Turnip2k
Harvester
Been reading alot of complaints from both sides on this one - and the same damn arguement is springing up in nearly every thread. Lets have this discussion here and try to keep it here...
The testing was too rushed tbh. I took part in it for a couple of nights, but the changes were far too vast and expansive to have fully tested this in a few evenings. There are clearly a few imbalacnes (sorry Polo, but things are not peachy). Credit to Polo in putting the effort in to come up with them, but things need tweaking.
The only tool given to the testers was a PW - that was it. 5 mins ticking, which still meant waiting for each tick to go by and hours for each attack. We had to develop routes fully. Sitting around and waiting for that is not a good use of testers time.
This point is aimed at Azzer. In the future, when testing - give a small number of testers access to a small server (maybe even hosted on a different machine so not to upset W1) which has 30 second ticks. Unlimited funds, fully developed accounts. That way, a few nights WILL be feasible to test stuff. Once that stage of testing is done, host a NORMAL PW with a reasonable number of people to try out the new changes. Those two layers of testing should be far more favourable.
These changes were NOT tested as fully as they should have been. I will completely agree with that, and I am not absolving myself from the testing process. I did what I could, in the time given. Most of the changes had already been railroaded by the time I got there, and I made some suggestions, some of which were taken onboard, some of which weren't.
Also, can we stop nagging the testers. What was done here has shaken the game up a bit, which is what it needed. Arguably some of the changes were 'superfical' and hasty, but this is the largest set of changes the game has seen for a while - and lets try to keep the trend going. Rather than *****ing at each other - lets come up with actual suggestions as to how to change the game next round for the better.
A few points from me, after noticing this rounds trends thus far :
1) TL's are overpowered as the game stands. TL's need more enemies, and not kill robos so well (or robos need to kill TL's better). Robos were meant to counter thug routes, but as it stands, they are quite valid targets for TL's in many cases. TL's are certainly a costly target for robos, unless you have enough PA's to kill most of them before they fire.
2) PoM's - interesting change, maybe give them a bit more AD again, but definately stopped them being landraping machine.
3) Extremists - not really seen much of. Anyone have views?
4) Bunkers - nice change, seems to have made them a little more killable.
5) Shields - could do with a cost reduction. 35k or somthing.
6) Sorc - still lacks real focus, I thing opionions were divided on this one even during testing. Maybe scrap it and work from the ground up?
7) Remove hidden bonuses.
8) Paratroopers - a little overpowered early on. Perhaps switch flamers and these guys in the tech tree. Interesting counter for PA though, and seem to be quite effective at it.
Ill add more if I can think of them.
The testing was too rushed tbh. I took part in it for a couple of nights, but the changes were far too vast and expansive to have fully tested this in a few evenings. There are clearly a few imbalacnes (sorry Polo, but things are not peachy). Credit to Polo in putting the effort in to come up with them, but things need tweaking.
The only tool given to the testers was a PW - that was it. 5 mins ticking, which still meant waiting for each tick to go by and hours for each attack. We had to develop routes fully. Sitting around and waiting for that is not a good use of testers time.
This point is aimed at Azzer. In the future, when testing - give a small number of testers access to a small server (maybe even hosted on a different machine so not to upset W1) which has 30 second ticks. Unlimited funds, fully developed accounts. That way, a few nights WILL be feasible to test stuff. Once that stage of testing is done, host a NORMAL PW with a reasonable number of people to try out the new changes. Those two layers of testing should be far more favourable.
These changes were NOT tested as fully as they should have been. I will completely agree with that, and I am not absolving myself from the testing process. I did what I could, in the time given. Most of the changes had already been railroaded by the time I got there, and I made some suggestions, some of which were taken onboard, some of which weren't.
Also, can we stop nagging the testers. What was done here has shaken the game up a bit, which is what it needed. Arguably some of the changes were 'superfical' and hasty, but this is the largest set of changes the game has seen for a while - and lets try to keep the trend going. Rather than *****ing at each other - lets come up with actual suggestions as to how to change the game next round for the better.
A few points from me, after noticing this rounds trends thus far :
1) TL's are overpowered as the game stands. TL's need more enemies, and not kill robos so well (or robos need to kill TL's better). Robos were meant to counter thug routes, but as it stands, they are quite valid targets for TL's in many cases. TL's are certainly a costly target for robos, unless you have enough PA's to kill most of them before they fire.
2) PoM's - interesting change, maybe give them a bit more AD again, but definately stopped them being landraping machine.
3) Extremists - not really seen much of. Anyone have views?
4) Bunkers - nice change, seems to have made them a little more killable.
5) Shields - could do with a cost reduction. 35k or somthing.
6) Sorc - still lacks real focus, I thing opionions were divided on this one even during testing. Maybe scrap it and work from the ground up?
7) Remove hidden bonuses.
8) Paratroopers - a little overpowered early on. Perhaps switch flamers and these guys in the tech tree. Interesting counter for PA though, and seem to be quite effective at it.
Ill add more if I can think of them.