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AI War 2 feedback for each version

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TheVampire100:
As the development goes on, i will try to give, at least to some extent, give feedback for each version released.
Might not be much feedback considering my free time but I will try my best.
I'm currently playing 0.722 and I can say more after that.

I migth repeat me over mutliple versions in terms of feedback when I see that earlier issues I had with the game have not been fixed.
The feedback might not apply to the current version changes at all because I look what I actually want the game to have and not what the game has changed with the latest version (unless it is something I suggested or find very good).

x4000:
Cheers, I appreciate it.  I think we're mostly a month and a half out from really needing that at the moment, at that level of detail, anyway.  There are a lot of basics we need to clean up in that period, then a month and a half after that where we need exactly that kind of feedback before we hit Early Access.

TheVampire100:
Okay, here are some suggestions I have to make:

Additional info in Tool Tips
Tool Tips at the moment are mostly okay. I think you can keep them but the problem is, not all information needed is given. I know the Ui is still not 100% done but I say this now so you can include my idea in the next batch.
As of now the tool tips show us HP, DPS, weapon type, armor type, range and speed plus some description text.
What I'm missing here is attack speed, attack damage (raw damage per hit), units with splash damage have no definition how big the splash damage or radius is (does it deal full damage on all units hit? Does it do only partial damage?). For speed and range we also have no numerical values which I appreciate because it makes things easier (units are more unified in their values and therefor you can easily group them together unlike in AIWC were you had 1 different units with 15 different ranges and movements speeds).
However, the player still needs the exact information on this, just not all the time. Dota has soemthing that I really like: Additional information is hidden. This means all tool tips show the typical information of abilities and items but when you press  aspecific hotkey (it's "alt" in Dota) the games shows you more information with highlighted text. This would work perfectely well in Ai War 2 too, you can show the damage on hit and attack speed when the player presses a hotkey for this. On some units this is simply not relevant because the dps value is relevant enough.

Fleet ships in general attack often enough because of their large number. Some ships however neeed this, snipers for an exampel.  A sniper has often a very slow fire rate but high raw damage and because of this you won't get many shots out but you have to make sure that each shot dishes out enough amage. It is also relevant for "instakill units" (again) snipers to see if a ship can instakill a unit with raw damage alone.
Maybe other players would know other information we would need on ships and structures that could be included on the "add info hotkey".


Fighters

From all triangle ships, Fighters feel the mos underwhelming so far. They generally have a higher movement speed as other early game ships but the additonal speed is very lackluster, they have less health than the other 2 ships and their dps is also low.
I struggle to fit the fighters into any specific role for this purpose.

Let's look at bombers and corvettes to compare. Both hae the same health and their role are very easy to understand. Bombers are short range dps units with high damage, mostly sed to destroy structures and tanky units. They are the perfect early game damage dealers in close combat situations.

Missiles corvettes are also damage dealers but in different situations. They come in lower numbers (half the amount of units as the bombers) but with the biggest range of the three starting ships. Because of this they can kill ships before they reach them and weaken fleets are however weak once it goes to close combat. This works perfectly fine with bombers, bombers try to engage in close combat and kill units there, missiles weaken enemy squads from long range until bombers are close enough or the enemy has reached them.

Now, fighters struggle to find their place in between them and the most logical situation would either be chaser or tank. Chaser would mean its a high speed ship that can chase down fleeing ships (or those who want to hunt down your slower/weaker ships like the corvettes). For this they need a higher movement speed than most other ships expect the fastest of all ships, they also need a decent dps value, mostly in regard of attack speed because these ships need to dish out constant damage rather than "one hit kills".
A tank would obviously be a different situation. They would need more Hp than the other 3 ships and slightly faster movement speed than them because it needs the first to be on the field to bind enemy units to them until the other ships arrive. This would work well with the "slight faster movement but still slow enough so it does not outrun your other fleetships" that fghters have now. However, with 300 HP per ship your ships go down so fast, they can barely tank anything.
I realize of course that they have the most amount of ships per squad (20) from all 3 triangle ships but this does not cut it when you look how shooting mechanics work and that you are most of the time outnumbered anyway. As shooting meachnics work, "overkills" of multiple shots are instead dealt to other nearby ships, so the ships don't fire 50 shots at the same target when 10 would be enough. This makes obviusly sense and it removes a lot of frustration and micromaanagement (you don't have to make sure all your ships fire at another target) but the problem is that low HP ships get instagibbed en masse with this. And don't get me started on splash damage which makes them even more useless.

So unit number per squad is not the right solution.
Idea: Make fighters have 400 HP (3 think this much is already more than enough) and remove 5 ships per squad, so you have 15 ships per squad but each one has 100 more HP. If you sum this up, the raw value is the same: 5x 300= 1500. 15x100= 1500. Or: 15x400=6000 20x300=6000
With this change you can also keep dps and movement speed the same because the additional 100 hp per ship let the fighters live long enough to dish out at least soem damage (and obviously you have two other ships for damage anyway)
The other idea would be that fighters keep the same amount of units but get a small dps and movement speed buff. I think the first solution is better (personally) because te starting ships lack a proper tank (except the prototype flagship) and we don't need a chasing unit so ealry in the game.

x4000:
I'll let Eric take the tooltip feedback, since he's the one working on redesigning that data.

On the units, bear in mind that every unit in the game is getting its stats 100% obliterated and rebuilt as part of the pivot.  No unit as it exists at the moment will have the same stats whatsoever.  That's kind of why I was saying it might be good to wait a few weeks on the gameplay parts in particular.

THAT said, the interface is fair game, though even a lot of that is already scheduled for redoing with some fairly concrete designs already.  We're going to need a ton of this sort of feedback, we're just in a "tear down the house and rebuild it" moment, so the shape of a given room doesn't matter right now since the room won't exist much longer. ;)

TheVampire100:
Okay, I will wait on the unit balance changes then and will simply try to mod my units, so they fit my playstyle better.
So basically, you look mostly for UI feedback and general ideas what would make the game more fun/easier to play?

On the theme of modding, do I have to change the files in "pre pivot configuration" or simply the "configuration" files?

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