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Playtest Discussion

Posted: Mon Sep 25, 2017 7:12 pm
by Murto the Ray
Download: LINK
Changelog: LINK
News Post: LINK

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This playtest includes changes from the previous playtest. You can find the previous playtest discussion here.


The changes affecting gameplay for this playtest are:

General:
  • Added "Assault Move" modifier (Ctrl) to attack move. [#14010]
    Adds a special form of attack move that allows units to fire at buildings regardless of stance.
  • Fixed mouse pointer not being centered on buildings during placement. [#14006]
    The buildings are now centered on the cursor when placing them.
Red Alert:
  • Fixed surface weapons damaging submerged submarines. [#14058]
    Submerged submarines no longer take damage when attacked by surface weapons.
  • Fixed vehicles spawning infantry when killed. [#14021]
    Ground vehicles no longer spawn infantry on death.
Please keep discussions constructive and on topic!

Mines

Posted: Mon Sep 25, 2017 7:42 pm
by Piano
Not sure if intended, but mine layers won't deploy there mines when you press F on the keyboard with them selected. Or if you click the deploy button.

EDIT: Also soz if this is the wrong place to post this.

Posted: Mon Sep 25, 2017 9:00 pm
by Sleipnir
Thanks for the report Piano. I filed #14074 to fix that for the next playtest.

Re: Mines

Posted: Mon Sep 25, 2017 9:48 pm
by eskimo
Piano wrote: Not sure if intended, but mine layers won't deploy there mines when you press F on the keyboard with them selected. Or if you click the deploy button.

EDIT: Also soz if this is the wrong place to post this.
I think that may have been an issue before also.

But try using ctrl. Select unit, then hold ctrl and you will drag a white box. The mine layer will keep laying mines until the box is filled, with auto refills at the service depot.

Apologies if you knew that already.

Posted: Wed Sep 27, 2017 2:55 pm
by noobmapmaker
For those interested in the playtest: ZXGanon will go live in a couple hours from this post: https://www.twitch.tv/zxganon_

He announced to stream using the playtest.

Mechanics OP in team gAMES

Posted: Sat Sep 30, 2017 11:19 am
by GirlGamer
In the team v team games we find that Allies are overpowered! due to MECHANICS! every game a soviet teammate sends an mcv to the allied teammate who immediately destroys it and captures the husk with a mechanic and gets double tech!

This has become the meta in online teamgames.

Can we disable teammate husk capture (so that the new tech isn't? (or give soviets mechanics too for balance)

Re: Mechanics OP in team gAMES

Posted: Sat Sep 30, 2017 11:39 am
by FRenzy
GirlGamer wrote: (or give soviets mechanics too for balance)
Soviets have Hijackers, or even Engineers, but they can't capture an ally MCV indeed.

If it had to be solved, maybe the option would be give them the ability to capture ally units/structures, not to remove the husk capture ability for mechanics (they might need to retake the destroyed husks of their teammates after a battle)

Posted: Sat Sep 30, 2017 6:59 pm
by Sleipnir
Playtest 20170930 is now available. This is almost certainly going to be the last playtest, and is most likely going to be identical to the final release. Feedback on the playtests trailed off as of a few weeks ago, so there is little value in delaying the release much longer. Anything new issues that aren't gameplay breaking will be deferred to the following release.

Posted: Sat Sep 30, 2017 9:05 pm
by Murto the Ray
A new playtest has been released. You can find the new discussion thread here!