LordDz wrote:I just tried the beta version from the site and I must say I liked it. However, it had some flaws some of which you probably already are aware of but here comes a mini-rant/suggestions.
Can't tell you how much I appreciate it! Our main focus right now is split between integrating Steamworks and overhauling parts of the game (menu, matchmaking, lobby, server browser stuff and engine things) and playtesting / balancing / adding and removing things to improve gameplay.
LordDz wrote:1. Units attack stance. There is a hold ground button, (wasn't aware of that at first), but it would be better if it was the standard behavior for the units, as I was playing the spwalley map, placed my rebels behind the wall facing the invading combines, the combines attack and my rebels run from the cover to get close to melee range of the combines, getting themselves all killed. Look at how Company of heroes does things, if you place your units somewhere, they generally stay there, moving just a bit in case a grenade/mortar lands on them.
We're looking into more sophisticated unit UI. Currently they attack anything in range if they are not set to hold ground, and their vision is usually longer than their weapon range thus the movement.
LordDz wrote:2. Same map, please add more of an indication that your poor civies are going to get a cheap attack from the flank. The "Behind you!" sound helps a bit, but at the first time I heard it, I thought it was the rebels who said it, not the map, I looked behind the rebels, found nothing, and then my objective failed as two combine units had attacked the house from the flank with no indication that they would spawn there. Please add a hint or something at least on easy/normal.
We are working on improving various UI elements including sound alerts, icons and other visual indicators. Please go to our forums and make a list of suggestions you might have.
LordDz wrote:3. At the same map, remove or replace the prop_physics in the house to be static, they made moving inside the house a bit of a pain with the table blocking my rebels.
Navigation/pathing is a very large issue in general and is being addressed.
LordDz wrote:4. Control Groups (crtl + 1, 2, 3, etc) for buildings, they only worked for my units, should probably be easy to fix.
Control groups work for buildings (or should). Please post in Bugs and Support on our forum as this is an isolated case. Generally you should be able to assign any unit or building groups to hotkeys 1-7.
LordDz wrote:5. Camera centering when having more than two units selected.
Yes. Planned.
LordDz wrote:6. Damage for units in the training tab, as right now what's the difference between the RPG trooper and the Veteran as per the description?
If you visit our forums you can find regularly updated stats/units/abilities stats tables.
LordDz wrote:7. Medics doesn't fully heal infantry. If a unit has less than 35 health lost, say 140/160, the medics doesn't autoheal him. I'd say, make the medics heal the closest units with >= 35 health lost, then heal the rest to full.
They work similar to medics in HL2. There are upgrades at the Triage Center to improve their performance. Again, I recommend suggestions on our forums just because they are more likely to be taken into account.
LordDz wrote:8. Maybe move the difficulty selection bar a bit further away from the launch mission button? I accidently hit the launch mission a few times when going for the difficulty.
Our UI (menus, settings, browsers, lobby etc) will all undergo a massive overhaul now that we are Greenlit and have Steamworks. We are reimplementing most things in HTML5/CSS3/JS via CEF. This is part of the reason we don't expect to hit our Steam release (despite being Greenlit) until Summer-Fall 2014.
LordDz wrote:9. Grenades are VERY powerful against the CPU since they don't move away from them when thrown at them.
I hope I don't come off as an ass, I'm aware it's a beta but thought I should share my first impressions of it.
I'll probably make a map or two for it later on, if I get time for it.
CPU AI is very simple. We completely rewrote NPC, AI, pathing etc and it's not perfect. We welcome suggestions. But really you should play with other players that's how it's intended. As I mentioned tho, improvements to navigation mesh and pathing AI are top priority these days.
Thanks so much for some real feedback! I do prefer if you post in our
community forum just as it is easier to keep track of feedback. The dev build SVN details are also available in the General Discussion forum.
Also we need great mappers interested in the challenge of optimization for very large RTS style Source engine maps. Don't be shy. We'll be on Steam and you can put that on your damn resume! Email
lambdawars@gmail.com for serious inquiries (not just mappers but also artists, animators, sound engineers etc).