There is a charge up time value for the laser. \specs\planet_weapon.json charge_up_time is in seconds. turn_rate is in degrees per second. Have fun.
There is some fire remaining after the trees got burnt down. (I noticed it after posting, why is there a percentage instead of my metal usage) The starting locations don't have metal spots on them. Only 1 or 2 near the starting location.
I don't know when this broke, but gunships fire in the wrong direction sometimes: http://www.gfycat.com/InsidiousHorribleCoypu Also dem mines... invulnerable mines is an interesting way to erm, balance them. Boom bots still do friendly fire damage, however the "stutter stepping" seems to have been improved (happens less) in the PTE. I feel like the stuttering fix has buffed the Booms a lot, which is good. BUUUT the damage buff to 700 seems like an attempt to hide/counteract the massive downside of friendly fire damage. Here's a rather extreme example of the Booms friendly fire damage. All of these Booms are holding fire, except one - the one that kills itself on the wall: http://gfycat.com/EvilMixedAtlanticspadefish Something to remember when looking at this is that the wall section only takes 700 damage, from the Boom that blew up on it. The rest of the Booms did nothing, except die. I would much rather the friendly fire damage was removed (fixed) for the Boom, rather than giving it the 700 damage upgrade.
"splash_damages_allies":false does not work with the new(ish) "damage_volume". It used to stop friendly Boom damage when splash_damage was used. Another link to the proof
That's a CHARGE UP TIME. He said Cool DOWN. it's like the difference between an upvote and a downvote. Quite obvious. We were saying it overheats, for example, and takes a minute or so to recharge.
Actually there game play wise a 2 minutes charge up time is pretty similar to a 2 minutes cool down. Only difference is that a charge up kinda nerfs the moment where you first complete the thing, but considering how crazy powerful it is that should not be a big issue?
Could you maybe change the turn_rate into acceleration? Right now it is impossible to hit close orbiting planets because they move too fast. With acceleration it would eventually catch up. Unless that is by design.
Firstly: I love the UI changes, it looks a lot better!! It's so easy to forget the neatness a good UI can deliver. Also units seem to detect when they are stuck and they seemed to retry their route a moment later, awesome!! Few minor bugs I've found: - The AI subcommander is named "AI sub commande" in the playerlist when you are playing a game of Galactic War, maybe because of an icon limit. - Boombots cannot attack landed planes. Hummingbirds to be precise. Keep up the good work!!
It's still an insta win. We have given all of these reasons why Experimentals are in the game. And then every single one of those reasons are just completely tossed out the window because death star planets look cool in the trailer.
Anti-ground units haven't been able to attack landed planes for a while, when they try to do so the planes take off.