Feedback for Dune 2000
Posted: Thu Nov 26, 2015 2:35 am
I did a lot of playtesting for Dune 2000 on OpenRA, and a lot of things aren't close to the original game (unless you weren't striving for that.) So here is what I saw while I played all of the maps:
1. Sonic Tank - This unit is garbage. It's too slow and deals low damage at a short range, not worth the price at all. I liked it better before the playtest, minus the movement speed, that to me was perfect. This tank should be capable of 1-shotting any infantry unit and light unit, and 1-2 shots for tanks (3 for Hark MBTs), currently everything survives 2-4 hits, which is no good.
2. Siege Tank - This unit is also underpowered. It should be killing all basic infantry in 2 hits or less, and currently it takes 3-4. It also does low damage to light units, which is incorrect as it supposed to obliterate them within 2 shots as well. The only time I use this tank currently, is to hit turrets and that's it.
3. Missile Tank - Underpowered as well. This unit was capable of 1-shotting light units at a long distance, and now it takes 2. Plus, the damage vs heavy armor is also lower than it should be. They used to tank down Hark MBTs within 2 shots, and now it takes 4. This is not good, and it makes this unit useless in field combat due to the same issues as the Sonic Tank.
4. Attack + Move pathing and targeting are very strange this time around. Some units are attack + moving at shorter ranges than they should be, and all units have a 1 second delay before attacking. This should get looked into and fixed.
Suggestions/Ideas:
1. Is there a way to implement a function to toggle auto-deploy for the Fremen/Saboteurs from the palace when the timer is up? It would be helpful.
2. Can you program the game to save your last used settings for Skirmish? I am getting tired of having to redo everything each game I make.
3. Can you add a function to build more than 1 unit per click at once? Example: Shift + Click = 5 units in the queue. Alt + Click = 10 units in the queue.
4. Can you please remove minimap and game notifications when a spice pocket explodes and hits something? That got really annoying in some maps.
1. Sonic Tank - This unit is garbage. It's too slow and deals low damage at a short range, not worth the price at all. I liked it better before the playtest, minus the movement speed, that to me was perfect. This tank should be capable of 1-shotting any infantry unit and light unit, and 1-2 shots for tanks (3 for Hark MBTs), currently everything survives 2-4 hits, which is no good.
2. Siege Tank - This unit is also underpowered. It should be killing all basic infantry in 2 hits or less, and currently it takes 3-4. It also does low damage to light units, which is incorrect as it supposed to obliterate them within 2 shots as well. The only time I use this tank currently, is to hit turrets and that's it.
3. Missile Tank - Underpowered as well. This unit was capable of 1-shotting light units at a long distance, and now it takes 2. Plus, the damage vs heavy armor is also lower than it should be. They used to tank down Hark MBTs within 2 shots, and now it takes 4. This is not good, and it makes this unit useless in field combat due to the same issues as the Sonic Tank.
4. Attack + Move pathing and targeting are very strange this time around. Some units are attack + moving at shorter ranges than they should be, and all units have a 1 second delay before attacking. This should get looked into and fixed.
Suggestions/Ideas:
1. Is there a way to implement a function to toggle auto-deploy for the Fremen/Saboteurs from the palace when the timer is up? It would be helpful.
2. Can you program the game to save your last used settings for Skirmish? I am getting tired of having to redo everything each game I make.
3. Can you add a function to build more than 1 unit per click at once? Example: Shift + Click = 5 units in the queue. Alt + Click = 10 units in the queue.
4. Can you please remove minimap and game notifications when a spice pocket explodes and hits something? That got really annoying in some maps.