Founders: Substrate try 2

 

DO NOT share link.

 

This has T3s in it as I eventually did manage to win.

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Reply #1 Top

Thanks again!

Reply #2 Top

Liking it, the slight increase in size for t1 was a good change, as was the size reduction on the building.  

Were the terrain pieces for this desert map not affected by the tree scaling?  I'm not 100% sure if they are supposed to be trees or small shrubs.  If they are the latter the scale seems fine, however if they are trees maybe consider increasing their scale to match the tress on the foresty maps a little closer.

As far as scaling overall, its looking good.  Until I get my hands on the Beta and get a chance to really inspect all the units up close and personal I won't give any more suggestions on that front.

Again, I love how easy it is to pick out most units in a substrate army at a glance.  It really helps to easily identify unit compositions.

Is it planned to remove the ability to see arms fire inside the fog of war?  

Also the ability to see which points have been captured without scouting is something I'm not a huge fan of.  Information is power and it hurts the ability to be sneaky in expanding if they can see which points you have captures without scouting you.

Thanks for these videos again, they are awesome and a really good way to show off the current progress when you don't feel like a build is ready for us yet.  I would like to continue seeing them as time goes on.

Anyways, I CANNOT FREAKING WAIT to play the beta and check out all the changes for myself :)

Sarg

Reply #3 Top

Quoting Sargeras77, reply 2

Liking it, the slight increase in size for t1 was a good change, as was the size reduction on the building.  

Yup!

 Were the terrain pieces for this desert map not affected by the tree scaling?  I'm not 100% sure if they are supposed to be trees or small shrubs.  If they are the latter the scale seems fine, however if they are trees maybe consider increasing their scale to match the tress on the foresty maps a little closer.

I noticed this too, perhaps a touch bigger on the trees.


 Is it planned to remove the ability to see arms fire inside the fog of war?  

I quite like this, it doesn't tell you much and you normally only notice it as you approach a point already under contention so you can look forward to multi-way battle as you go in.

 Also the ability to see which points have been captured without scouting is something I'm not a huge fan of.  Information is power and it hurts the ability to be sneaky in expanding if they can see which points you have captures without scouting you. 

Definitely agree with this. You could have it as an option but I would prefer if you had to get the intel yourself. *

Anyways, I CANNOT FREAKING WAIT to play the beta and check out all the changes for myself


Me too, thanks again for the video Brad.

* I did a 1v1 on one of the big maps vs another player. We started far apart but I dropped an engineer a few nodes below where he had reached. I then built a few factories and defences and started pumping out troops for a surprise attack on his south (I was to his west). The nodes were very close though so I had to really pick my spot and manage my troops so they didn't accidentally capture a node which would then reveal my presence to him. He also had the disadvantage that i could see where he had spread to so I could judge easily where to put the engineer and factories without him knowing I was there but close enough to be useful. Would be harder but better if it was all unknown until scouted.

 

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Reply #4 Top

I know there is not currently a unit but is there a building to boost shields back up? It would be semi-equivalent of the repair bay. Might be good as some of those dreadnoughts or other units with high shield counts will otherwise have to sit around a while between action for their shields to go back up. Of course that could also be part of the balancing process. I.e. very powerful but perhaps slightly slower advancements as they might be pausing more often.

Oh, I just remembered I think they have an orbital ability that boosts shields, so there is at least one mechanic to help with it. And I guess they count up fairly fast, where as the PHC don't at all and have to rely on external help for repairs. Oh well, first paragraph may now be moot ha.