Questions on Getting Creamed 1on1 and Feedback

First, I was playing skirmish, normal, current build(3?), Blink with double swords (best I had) was grabbing wells and runs into a pirate gun servo and a drillbot. Blink killed the drone quick then proceeded to wail on the other servo.  However, Blink blows up before the other servo is at half damage.  Currently it feels like the AI servos are much stronger than mine.  Am I crazy?

Other notes on the current state of the game:

It feels like the game requires a high APM to keep up with the computer.  It doesn't feel like the current keyboard shortcuts are helping much.  It would be nice for a unit guard system; other RTSs I have hit "G" and clicked on my MCV to get units.  It would help me to manage the drones better, at least get them into battle with my Servo. 

Health management is a nightmare, we can build more turrets now, so it isn't as much of an issue, but it is usually easier to sell and rebuild a turret between waves than attempt to heal them. I may be doing something wrong.

Lastly, what is the best place to provide feedback, Servo forums, Steam discussions, or somewhere else?

12,500 views 11 replies
Reply #1 Top

The devs read literally everywhere and post too, they'll see this fine.

Yes the servos are stronger than yours, they scale with challenge level, what challenge level 'normal' difficulty is changes as you level up. Try going back to easy if you feel the ones on normal are unreasonable to beat with your gear, there is no penalty or opportunity cost for doing so.

Echoing what you said about drone management. Rally to unit/servo is great but it really needs a follow/guard command in to make it complete. Once I can rally drones to individual servos and have them just follow them around engaging stuff that gets near it until i decide to micro them I'll be real happy. If you're trying to blob, just hit Z, works great to a point. Try rally points on a servo as well if you haven't already. Do note that the rally point sticks to the spot where the servo dies if it carks it (request: an option so when that happens it sets rally back to the factory/airfield)

edit: I think I've requested these before but a hotkey to select all units, one to select all units/servos on screen, one to select all units of the same type as what is currently selected. I suggest x, shift+a and shift+x for them respectively. Like all units/servos and all servos works now with z key

Reply #2 Top


First, I was playing skirmish, normal, current build(3?), Blink with double swords (best I had) was grabbing wells and runs into a pirate gun servo and a drillbot. Blink killed the drone quick then proceeded to wail on the other servo.  However, Blink blows up before the other servo is at half damage.  Currently it feels like the AI servos are much stronger than mine.  Am I crazy?

Other notes on the current state of the game:

It feels like the game requires a high APM to keep up with the computer.  It doesn't feel like the current keyboard shortcuts are helping much.  It would be nice for a unit guard system; other RTSs I have hit "G" and clicked on my MCV to get units.  It would help me to manage the drones better, at least get them into battle with my Servo. 

Health management is a nightmare, we can build more turrets now, so it isn't as much of an issue, but it is usually easier to sell and rebuild a turret between waves than attempt to heal them. I may be doing something wrong.

Lastly, what is the best place to provide feedback, Servo forums, Steam discussions, or somewhere else?

As AI gets better (it comes last in our dev), we'll reduce the buff they're getting. For now, as Draco said, drop the difficulty a bit.

Guard is coming for sure. Just haven't gotten there yet.

How are you trying to heal buildings? Is it an issue of not wanting to build an airfield and/or the healing drones (with the upgrade that lets them heal buildings)? Or just that they're not working well enough for you?

The sell price for a building should be taking damage level into account (to avoid the 'gaming the system' aspect). That, combined with the increased limit is intending to make it so that you aren't incentivized to sell and rebuild. Def interested in thoughts there if you're not getting that vibe, though.

Feedback anywhere is good. Someone's usually on somewhere;)  Thanks for this feedback, too. Send more!

Reply #3 Top


First, I was playing skirmish, normal, current build(3?), Blink with double swords (best I had) was grabbing wells and runs into a pirate gun servo and a drillbot. Blink killed the drone quick then proceeded to wail on the other servo.  However, Blink blows up before the other servo is at half damage.  Currently it feels like the AI servos are much stronger than mine.  Am I crazy?

Other notes on the current state of the game:

It feels like the game requires a high APM to keep up with the computer.  It doesn't feel like the current keyboard shortcuts are helping much.  It would be nice for a unit guard system; other RTSs I have hit "G" and clicked on my MCV to get units.  It would help me to manage the drones better, at least get them into battle with my Servo. 

Health management is a nightmare, we can build more turrets now, so it isn't as much of an issue, but it is usually easier to sell and rebuild a turret between waves than attempt to heal them. I may be doing something wrong.

Lastly, what is the best place to provide feedback, Servo forums, Steam discussions, or somewhere else?
Quoting Dracohouston, reply 1

The devs read literally everywhere and post too, they'll see this fine.

Yes the servos are stronger than yours, they scale with challenge level, what challenge level 'normal' difficulty is changes as you level up. Try going back to easy if you feel the ones on normal are unreasonable to beat with your gear, there is no penalty or opportunity cost for doing so.

Echoing what you said about drone management. Rally to unit/servo is great but it really needs a follow/guard command in to make it complete. Once I can rally drones to individual servos and have them just follow them around engaging stuff that gets near it until i decide to micro them I'll be real happy. If you're trying to blob, just hit Z, works great to a point. Try rally points on a servo as well if you haven't already. Do note that the rally point sticks to the spot where the servo dies if it carks it (request: an option so when that happens it sets rally back to the factory/airfield)

edit: I think I've requested these before but a hotkey to select all units, one to select all units/servos on screen, one to select all units of the same type as what is currently selected. I suggest x, shift+a and shift+x for them respectively. Like all units/servos and all servos works now with z key

Yes, you've requested them before. Still on the list;)

Worth mentioning that the tabbed command panel is up in our internal build (and will be in next update). That's greatly improved some of the management aspects for everyone here. We'll still do the hotkeys, though.

Reply #4 Top

I loved when I found SHIFT key for chaining commands together had been added. I did not know about rally on Servos, I will try that. Thanks for letting me know about no penalty for dropping difficulty.  I just remember a month or so back when there was a big difference in rewards for difficulty.

I don't think I have healed buildings in the current build.  First I couldn't find the unlock to heal buildings. After figuring it out, the 700 cost to unlock seemed like a high price on the chance the healers would help. I will have to try them out.

I haven't sold many buildings after I realized the limit isn't as much of a factor. (I have a part that buff turrets build speed and price, but only 5 turrets is too little).

Reply #5 Top

Quoting Varner101, reply 4

I loved when I found SHIFT key for chaining commands together had been added. I did not know about rally on Servos, I will try that. Thanks for letting me know about no penalty for dropping difficulty.  I just remember a month or so back when there was a big difference in rewards for difficulty.

I don't think I have healed buildings in the current build.  First I couldn't find the unlock to heal buildings. After figuring it out, the 700 cost to unlock seemed like a high price on the chance the healers would help. I will have to try them out.

I haven't sold many buildings after I realized the limit isn't as much of a factor. (I have a part that buff turrets build speed and price, but only 5 turrets is too little).

Yeah, we could probably stand to drop the price on the heal buildings tech. 

Turret rush is definitely not for everyone. We're having an internal debate on the merits of the plus/minus parts. On the one hand, they let us add some extreme bonuses (since they come with a balancing negative). OTOH, some folks just hate the negative impact entirely. Interested in thoughts you all have.

Reply #6 Top

If it was a cap of 8, I would be using it. I like 3-4 to guard my flanks/base while I focus else where. 3-4 as forward attack would be nice.

I don't know, it may be great on certain maps.  But, a rocket pod is pretty nice and lacks drawbacks.  Some of the modules with drone trade-offs are in my rotation. The big question is if I keep it when I get a great part for my Servo competing for that slot.

Reply #7 Top

Quoting Varner101, reply 6

If it was a cap of 8, I would be using it. I like 3-4 to guard my flanks/base while I focus else where. 3-4 as forward attack would be nice.

I don't know, it may be great on certain maps.  But, a rocket pod is pretty nice and lacks drawbacks.  Some of the modules with drone trade-offs are in my rotation. The big question is if I keep it when I get a great part for my Servo competing for that slot.

Heh, yeah, hard to beat big explosions. 

That 'big question' is exactly what we're going for. Interesting choices that aren't simple, but let you define what and how you play.

Turret rush is the extreme for sure. It sets the game down a certain path. If you can execute the rush, great. If not, you'd better be able to back it up with a second Servo that stops what I'm bringing at you.

In theory, anyway. If you have any part suggestions, we'd love to hear them.

Reply #8 Top

Towers < units in this just like most RTS games. Turrets are powerful in a clump but its a big investment and you can't move them. Units are much better this update, too. You can buy 10 soldier drones for the unbuffed price of a single turret, or like 4-5 behemoths, or 12 mosquito drones etc. You can also buy servo upgrades

Reply #10 Top

What diff level were you on?

We did just change the ramp on that to be more reasonable (and even-up at normal).

Reply #11 Top

Quoting BXP_Godgib, reply 10

What diff level were you on?

We did just change the ramp on that to be more reasonable (and even-up at normal).

CL 125, which is meant to be the hardest in the game but still, sweet baby jesus look at that things health pool!

I just did a quagmire attempt at CL125 where out the gate an enemy servo used a rocket on me that did over 800 damage with 90+ armour on the mech that got hit lol.

It's a real cool challenge and feels great when you get one of these things down but it still shocks me when one of them murders my whole team effortlessly