A few comments on Siege.
#21
Posted October 28 2012 - 11:12 PM
The white numbers are your team mates in the AA ring, and the red is enemies in the ring. The team with the most players starts gaining control.
Once the bar fills up with a colour an AA missle is launched at the other team to the one who holds it.
#22
Posted October 28 2012 - 11:12 PM
#23
Posted October 28 2012 - 11:13 PM
Quote
There's no "control" of AA, like in Missile. When your ownership reaches 100, you fire a rocket and the count resets back to 0, so you need at least one man in it at all times in order for it to work.
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#24
Posted October 28 2012 - 11:22 PM
#25
Posted October 28 2012 - 11:48 PM
I believe energy gathering slows down for the last third of your tank, not based on some kind of time limit (I noticed the last 50 of my inf's 150 tank and last 100 of my brawler's 300 tank were much slower). I am OK with this, since it encourages raiding enemies and stealing their energy instead of just sitting around in one spot to gather resource. It's more interesting that way.
Lastly, the largest issue with siege mode at the moment: Ignoring the missile silo, sitting in the base and gunning down every battleship the enemy launches. It's very possible to do this without launching a single missile from the silo, heck, you don't even need the whole team to participate. It's totally broken and leads to endless games, until people either leave from boredom, or one team is so much better that they can spawn camp and completely shut down the enemy team for the duration of each battleship launch. I'd suggest severely reducing the damage players can do to the battleship; an entire team blasting it for its entire duration should only be able to take it down by ~50-80%. Ignoring the silo should not be an option. I can see it being an issue to take the silo with a whole team of mechs sitting on it... it might be interesting if there were more than one, and they did a bit less damage.
#26
Posted October 29 2012 - 01:20 AM
try mine.
#27
Posted October 29 2012 - 09:30 AM
Urvanis, on October 29 2012 - 01:20 AM, said:
try mine.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#28
Posted October 29 2012 - 09:39 AM
if you look at the trees, you'll notice the three levels of green orbs. These act like capacitors. When nobody is gathering from the tree, it uses its slow energy generation to fill these up. When you first arrive, your mech quickly suxks that energy up at the same rate it sucks up energy that's fallen from dead mechs. Once the capacitors have been drained though, you are only collecting the energy at the slow generation rate of the tree.
As far as I can tell, the devs designed it this way to encourage more active gameplay, and make "tree camping" less of a required strategy.
To pronounce my name correctly, just pretend the 't' isn't there. You can also think of it as "Freno - [sodacan opening sound]"
#29
Posted October 29 2012 - 10:27 AM
#30
Posted October 29 2012 - 11:27 AM
Multiple people sitting on an energy point making energy gain slower and decreasing defense...
People sitting back by the base shooting at the battleship rather than capturing the AA turret...
I will admit, the first time I played siege, I had no idea what was going on. However it took me all of 1 match (if that) to figure it out.
Here is something easy that can help reduce this "stupid" problem without having to change any gameplay, no adding auto balance, nothing like that:
Extend the chat window. As it is now, I can type something like "get to the AA point", and it'll disappear within seconds. It's kind of hard to teach people how to play when you cannot communicate. And we cant trust voip, because people can turn that off.
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#31
Posted October 29 2012 - 11:31 AM
#32
Posted October 29 2012 - 11:52 AM
#33
Posted October 29 2012 - 12:01 PM
The "fullness" of a tree is indicated by the 3 green lights stacked vertically on the "trunk", which deplete as energy is gathered. So when multiple people are gathering around a tree, it runs out quickly and you notice your energy collection slows to a crawl. At this point it's usually better to return to base or find another tree.
Energy Unit collection is designed this way for a couple reasons. It keeps battles dynamic, since teams must stay on the move as the value of each energy spawn point fluctuates. If trees had infinite EU with no downtime, most Siege matches would devolve into Team A camps at Energy Tree #1, Team B camps at Tree #2, race to launch ship with no conflicts. It also encourages escorting teammates (rather than letting a full teammate go back solo while you fill up your own tanks), and encourages killing enemies in order to steal their EU (rather than letting them leave so you can fill up your own tanks).
Another fact about Siege Mode is that a team's battleship gets stronger with each consecutive launch. This prevents matches from continuing indefinitely, and prevents turtling by teams that only defend against ships but do not gather energy to launch their own. Generally the first ship is pretty easy to take out by means of hiding in your base and manually shooting it, but as more ships are launched it becomes nearly impossible to take them down without capturing the AA. You'll also notice that later ships will have upgraded turrets (machine gun > rockets > homing missiles).
The boot sequence was created by Shadi, our UI artist. He is also the sound designer for the game, and created the music in our trailers! I love the disclaimer at the start of the boot up
#34
Posted October 29 2012 - 12:09 PM
Deuy, on October 29 2012 - 12:01 PM, said:
The "fullness" of a tree is indicated by the 3 green lights stacked vertically on the "trunk", which deplete as energy is gathered. So when multiple people are gathering around a tree, it runs out quickly and you notice your energy collection slows to a crawl. At this point it's usually better to return to base or find another tree.
Energy Unit collection is designed this way for a couple reasons. It keeps battles dynamic, since teams must stay on the move as the value of each energy spawn point fluctuates. If trees had infinite EU with no downtime, most Siege matches would devolve into Team A camps at Energy Tree #1, Team B camps at Tree #2, race to launch ship with no conflicts. It also encourages escorting teammates (rather than letting a full teammate go back solo while you fill up your own tanks), and encourages killing enemies in order to steal their EU (rather than letting them leave so you can fill up your own tanks).
Another fact about Siege Mode is that a team's battleship gets stronger with each consecutive launch. This prevents matches from continuing indefinitely, and prevents turtling by teams that only defend against ships but do not gather energy to launch their own. Generally the first ship is pretty easy to take out by means of hiding in your base and manually shooting it, but as more ships are launched it becomes nearly impossible to take them down without capturing the AA. You'll also notice that later ships will have upgraded turrets (machine gun > rockets > homing missiles).
The boot sequence was created by Shadi, our UI artist. He is also the sound designer for the game, and created the music in our trailers! I love the disclaimer at the start of the boot up
Thank you for the detailed explanation!!
Super cool jpg goes here>
#35
Posted October 29 2012 - 12:30 PM
cunningStunts, on October 28 2012 - 08:37 PM, said:
There is only one TDM server up in the UK :C I am unhappy with this as my 3 siege games were terrible....this is one of them
#36
Posted October 29 2012 - 12:46 PM
Deuy, on October 29 2012 - 12:01 PM, said:
The "fullness" of a tree is indicated by the 3 green lights stacked vertically on the "trunk", which deplete as energy is gathered. So when multiple people are gathering around a tree, it runs out quickly and you notice your energy collection slows to a crawl. At this point it's usually better to return to base or find another tree.
Energy Unit collection is designed this way for a couple reasons. It keeps battles dynamic, since teams must stay on the move as the value of each energy spawn point fluctuates. If trees had infinite EU with no downtime, most Siege matches would devolve into Team A camps at Energy Tree #1, Team B camps at Tree #2, race to launch ship with no conflicts. It also encourages escorting teammates (rather than letting a full teammate go back solo while you fill up your own tanks), and encourages killing enemies in order to steal their EU (rather than letting them leave so you can fill up your own tanks).
Another fact about Siege Mode is that a team's battleship gets stronger with each consecutive launch. This prevents matches from continuing indefinitely, and prevents turtling by teams that only defend against ships but do not gather energy to launch their own. Generally the first ship is pretty easy to take out by means of hiding in your base and manually shooting it, but as more ships are launched it becomes nearly impossible to take them down without capturing the AA. You'll also notice that later ships will have upgraded turrets (machine gun > rockets > homing missiles).
The boot sequence was created by Shadi, our UI artist. He is also the sound designer for the game, and created the music in our trailers! I love the disclaimer at the start of the boot up
Also, Shadi, you're awesome and don't you ever change. If anything, make it even more awesome for the full release! Granted, how you'll do that is pretty hard without making it extremely lengthy... unless you guys wind up implementing my "Weapons free only when the actual HUD turns on" idea...
Oh yeah... and what do you want to name our child_
Also, for anyone who wants to take a spin in my cockpit (Mmm... how Fruedian) and watch that full match, the full video is up! 25 minutes of slugging away.
Edited by DarkPulse, October 29 2012 - 01:52 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#37
Posted October 29 2012 - 01:17 PM
Deuy, on October 29 2012 - 12:01 PM, said:
The "fullness" of a tree is indicated by the 3 green lights stacked vertically on the "trunk", which deplete as energy is gathered. So when multiple people are gathering around a tree, it runs out quickly and you notice your energy collection slows to a crawl. At this point it's usually better to return to base or find another tree.
Energy Unit collection is designed this way for a couple reasons. It keeps battles dynamic, since teams must stay on the move as the value of each energy spawn point fluctuates. If trees had infinite EU with no downtime, most Siege matches would devolve into Team A camps at Energy Tree #1, Team B camps at Tree #2, race to launch ship with no conflicts. It also encourages escorting teammates (rather than letting a full teammate go back solo while you fill up your own tanks), and encourages killing enemies in order to steal their EU (rather than letting them leave so you can fill up your own tanks).
Another fact about Siege Mode is that a team's battleship gets stronger with each consecutive launch. This prevents matches from continuing indefinitely, and prevents turtling by teams that only defend against ships but do not gather energy to launch their own. Generally the first ship is pretty easy to take out by means of hiding in your base and manually shooting it, but as more ships are launched it becomes nearly impossible to take them down without capturing the AA. You'll also notice that later ships will have upgraded turrets (machine gun > rockets > homing missiles).
The boot sequence was created by Shadi, our UI artist. He is also the sound designer for the game, and created the music in our trailers! I love the disclaimer at the start of the boot up
Hooray! I wasn't completely off base! Didn't notice the increasing levels of badassery of the ships, though. That explains how those absurdly long games finally finished. Very nice touch.
To pronounce my name correctly, just pretend the 't' isn't there. You can also think of it as "Freno - [sodacan opening sound]"
#38
Posted October 29 2012 - 04:09 PM
Deuy, on October 29 2012 - 12:01 PM, said:
Deuy, on October 29 2012 - 12:01 PM, said:
Thanks for the explanation on energy trees!
#39
Posted October 29 2012 - 04:25 PM
EDIT-PS: Use voicechat guys, it's a game changer
Edited by Lazoraz, October 29 2012 - 04:25 PM.
#40
Posted October 29 2012 - 04:42 PM
DarkPulse, on October 28 2012 - 07:17 PM, said:
There is a battery that charges when no one is using the energy stations. The green "lights" on the stalk indicate how much charge has been stored. Once that is depleted the energy charge rate equals the generation rate.
Edited by vince, October 29 2012 - 04:43 PM.
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