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THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Sun Jul 29, 2018 6:39 pm
by N/a
This update is excellent so far, just wanted to give a shout out to the dev's. Such a smooth version, micro seemed constricted and irritating before. Now you have confidence that you will be able to micro flak's and rangers efficiently.

I am curious about the new registration/log in bit and wonder if this is the beginning of something along the lines of locked aliases and statistics keeping...ranking system etc... If so I also think that would be cool.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Sun Jul 29, 2018 7:13 pm
by Aaron_Lloyd
N/a wrote:
Sun Jul 29, 2018 6:39 pm
I am curious about the new registration/log in bit and wonder if this is the beginning of something along the lines of locked aliases and statistics keeping...ranking system etc... If so I also think that would be cool.
If I recall correctly that's exactly what the devs have in mind. The forum integration already works really well. Very excited to see exactly how they build off of that, can't wait.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Sun Jul 29, 2018 7:27 pm
by ZxGanon
Yep new release really did hit like a truck. But there will always be issues thats why its a Playtest. So let´s start searching.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Mon Jul 30, 2018 3:24 am
by camundahl
So many awesome updates! I think seeing France getting quick fake structure expansions will add some new builds too.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Mon Jul 30, 2018 4:13 am
by Luftwaffe
On some maps - I don't see any of the changes implemented yet except the settings and a user authentication.

On other maps there are changes live but not all - building off fake structures didn't work?

I like the changes, and it feels the user experience has improved. We really need to have Explored Map by default and Debug Menu removed or those cheats completely re-done to make it usable. Right now it is not really fun or usable.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Mon Jul 30, 2018 7:59 am
by abcdefg30
Luftwaffe wrote:
Mon Jul 30, 2018 4:13 am
[...] and Debug Menu removed or those cheats completely re-done to make it usable. Right now it is not really fun or usable.
The Debug Menu is meant for testing and developing (coding, mapping, modding), not for playing anyway. ;)

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Mon Jul 30, 2018 10:48 am
by Clockwork
Playtest is awesome, you should just make it a release :D

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Mon Jul 30, 2018 1:05 pm
by WhoCares
Luftwaffe wrote:
Mon Jul 30, 2018 4:13 am
Debug Menu removed or those cheats completely re-done to make it usable. Right now it is not really fun or usable.
Debug is or debuging or testing behaviour. It's not really meant to bring an alternative in gameplay. I use it a lot when I want to test/confirm something. it allows you to build the stuff you need to run your test with ease and speed.

but I agree on the explored map on by default. "NOBODY" plays without it.
.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Mon Jul 30, 2018 2:11 pm
by avalach21
New playtest is amazing :-) Got to play a test match vs N/a yesterday. Was trying to rush to Chronosphere to see the new chrono vortex effect but he slaughtered me too fast :-(

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Wed Aug 01, 2018 10:44 am
by WhoCares
there is a game changer feature that nobody seemed to noticed :

It's now possible to queue attack move.

My feedback to try to improve this feature and the "queue" in general

right now, the "holding shift" seems to cancel or ignore any "modifyer" on move action. to be able to queue amove, we need to do this exact sequence :

a -> click -> a -> hold shift -> click -> release shift -> a -> hold shift -> click -> release shift -> .... and so on.

This is very complicated, could it be a way to allow any modifier/specific actions to be accepted in the queue without having to release shift ?

Also, as soon a unit engage the whole queue order is cancelled, could it be a way that the unit resume with their orders once the action is done ?

Other suggestion, "attack move" know as Amove represent 95% of the deplacement of the units, means we need to use a modifier key (a) mostly everytime we want to move a unit. Could we have a "checkbox" in the options to toggle the behaviour by default ? i mean, you choose if you want attack move on simple clic and the simple moves on "a + click". it would really makes more sense.


edit : secondary suggestion for later : a total rework of the queuing system would be awesome in order to be able to queue any order a unit can take.

examples of order queue.

chrono tank : amove -> amove -> chrono jump -> amove -> Amove
infantry : amove, amove-> enter a vehicule (this one works in the playtest)
apc or chinook : amove -> amove -> unload -> move
mcv : move -> move -> deploy (this one is possible by holding shift and click on the mcv but not by using the key weirdly)
demo truck : move -> move -> detonate

ect

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Sat Aug 04, 2018 10:08 am
by maceman
Loving the new playtest. Can't believe how much better it plays with the fix that reduces the order delay.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Sat Aug 04, 2018 3:01 pm
by Smitty
maceman wrote:
Sat Aug 04, 2018 10:08 am
Loving the new playtest. Can't believe how much better it plays with the fix that reduces the order delay.
If my math is right every command you give happens .2 seconds faster. Good micro just got a huge buff.

___

Heads up to folks on the balance front: I'm leaning towards reverting the extra ranger seat and dialing back the missile sub damage buff.
- The ranger reversion would be because I've seen the possibilities of the ranger IFV in action now, and I'd like to leave the door open for it.
- The missile sub sees a lot more use in team games than competitive matches. While I still stand by the fact that missile sub damage vs wood is currently laughable, I feel the need to dial back things considering the effectiveness of siege units in non-competitive play. Because of the feedback from this balance cycle, it is likely I won't tackle naval balance again unless we can find some general consensus. The needs of the team game and competitive communities are currently too far apart when it comes to naval balance.

There was some discussion about the detection range we gave sub pens and shipyards. If you notice this being an issue give me a holler.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Sat Aug 04, 2018 8:39 pm
by Sleipnir
The OpenRA-forum integration will be offline for a day or few while some issues are worked on. This is intentional, not a bug.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Sat Aug 04, 2018 11:36 pm
by eskimo
I've not played any team games for a while now, as i did go through a phase of playing 3/4vs3/4 with naval used a lot. Though some of the guys i do see playing them are regular players, like lemon for example, so it's a shame he's/they're not on here posting regarding that.

Re: THE NEW PLAYTEST RELEASE: INITIAL THOUGHTS

Posted: Mon Aug 06, 2018 6:54 am
by noobmapmaker
Hats off to the devs!!

Great to see the player profiles! I truly think this will help the community and make people want to play good games and contribute to OpenRA as a whole.