Cheesecan wrote:Metal layout is too centered on the edges imho. It's easy to porc the openings especially since distances are long. It will mean that sending rocket kbots or rocket trucks will be slow, so takes forever to knock down llt spam. Even sending a jeffy across the map takes 50 seconds(I counted).
I'm just interested to see how this'll play out. If someone comes up with a plan to solidly just defend & tech fast, that'd be cool but I don't see it happening. It's a bit slower paced in a way than usual, longer distances and smaller mexes, but there's still a ton of stuff going on. Maybe there could be a few mexes on the ridge more, but I wanted the resources focused on the sides because it leaves the center areas more open for maneuvering.
I don't think it's very easy to sensibly porc up very much though, turrets alone don't too do much against larger armies of anything. And big distances also make it often difficult to move army into defending position. Also note how the ramps favor the attacker, that's why the slopes are so steep too. And it's not too easy to get up a ton of turrets in a distant position, needs time or sending alot of cons.
Or as always a good response to turrets, strike another place or expand more yourself.
I'm not too happy about how long the rush distance is though, mostly because it makes for too long pause before you can scout enemy.
I'll try to get around to releasing a more polished version, same base texture but some messing with gimp + look into spring lightning settings, plus a fitting detailtex, was a bit hurried release. Not too soon though, when I've just moved (no internet at home yet), and I'd like to play a bit more to see if any gameplay changes are necessary. Plus it's summer.
pathway, pathways, forb it's totally different!
& thanks for the imput everyone!