    i think that there should be like a flying battle station where it can fly off and take out spores and creeper but has tofly back to reammonise like a strafer

    1. TrickyDragon
      TrickyDragon September 13, 2012 at 6:01 pm |

      That idea has been suggested already. Look in the Upcoming release chatter page on the KC main site.
      http://knucklecracker.com/forums/index.php?topic=10478.150

  47. cw biggest fan
    cw biggest fan September 13, 2012 at 11:13 am |

    *to fly

    1. Omegatron
      Omegatron September 13, 2012 at 2:37 pm |

      So sort of like the Thor from CW1 then? There is a reply button by the way.

  48. cw biggest fan
    cw biggest fan September 13, 2012 at 11:26 am |

    game is looking great and i think everyone who supports cw3 is awsome aswell everyone who comments is declared awsome by me

  49. cw biggest fan
    cw biggest fan September 13, 2012 at 11:29 am |

    AWSOME 😛

  50. cw biggest fan
    cw biggest fan September 13, 2012 at 11:30 am |

    🙂 😀 😛 🙂 😉

  51. cw biggest fan
    cw biggest fan September 13, 2012 at 11:30 am |

    faces lol

    1. Bob
      Bob September 27, 2012 at 10:25 pm |

      Be careful not to get infected by commenting too much, or however it is you get infected over the blog

  52. cw biggest fan
    cw biggest fan September 13, 2012 at 11:31 am |

    how do you change your pic ?

    1. Omegatron
      Omegatron September 13, 2012 at 2:38 pm |

      I’m not sure if you can. I think it is automatically generated based on your name.

    2. me_me_me
      me_me_me September 13, 2012 at 6:14 pm |

      V linked that at some point on another post. I cant remember where.

      1. 4xC
        4xC September 14, 2012 at 7:09 am |

        Yeah. I asked something on the lines of what you’re asking on a previous blog comment page and I received a link to gravatar.com.

    3. Nemoricus
      Nemoricus September 13, 2012 at 9:13 pm |

      Register your email address with Gravatar, I believe, and then set your preferred picture.

      1. 4xC
        4xC September 14, 2012 at 2:58 pm |

        Yep. That’s the one

    4. Bob
      Bob September 27, 2012 at 10:24 pm |

      Epic fanboy time

  53. cw biggest fan
    cw biggest fan September 13, 2012 at 11:32 am |

    and i lso remember some one saying about changing the couler of the ac. i think its great cuz the coulers are too close together and it was hard to tell wich was wich

    1. Kharnellius
      Kharnellius September 14, 2012 at 9:28 am |

      I love the colors as it is. The AC reminds me of the waters of Bora Bora which definitely gives it a “this is a good thing” vibe. It looks so refreshing and cleansing and that goes right in line with what AC is actually doing.

      http://www.tahiti-tourisme.com/gallery/photos/big/Islands/isl10.jpg

      1. Kharnellius
        Kharnellius September 14, 2012 at 9:57 am |

        Actually, one change I wouldn’t mind seeing would be even more colors of gradation on the creeper. It seems to cap out pretty quick, go a few darker shades (and maybe reserve a VERY dark shade for super dense creeper).

  54. cw biggest fan
    cw biggest fan September 13, 2012 at 11:39 am |

    i was just rewatching the vid and the emmiters were tich does that mean they are less powerful?

    1. 4xC
      4xC September 13, 2012 at 1:28 pm |

      I am going to tell you something others told me in the forums: try to shorten everything into either 1, or the fewest comments possible.

      I know my comments are sometimes right after another and close to when each was posted in time, but that was because new questions kept popping into my head and since comments are uneditable, what choice did I have?

      1. ninja man
        ninja man September 14, 2012 at 12:51 pm |

        ok sorry

    2. 42ah42
      42ah42 September 13, 2012 at 4:10 pm |

      1. The titan you describe is a nerfed thor. Which actually I wouldn’t mind seeing… or maybe (and this would no doubt be hard to pull off) a bit of land that you can build units on, but since it can fly it is immune to lower creeper and can be flown above other units, fitting more firepower in less space. Get two and stick a command node on one, POOF. instant invulnerable flying base.

      2. What 4xC said.

      3. You can change your pic with Gravatar (I think)

  55. bigbuddy2932
    bigbuddy2932 September 13, 2012 at 3:51 pm |


    Bob:

    Terps, I think get a range boost
    Berthas, I think are too big to be placed on one
    and relays get a connection range boost

    Too big?
    As far as i have noticed, if the centers line up, it should work

    1. Lurkily
      Lurkily September 14, 2012 at 5:50 pm |

      Gran has posted that all units will get a unique boost from power zones.

  56. Lurkily
    Lurkily September 13, 2012 at 5:13 pm |

    Cwbg- first off, holy post spam! If you can’t put all your thoughts in one post, can you at least have each successive post be a response to the last, so it’s threaded, and easy to visually sort? I don’t mean to be harsh, just . . . Wow.

    The flying battle station (Thor 2) has been suggested, but I’m not sure I fully like the idea of a Titan that’s good at everything.

    Ac color is a difficult issue,because very few colors contrast with the full range of terrain textures. (reddish rock or dirt, brown earth, green grass, white rock/snow, black rock, grey metal, etc.)

    Blues are the best contrast with all of these, and of blues, near-purple and teal are about as distinct as it gets,

    1. 4xC
      4xC September 14, 2012 at 7:19 am |

      I second that: “Holy post spam!”, again, cwbg, try to shorten your comments to the fewest in a row possible, which is something I try but fail occasionally. But that is only because each new question I have to ask pops up right after I submit each other comment.

      That which Lurkily has said to you is the sort of feedback I wonder if I would have gotten if commentors were 100% open and honest about my common commenting style.

      And regarding Thor 2, EVERYTHING should have some notable weakness. That’s why they say everyone has an Achilles’ Heel. That means everyTHING too.

      With that necessity, what sort of weaknesses can you come up with for Thor 2?

      1. fractalman
        fractalman September 14, 2012 at 11:11 pm |

        here’s one: takes damage from hovering, but rather slowly. Uses up more energy/shot if hovering and firing.

  57. sweetdude 64
    sweetdude 64 September 13, 2012 at 5:50 pm |

    4XC- I feel like you need this advice 😉 1st of all, I have thought my counter argumentsseemed mean, but its not that it is mean, its just telling HOW the other person is wrong or a different opinion. I think it was un-needed that you took the time write about how ‘awkward’ though,lol. Also, you commenting right after another isnt bad, it isnt good though, its just like all the other comments 🙂
    cw biggest fan- you have an amazing idea (I think.I was skimming through your comment)
    A titan that deals with everything Anti-air 😀
    Maybe it could:
    1.shoot down spores or any other offensive air structure
    2.counter a no flying zone
    3. Help or upgrade another flying unit
    4. speed a ground unit that is in the air
    I think this wouldnt be really for offense which I am sure most titans will be, but it could REALLY benifit

    1. 4xC
      4xC September 14, 2012 at 7:24 am |

      The titan idea would have to have a notable weakness though.

      And I only thought it was ironic because you said “it was not easy, but it is one of the easiest things to add”. I didn’t quite get that and I thought it was contradictory with itself.

      And what do you mean by “commenting right after another”?

  58. Vkfan
    Vkfan September 14, 2012 at 6:54 am |

    what about an upgrade that mutates your weapon in a packet (when you choose to move them) and dispach them nearest possible to the choosen location? maybe it could be the last speed movement upgrade

    1. 4xC
      4xC September 15, 2012 at 4:07 pm |

      You mean turn the weapon into a packet, and send it down the netwrok line to a desired location?

      1. Vkfan
        Vkfan September 16, 2012 at 8:29 am |

        yes, it will become very fast! but OP…

  59. Kharnellius
    Kharnellius September 14, 2012 at 10:06 am |

    Something that would be neat is if some (not all, and not right in the beginning necessarily) … if some creeper emitters had a timer like the spore launchers. They would produce creeper as normal but when the timer ran out it would BURST out a large amount of extra creeper.

    This would force a little strategy as you may want to back off a bit until it “bursts” so you can suppress the extra creeper, mount a counter attack and nullify it before it can “burst” again.

    Currently, attacking emitters is very straightforward and doesn’t require any really quick action on your part. This can kind of make it boring after a while.

    I think this would help spice things up a bit. 🙂

    1. ninja man
      ninja man September 14, 2012 at 12:46 pm |

      i like that idea because you need more weapons to take out an emmiter nice idea

    2. me_me_me
      me_me_me September 14, 2012 at 1:46 pm |

      you can do that with emmiters already: Set the timer really high but also set the amount that it produces really high.

      1. Kharnellius
        Kharnellius September 14, 2012 at 11:39 pm |

        I think you’re misunderstanding.

        The emitters would produce creeper normally but let’s say for a particularly nasty emitter it ALSO bursts out a larger amount of creeper (besides it’s normal flow) every 90 seconds. Another one could do it every 120 seconds, etc.

        The rest could be a bunch of normal emitters that don’t do any bursting.

        It would just be something to mix things up a bit.

        1. 4xC
          4xC September 15, 2012 at 4:08 pm |

          How could you nullify, though?

          1. Lurkily
            Lurkily September 15, 2012 at 8:15 pm |

            You would have to time your assault to complete a nullifier between bursts.

  60. cooltv27
    cooltv27 September 14, 2012 at 10:57 am |

    I have an idea for a terp range thing
    make it similar to the blaster, but the first cell on a range upward can be affected

    1. Lurkily
      Lurkily September 14, 2012 at 5:59 pm |

      I do not understand this. First cell on a range upward?

      Do you mean that they can only terraform a higher terrain Evelyn if they have line-of-sight right up to the cell they are attempting to terraform?

      This will make terraforming difficult. If you need a level 10 platform, but the highest land in reach is level 8, you would have to paint and raise the furthest cells from the terp, then paint one row of cells closer and repeat the process one more time after that, to get a ledge wide enough to place units on.

      1. Vkfan
        Vkfan September 15, 2012 at 1:53 pm |

        it will become more realistic, in my opinion. realistic, but harder…

        1. 4xC
          4xC September 15, 2012 at 4:11 pm |

          Like I said, how can terps logically change ground further from them when that ground is lower than some between it and the terp? true it would probably be more difficult, but have better physics.

          1. Lurkily
            Lurkily September 15, 2012 at 8:14 pm |

            It will be more realistic, but also more irritating, require micromanagement, and generally just not be fun.

            Gameplay over realism.

  61. Victor
    Victor September 14, 2012 at 11:13 am |

    wow! i think this was the most commented post in the blog since ever

    1. 4xC
      4xC September 14, 2012 at 3:03 pm |

      I think it is too, but it is partially owed to some spam-like posts and other things that strayed from the point. No offense to those responsible who may be reading this.

      Otherwise, it does have a lot of comments. This vid was the most unique post topic I would say of the whole development yet.

      And does anyone know why ninja man and cw biggest fan have the same exact id pictures?

      1. ninja man
        ninja man September 15, 2012 at 11:55 am |

        i do its because it the same person

  62. cw biggest fan
    cw biggest fan September 14, 2012 at 12:34 pm |

    is there any demo relese soon?

    1. 4xC
      4xC September 14, 2012 at 3:13 pm |

      Don’t we all wish. But it is still far too early and in need of balance to even allow the beta members to test it for themselves. And I will tell you something I too was told very recently on the forums: don’t get your hopes up to be one of the beta testers THIS early.

      And don’t ask too much about becomming beta unless it’s in one post asking for how the acceptance progress works. Then just stop there and go with the flow.

      1. ninja man
        ninja man September 15, 2012 at 11:54 am |

        What IS beta?

        1. cooltv27
          cooltv27 September 15, 2012 at 1:11 pm |

          the beta get access to the game sooner then every one else, mostly to test for bugs and stuff, then the same with the map editor

          I also believe that they get access to a special section of the forum, not completely sure about that but I have found some proof of this

        2. Lurkily
          Lurkily September 15, 2012 at 8:22 pm |

          Beta is generally a development process in which you (the developer) have a team that plays the game before general release to test for widespread stability on platforms and setups that you may not have personal use of.

          With a wide range of testing platforms, and more people putting hours on the engine, it’s easier to identify problem spots, performance bottlenecks, and proof the game against unusual or exotic setups.

          Also, it provides the developer with a look at what players will do with the game. A developer usually knows how he WANTS players to play the game. However, that’s not always the most successful way to play. A beta team reveals issues in balance and gameplay like this before the game sees release to the public.

  63. cw biggest fan
    cw biggest fan September 14, 2012 at 12:37 pm |

    question when the command modes were being plased there was a cargo button. What does that do?

  64. cw biggest fan
    cw biggest fan September 14, 2012 at 12:45 pm |

    im changing my usename to ninja man for anyone wo wonders who i am

  65. ninja man
    ninja man September 14, 2012 at 12:45 pm |

    its me!!

    1. me_me_me
      me_me_me September 14, 2012 at 1:45 pm |

      please stop spamming its getting irritating

      1. 4xC
        4xC September 14, 2012 at 3:09 pm |

        Yeah. Remember what I said. Otherwise, make them a little more legitimate. (Actually, a LOT)

        Examples of legitimate comments in a row you may ask? Follow my lead, 🙂 and look at my inquisitive comments on at most every post on the blog starting with the earliest CW3 clip post.

        Except for one thing that I was told: make them concise and to the point. Some of mine may not be so, but I trust you will nevertheless follow my lead.

  66. Saneman
    Saneman September 14, 2012 at 3:39 pm |

    I have a great question to ask. If you send a guppy to an outpost and have it create a storage unit, will the storage unit receive energy from the guppy so you can have energy there when the guppy is going back and forth?

    1. Vkfan
      Vkfan September 15, 2012 at 9:20 am |

      the storage stores energy, is unable to create the packets… you need an energy guppy that carries the energy to the storage, and a normal guppy that uses the stored energy to create packets…

      woah!!! what a huge idea!!!

      1. cooltv27
        cooltv27 September 15, 2012 at 11:21 am |

        the guppies dont use energy to create packets, the command node does. the guppy just stores packets and uses them

      2. Omegatron
        Omegatron September 15, 2012 at 11:53 am |

        I don’t think packet guppies can make packets from energy, only command nodes can do that.

        1. Vkfan
          Vkfan September 15, 2012 at 1:51 pm |

          mmmmmmmh… i think you’re right… maybe in the future you can do that, probably, with the current settings, no.

          1. 4xC
            4xC September 15, 2012 at 4:17 pm |

            For it to really work, the storage would have to be linked to collectors and/or reactors to contain energy like the Command Nodes. Then the energy would be absorbed by energy guppies or Command Nodes. In any case, the raw energy HAS to get to the command node to become energy PACKETS. Then packet guppies would take the packets.

  67. sweetdude 64
    sweetdude 64 September 14, 2012 at 5:17 pm |

    spam FTW 😀
    4XC- it wasnt really awkward.. I was saying compared to everything else, it is the easiest thing to add to the game. With that in mind, it still isn’t that easy to add into the game
    And for the titan weakness, first of all, it doesn’t attack actual creeper. Another negative would be maybe it requires packets to fly, it it runs out of pakets in the middle of the creeper and is forced to land, it then takes damage. It would be unique because there is no landing pad, it just lands whereever it is on the map and if you hav not gotten to that area yet, it could be a race between you and the creeper.

  68. ninja man
    ninja man September 15, 2012 at 2:55 am |

    ok sorry. i think i remember someone saying that you could use resouses from another planet and transport them

    1. ninja man
      ninja man September 15, 2012 at 2:56 am |

      so that could be an idea

      1. fractalman
        fractalman September 15, 2012 at 1:47 pm |

        From what I understand, we will be able to load a limited number of structures into the mothership; while this will USUALLY mean as many command nodes as possible, there may be maps on which there’s really only one spot a comand node can even land on without getting killed in 2 seconds…so you’ll be better off with 1 command node and 2 pre-built reactors rather than 3 command nodes.

        But you won’t be able to simply set up a transportation line between planets. When you leave a planet, time gets frozen on that planet to prevent the creeper from trying anything funny while you’re gone.

        1. 4xC
          4xC September 15, 2012 at 4:20 pm |

          It’s actually proven that timefreezez midway between world securing. It is unknown if world time gets frozen after it is free.

          1. Lurkily
            Lurkily September 15, 2012 at 8:26 pm |

            All of these things are subject to change. Don’t take anything you see here as proof of what will be in the final product. Anything you see now may go away, or turn into something totally different.

            That being said, the ‘cargo’ button does look promising. Whether it will be units, as suggested before, or raw resources . . . who can say?

  69. Vkfan
    Vkfan September 15, 2012 at 2:09 pm |

    in my opinion the shield is OP… you can disarm an emitter with a shield and energy… in my opinion, it should just stop the creeper that flows near the shield limit, not just repulse all the creeper inside of it… at least, the not-PZ version

  70. Vkfan
    Vkfan September 15, 2012 at 2:15 pm |

    (for virgil) in the next clip, make a short-medium length mission (15min.) that goes from the beginning (launch of the CN) to the destruction of the last creeper molecule

  71. 4xC
    4xC September 15, 2012 at 4:29 pm |

    Say, will nullifiers be capable of taking out multiple structures at once like the CW2 ones were?

    1. me_me_me
      me_me_me September 16, 2012 at 5:53 am |

      Yes, and remember they also get a range boost and require less packets to charge when on a PZ. Map makers who like to have alot emmiters near eachother watch out! 😀

  72. sweetdude 64
    sweetdude 64 September 15, 2012 at 9:24 pm |

    I believe so. Notice how every1 has been answering everyone elses questions so virgil hasnt needed to anser once?(:
    (yeah, im callin you out! lol)

    1. 4xC
      4xC September 16, 2012 at 2:17 pm |

      Well, he did say he would leave it to us citizens of the CW nation to point out the changes accoriding to the post description at the top.

  73. 4xC
    4xC September 15, 2012 at 9:30 pm |

    Wow. More comments than any of the others miscounting the spam and not a single one from Vrigil himself. Must be REALLY busy.

    1. 4xC
      4xC September 15, 2012 at 9:32 pm |

      actually, strike some of what I said. 1 min. after I said that, I noticed what it says at the end of the post description. Still, lots of talk here.

    2. Lurkily
      Lurkily September 16, 2012 at 11:45 am |

      Some of us have been helping answer more obvious questions here, so V can keep focused on important things.

      He still reads every post, don’t worry.

  74. ninja man
    ninja man September 16, 2012 at 5:11 am |

    they migt be. i understand where you are coming from but i think all the structures are to far apart to be nullified at once. also these are my ideas:
    1. an building that is under controll of the creeper that stops you nullifying emmiters so you have to take that out first

    2. a creeper turret that kills nullifyers that try to kill some emmiters/spore towers/air exlusion towes.

    3. and finally air exlusion tower that kills air units that are to close.

    1. Lurkily
      Lurkily September 16, 2012 at 11:49 am |

      Air exclusion doesn’t kill air units, or even hinder them in any way. I can’t find the blog post, but I’m pretty sure V has posted here that he doesn’t want to implement waypoints.

      If crossing AET’s have a negative effect, players are going to demand the ability to waypoint around AETs.

      I like the idea of an enemy that neutralizes neutralizers. I’m gonna think on that some more.

  75. ninja man
    ninja man September 16, 2012 at 6:01 am |

    sorry for the double comment but i just realised 1 and 2 are the same idea

  76. me_me_me
    me_me_me September 16, 2012 at 6:49 am |

    Just a little thing I saw: at 10:30 the mortar projectile glitches out and you can see it for a couple moments after it explodes. ocd FTW!

  77. ninja man
    ninja man September 16, 2012 at 12:09 pm |

    ha lol that is so funny

  78. Wheeler
    Wheeler March 12, 2013 at 7:23 pm |

    I’m not sure if it does, but looking at 17:45, it seems that supplying the bertha with anticreeper costs energy… I understand that converting ore into AC should cost energy, but supplying it should be free. Just saying.

Comments are closed.