That sounds like an awesome strategy!
Originally Posted by Aesth3tic Karma
I just played a game where I spawned and two Warbringer drones were parked over me, killing me almost instantly. Then, it happened again, but with only one Warbringer. Also, Warbringers seem to be fragile one game and flying tanks in another. Maybe it's the weapon I'm using (the Vulcan), but I had Assassin selected so I figure that should count for something.
Speaking of spawns, there have been many times I'm sitting in the load-out screen waiting to deploy and listening to "Your team has lost the Overlord", etc. Is there a way to make it so the game can't start until everyone's in the map?
One major issue is the constant dropping, either from the host leaving (this even happens in the lobby) or the server connection being lost. Perhaps a host migration system? And I noticed that most people have two yellow pings. How much does this affect the latency of the game?
As far as strafing goes, I don't do it enough to notice if it needs improvement.
All that mentioned, I'm having fun playing the game and if it's supported with new maps and such, I think it's going to stay for a while.
Is it just me or does it seem like it takes a long time to get in a match, it takes forever to find that one more person to join the game
I don't like getting match up with people that are way higher levels than what I am. I'm a level 9, and I'm getting match up with people any where from 15-20s.
I'm OK with it if I have levels that are close to those levels on my team. But sometimes I have people that are close to my level on my team. And the enemy team is way higher than us. We end up getting destroyed becasue they have way better weapons than what we have available to us.
Last edited by BerzerkCommando; 04-28-2012 at 09:23 PM.
Reason: adding stuff, and fixing words
Defense Array, my team has yet to lose a game on that map in 45+ matches
We've broken strategy
I like that fact that the screeching lets you know the Preyon has targeted YOU, and gives you time to react.
Originally Posted by shatto
The main thing I don't like is the Defense Array map. The energy barrier in the center means there's only one way to get to the other side of the map. However, bullets go through the barrier, making game-ruining campers all too common. The only way to win is to use the Swarm and camp yourself.
Last edited by FearTheKumquat; 04-29-2012 at 09:17 PM.
I wish there was a way to look at the weapons and abilities before going into a match. The ten seconds or so before the game starts isn't really enough time to look through them all.
I saw that you get a special helmet if you reefer a friend to the beta, does that mean that the full game will have some sort of Character customization? Because that would be really neat. At least I think each team should have 3 character models so it isn't the same 3 clones fighting 3 other clones.
Also the game shouldn't kick you out to the World map after each game, you should be put back in a lobby for a rematch against the people you just fought.
Also does anyone know what happens when one side gets 110 Dark matter? Bonus exp? Or what?
Sorry if these are more of questions than criticism, I really do love this game and can't wait to play the full thing this summer.
Preyons have suprisingly little health. They are best spawned when you're already near an enemy, spawn it from far away and it's likely they'll be killed, or worse someone will use a hack grenade on it.
In terms of design, radial damage of the swarm should essentially be able to keep a team in cover at a small portion of health indefinitely, but never kill them outright with indirect damage- even with top tier assassin, and venom / impact on. Besides tweaking its radial damage to be certain one full-charge shot isn't able to fully kill a soldier with full health, the full charge time in particular should be extended to match the recharge time for the health bar.
This pin could then be broken temporarily with healing or metashield in order for a team to push forward to take out the two other enemies with kill weapons. Or they can retreat just as their health is recharged to avoid a second blast and have enough health to fall back or flank.
TL;DR: The charge time on the swarm is too quick making it so it can kill through cover but everything else about it is fine.
Last edited by external memory; 04-29-2012 at 08:07 AM.