Star Armada II


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Star Armada II

Postby Ice4smaster » Tue Mar 11, 2014 10:07 am

I made this topic for feedback as well rally news or useful info.

Ones i know and remember from the test we had on saturday night are:
-Descriptions, i know need them but prefer to focus on the ship and abilities first then add the sugar topping :lol: Already made a few thought.
-"Cerberus OP" well it got some nerfing, missiles now have only 1 HP instead of the 2 it had at the test day, so Gauss cannons could kill them more effectively, also changed damage scale, it was 30+6 now it's 25+5.
-"Yamato Takes to much life" i addressed that as well, now, with mass range ups and lvl 40-50ish range, it will have a 1:3 ratio ( 3000 cost 10000 damage ).
-"Ship switch" This won't be possible. From one side it's good to try all the ships, from another it's bad, as Krazy had it, had 3 ship invest into and he was behind due this. So once a ship is picked, that will be enforced for "simplicity's shake."
-"Lifes?" That will be there, 5 lifes ( or the amount set in the game type ) but that will be the final thing i add, until the map nearly ready to be published, i won't add this, so testing could be done with out life limitations.

Now for some tasters, will make one ship introductions weekly with short vids, and the first one is the solid good old...

Battlecruiser
Sensor Probe Missile - http://www.youtube.com/watch?v=g3h2ziSbBTk
Quite a Simple little spell, fire a sensor dead ahead that will reveal the map in a certain distance, note thought Probe can collide with asteroids or shot down by AA.

PDD - http://www.youtube.com/watch?v=h-376zl5xRU
It's what the name suggest, fires 3 PDD behind your ship, provide temporary cover vs small and medium weapons.

Eject Core - http://www.youtube.com/watch?v=U7u7pjVLv48
This is something we saw a few times in Scifi shows, and here it is. You need a make shift nuclear bomb, you got it, however, this will render you with no energy regeneration for 5 minutes and will have only what's in your energy reserves. Also better being careful, once nuclear missile bought and upgrades made for the nuke, the core damage goes up as well.

Combat Sensors - http://www.youtube.com/watch?v=dwYJkUdkFoI
The Active version of the old Combat Sensors, providing forward radar and detection, scales with range ups.

These spells got little to no love on the day of test, and it's good to have them introduced i suppose :D

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Re: Star Armada II

Postby IskatuMesk » Tue Mar 11, 2014 10:10 am

Those large orange fire particles need animation. They look really bad lasting as long as they do while quickly rotating. I would recommend either using a huge animated sheet or, if it's possible in sc2's engine, have a layer of distortion that runs a panner overtop them so they appear animated. They also need more color definition.
Image~[Gameproc]~Image
Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.


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Re: Star Armada II

Postby Ice4smaster » Tue Mar 11, 2014 10:38 am

IskatuMesk wrote:Those large orange fire particles need animation. They look really bad lasting as long as they do while quickly rotating. I would recommend either using a huge animated sheet or, if it's possible in sc2's engine, have a layer of distortion that runs a panner overtop them so they appear animated. They also need more color definition.


You talking about the radiation fallout clouds there. I used the fog model and they are animated, but i slow it down so they spread out nicer then at standard speed.

I'm specialised in DATA editing, and what you suggest, best doable in the modelling department.

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Re: Star Armada II

Postby IskatuMesk » Tue Mar 11, 2014 10:44 am

Yeah. Just a suggestion. You wanted feedback and that was all I could really comment on. :3
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Warning: dialogue contains politically incorrect content. Viewer rearsore may occur.


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Re: Star Armada II

Postby Ice4smaster » Tue Mar 11, 2014 11:36 am

Okies :] also got this one up, who interested to watch it :P
http://www.youtube.com/watch?v=QWODRHbt1FM

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Re: Star Armada II

Postby Ricky_Honejasi » Fri Mar 14, 2014 8:13 am

Hmm, is it me or does that last video don't have any sound?


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Re: Star Armada II

Postby Ice4smaster » Fri Mar 14, 2014 9:22 am

There is sound but quiet, but yeah it was at a minimum. Non less the next one will have sound, for this one i just throw in an extra epic music compalation ;D

As for news, well, Raven will be done today, and maybe, if can brain storm it up, Dreadnought be finished too by tomorrow ( streching it but maybe ) Also triggers now work, lobby, teams and player leave as well handled, thanks to TwoDie, with him remaking the triggers from scratch and more efficient way it look lot better.

Achivements are not working yet, i focus on those next week, and just a few generic one. :)

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Re: Star Armada II

Postby Ricky_Honejasi » Fri Mar 21, 2014 6:14 pm

Okay quite late but here's the gameplay video from my side :

http://www.youtube.com/watch?v=NXNZ4B3Y6fo


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Re: Star Armada II

Postby Ice4smaster » Thu Apr 03, 2014 10:49 am

Thank you posting this :)

Was good to hear the voice comments as well and a different perspective.
Now durring the game, you do asked quastions, and i don't ignore them, but take in account, I'm not english, i'm in EU and 3-4 AM atm so not so fresh, and read the chat and also pay attention the game makes it chalanging.

Now many things been fixed and improved, and by god i hope the lobby is perfect now, TwoDie fixed it, but a full lobby test will answer this for sure.

New things you havent seen yet ( Trigger based, curtecy of TwoDie )
-HUD hide show
-At game start asteroid fields randomly generated
-Map Background randomly set
-Team colours ( Terran: Team A Red / Team B Orange then Protoss: Team A Cyan / Team B Green and finish Zerg: Team A Purple / Team B Brown )
-Team Kill count ( Currently at 20 ) Team who gets 20 Kills first wins, this to be tested works properly

Data based stuff
-Scavanger in works now, not build-able yet
-Loads of spells made for various ships
-Some ships received descriptions
-Buffs and nerfs for ships been complained about ( Cerberus missiles, MBS missiles, Devastator Mass Drive )

Some tips:
-Have Gauss cannons upgraded at a decent level ( lvl 10 then 15, 20 and so on every 10-15 mins ) that will counter Tac nukes if not in a heavy piled up battle
-Mining, WILL be always canceled if ship takes damage, so harassing MBS behind the front lines with a fast ship, hit and run can severely throw off the economy, also once defence collapse target MBS, have no chance to run away being the slowest ship
-Warp, something that still many miss uses, you have to face directly towards your destination, can not collide with others as well can not take damage, damage will interrupt it
-System Hack, if an ally being Hacked, hit it with an EMP, EMP removes the hack, and better have a bit of friendly fire then a stolen ship
-Economy and farming, does not matter which ship you fly, you have to keep upgrade your weapons at a steady rate so creep units can be killed quick, the less shots it takes the faster you farm and the better you dominate the battle
-Armor and hull, this is something that mostly of the time been ignored, they needed, not neaserily against the creeps, but enemy players whos weapons will be devastationg, if your ship have no def and armour ups, it's like made of paper and wanna watch it very carefully where you move in combat.
-Mass Warp, something that not been done, if in a team organised and see 1-2 player far and separate from rest of the team, organise a warp stomp, takes 20 sec to quick move out of battle and all power up warp drives, 20 sec later a whole team Summo styled the solo players and enemy team have to retreat if not wanna be steam rolled ( Potential 2-3 kills if not 6 and map dominance likely achived )
-Tower Lines, If MBS players set up a wast line of defence ( like we did ) have 1 or 2 Dreadnought, they are Siege Breakers, with armor, hull, shield, and gauss they can push through, soaking up damage while every one else follow them do mass damage. They are strong so long they not countered with team work.


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Re: Star Armada II

Postby Ice4smaster » Sun Apr 06, 2014 4:13 am

Any feed back from last night test? Issues i aware of is the Kill counter.

How the MBS felt? It was nerfed
-Penetrator Missile Damage
-Penetrator Missile fire rate
-Handling

How the Raven felt? All spells present
-System hack
-Plasma Cannons
-Handling

Thoughts on the Scavenger?
-MULE Drones
-Chimera Cloak Module
-Armageddon Bomb ( Stats: 30000+6000 damage and 30+5 AoE, start and per ups )

Battlecruiser
-Yamato ( been buffed with reduce health requirements to fire it )
-PDD
-Containment protocol

Dreadnought
-Plasma cannons fire rate
-Health increase rate
-Ultimate Propaganda Transmission

Some of the things i saw been used, also will upload last night game as well make a little demo for the MBS then Raven as did for the BC :)


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Re: Star Armada II

Postby Ice4smaster » Mon Apr 07, 2014 7:56 am

https://www.youtube.com/watch?v=Ia4h-nbT99g last Saturday game from my POW :)

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Re: Star Armada II

Postby Xenon » Mon Apr 07, 2014 2:55 pm

The Cerberus only shooting one of its missile tubes unless you constantly keep it on move orders is incredibly annoying. Since I'm currently messing with multiple attacks in relation to Mesk's requests, I might be able to find a solution.

Hurricane Missiles costs so much minerals to fire it seems useless.


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Re: Star Armada II

Postby Ice4smaster » Mon Apr 07, 2014 4:24 pm

I already did some adjustments
-I reduced the cost of Hurricane missiles Minerals wise
-Will disable the hidden weapon make Hold command useless atm ( used on creeps to move around in combat )
-Armageddon Bomb Buff 5000 HP start now and +1500 HP each ups, and made easier to be pushed by ships ( no Scav still can not move it on it's own ) and it is like football, manage to push it into the enemy fleet, and watch the sacrefice pay off :lol:

As for not all missiles fire while stationary, this is what i know so far of SC 2 mechanism
-The weapons that can target say massives, on stationary possition only the first in the list will fire ( one tube issue )
-This not the case if the unit is on the move
-Also highly encourage movement, who sits around really do beg to be runned down by enemy or eat a yamato or two

Also about Hurricane missiles, don't underestemate them each do 250 damage x 10 and ups +25 each missile
thats 2500+250 VS yamato 4500+175 thats say lvl 50 do the following 15000 vs 13550. So it's far from useless. true, it's slow, cost money, but VS stationary or slow targets it's devastating if know how to aim it right.

The key thing with spells, to use them VS high value targets and wisely, not just try spam them.

And side note, i began the basic works on the Zerg faction, Leviathan and the Base :D

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Re: Star Armada II

Postby Xenon » Mon Apr 07, 2014 5:44 pm

Ice4smaster wrote:As for not all missiles fire while stationary, this is what i know so far of SC 2 mechanism
-The weapons that can target say massives, on stationary possition only the first in the list will fire ( one tube issue )
-This not the case if the unit is on the move
-Also highly encourage movement, who sits around really do beg to be runned down by enemy or eat a yamato or two


There should be ways around this. Currently the best way to keep the Cerberus firing is to constantly spamclick move just in front of its center so it never stops completely. That means you can't order it to attack a specific target and you can't easily move the view around to see what's worth attacking or running from.

Or you can just move the Cerberus back and forth which wastes half its time pointed away from the enemy and risks getting way too close.

I was able to make a unit fire several weapons at once by setting their "backswing" and "damage point" times to 0. Otherwise the game will think the attack animation from one weapon is still playing if it is on an attack order, and only allow 1 rapid-firing weapon to shoot unless it's moving.


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Re: Star Armada II

Postby Ice4smaster » Mon Apr 07, 2014 9:21 pm

Xenon wrote:
I was able to make a unit fire several weapons at once by setting their "backswing" and "damage point" times to 0. Otherwise the game will think the attack animation from one weapon is still playing if it is on an attack order, and only allow 1 rapid-firing weapon to shoot unless it's moving.


i gonna try that out, if works that be sweet :]


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