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Re: Alpha 8

Posted: 12 Jun 2017, 14:46
by GFX47
pier4r wrote:Indeed I was hoping that maybe a trello card was missing. Some are reporting 60% of accuracy for the MG, unless they are mistaken.

I am happy if there is no change, a buff to the MG would make assaults even less worthy.

(also no game mechanics changes: less rewriting Ais )


Woops, some balancing tweaks made it to the build, I've failed at reverting them :[
The idea was to amplify machine gun's specs (slower, but more DPS) and slow down snipers when carrying a resource.

Re: Alpha 8

Posted: 12 Jun 2017, 17:36
by Captain Spock (Castlevania)
GFX47 wrote:
Castlevania wrote:BTW, why are some nodes in debug view look like they are unconnected?


I can't seem to reproduce it.
Does it happen with one of your AIs in particular?


Use a relatively low resolution. View a large AI. Try different zooming scales.

Re: Alpha 8

Posted: 12 Jun 2017, 18:24
by NullPointer
I like the gtandstand haha.
Symmetry is back to normal, nice one!
The health/shield bars with different sizes feel a bit strange, I prefer the previous version.
Map distribution got me 5 Barred out of 10 matches.
Any estimatives for when random maps will be out?

Overall, the update seems to be working fine. Good luck, GFX!

Re: Alpha 8

Posted: 13 Jun 2017, 01:14
by LuBeNo
Chunkymonkey wrote:
ConsciouS-0nE wrote:Gfx machine gun's feets are just shaking when its standing still, specially on pre-game start up.


I noticed too. It looks very twitchy at some parts when a machine gun cycles through its idle animation.

Still not fixed in Alpha 8.1.

Re: Alpha 8

Posted: 18 Jun 2017, 08:30
by GFX47
By the way, I forgot to mention but:
https://trello.com/c/KZUjuku9/531-right ... ack-button

Re: Alpha 8

Posted: 18 Jun 2017, 08:35
by Kanishka
GFX47 wrote:By the way, I forgot to mention but:
https://trello.com/c/KZUjuku9/531-right ... ack-button


So... Exactly what happens when a mouse is plugged in through OTG. Hmm...