Alright
Last Friday (4/09/2009) marks the finalising of all the mechanics, so only balance changes and bug fixes from here on out. Woo. The last one to be completed was the stealth Hammer Space weapon.
Monday (31/08/2009) marks the last of all vehicles, buildings, and aircraft other than Stealth MCVs to be modelled.
The smattering of playtesting resulted in the following:
The Turtle Unarmed Scout ability is now very useful against stealth for hunting down MCVs, although it is still good to have a presence around the map. Stealth players would be advised to avoid the middle of the map.
The Rush ASV also got used a decent amount, although not enough games were played to determine balance issues.
It was discovered that Stealth recovered too easily from losing an MCV. The cost of MCVs was increased to $3000, and their build time increased to 30 seconds.
It was also discovered that Stealth does not build units fast enough, especially since they can only have one of each production structure. Build times for Stealth units reduced to 7.5 seconds for basic infantry, 12.5 seconds for advanced infantry and vehicles, and 15 seconds for drones.
Stealth MCV abilities have been buffed slightly.
Turtle building commandsets have been standardised such that the first six icons are always the garrison icons, for future interface where a specific part of the interface will be cordoned off for garrisons (turtle or otherwise).
There were several bugs fixed as well.
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