Gamma Build: 65588

Discussion in 'Planetary Annihilation General Discussion' started by liltbrockie, May 13, 2014.

  1. liltbrockie

    liltbrockie Active Member

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    This was just posted.

    Any build notes anywhere? What has changed?
    carlorizzante likes this.
  2. byrnghaer

    byrnghaer Active Member

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  3. wienerdog4life

    wienerdog4life Active Member

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    As though Garat's post gave any actual information.
  4. optimi

    optimi Well-Known Member

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    The PTE Changes I guess. So fire, grenadiers, orbital changes, eco rebalance and some other stuff.
  5. elodea

    elodea Post Master General

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    awesome, I dont have to wear sunglasses on moon planets anymore.

    Don't like that sniper bots have same black dot map icon as grenadiers though
    squishypon3 likes this.
  6. tehtrekd

    tehtrekd Post Master General

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    There's some glitches still present from PTE, but overall I'm glad it's finally live :D
  7. MrTBSC

    MrTBSC Post Master General

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    so i want talk current gamma a bit...
    bugs and issues have been mentioned in the respective bug forum...
    so here i want to talk about some of the changes ...

    my biggest bugbear is more or less the orbital factory aswell as the anchor though static being able to shoot down torwards ground ... they basicly are means to build a orbital beachhead in order to build a surfacebeachead and yea i can see that reducing stalemate situations and be later helpfull with gasgiantgameplay ... but once again beacheads are still required and as i see it there still isnt a viable option to transport bigger numbers of units via mobile tranports .. austreuses are time and metal consuming and through their limitation of carrying only one unit still illsuited for those big numbertransports but rather helpful for specialistsquads such as vanguards and/or gil-e´s ... so you are still dependend on upfront structures to get your armies to the enemy (yea i am aware that such transports might be added very late) ...
    i´m just not sure if should be happy with the addition of the groundshooting anchor and orbital factory ... the orbital factory more or less feels like a lightversion of a spaceshipyard ...

    on the plusside of things i like the new gil-e model it realy looks like a sniper ...
    also areareclaiming is pretty cool and seems pretty usefull for clearing forrests and scrapyards ...

    don´t know since when this one was in but i love defensive structures such as pelter holkins walls and laserturrets being buildable on water .. definitively helps for waterplanets imo ... though i imagine that may change once subs are again added in and torpedolaunchers working better ... i could see beam turrets being restricted to ground again but that is speculation ... we´ll see ....

    ah yea .... fireeffects are pretty hot :p

    overall while i am not entirely happy still intresting update .... i just hope uber manages to squeeze more optimisation for a bit weaker systems .... being limited to one 400 radius planet with only one enemy and just like 50 units isnt realy all that epic ... but that´s more my current rig than anything else ..... sucks to be a student with low budget ...
    Last edited: May 15, 2014
    stormingkiwi likes this.
  8. SikkeSakke

    SikkeSakke Member

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    AI OP, plz nerf!

    Seriously speaking, before patch I was able to annihilate normal, multiple AI games. But now I tried and even beating single normal AI was hard. Couldn't yet have beaten even two normal AI's. Feels like they are allied together or I just don't know (yet) how to play this game properly.

    Anyways, it was fun to notice that I got still lots of learning in this game. And AI give me now really good practise platform before moving to multiplayer. Good one, Uber. Me likes.
  9. chronosoul

    chronosoul Well-Known Member

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    After playing the game with 5 moons, there is a definite performance increase with multiple planetary bodies.

    The problem I see though is I wish there was a little more polish on landing zones.

    • There should be an indicator or a dot (your team color of course) that shows where you are landing with your name beside the dot.
    • For multiple planet starts, maybe have the color or name of the person next to the spawn location or maybe a commander symbol.
    • Eventually it would be nice to have a small explosion effect occur when landing on the spot but i'm sure that will come in time.
    Small U.I. peeves.

    I wish the drop down for the planets didn't interfere with the context commands of attack and patrol. Maybe have those context buttons move down? Otherwise its just bothersome to deal with clicking the planetary tab to get rid of it every time. Maybe it can automatically go back up like a drop down menu that you can hover over.

    Orbital and ground selection.

    Sometimes I just want to select orbital units, Maybe just select ground units, but drawing a selection square grabs both when really I wanted one. Maybe have an option in the UI to have an Either or set up?

    Benefits of this new patch.

    Invading other planets is quite easy. Catapults being expensive and teleports becoming super cheap, warping an army onto another planet has never been so easy and deadly. I'm glad there is finally an orbital bombardment device that can protect teleporters.
    drz1 likes this.
  10. mredge73

    mredge73 Active Member

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    They don't need to be nerfed.
    But, I do feel the same way about the AI as in they appear to not actively fight each other on the PTE build.
    I have played games where they have built massive armies right next to each other but would not mobilize them toward each other.
  11. SikkeSakke

    SikkeSakke Member

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    Of course AI don't need to be nerfed. In case someone didn't notice, part of my previous message was written in sarcasmic way - which is usually not so good way to say what you really want to say...

    What I say is that AI is harder now, which is better. And again me likes.
  12. tehtrekd

    tehtrekd Post Master General

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    Did you attack/early raid them?
    I noticed that the AI will usually go after the biggest threats, and that one of the main ways they distinguish a threat is whoever attacks them.
    If you leave an AI alone, in my experiences they'll usually go after someone else.
  13. sgtleprechaun

    sgtleprechaun New Member

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    I really just want a detailed patch notes with all the changed number values
  14. Raevn

    Raevn Moderator Alumni

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    https://forums.uberent.com/threads/gamma-build-65588.59456/page-2#post-926646

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  15. Nayzablade

    Nayzablade Active Member

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    Wow, nice job Raevn :)
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  16. aevs

    aevs Post Master General

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    Wait, burning trees deal damage?
    Huh o_O
  17. sirjansel0t

    sirjansel0t New Member

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    I was just playing and it looks like T2 factories and T2 construction units are using up 100+ metal per factory and unit. Is that right? It makes it so hard. It shuts down your whole economy.
  18. phantomtom

    phantomtom Active Member

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    I acaully kinda like it :)
  19. Taxman66

    Taxman66 Well-Known Member

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    Ehh I hate the PTE build and now I don't get to choose...wonderful. All the games end up with 100+ t2 pgens and hundreds of fabs, thousands of OP vanguards...kind of simplistic.
  20. trialq

    trialq Post Master General

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    Are vanguards really op? They cost 2700 and can be killed by an equivalent cost of dox in seconds, taking 0 damage.
    stormingkiwi likes this.

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