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Post by Kidgamez on Apr 20, 2018 1:00:18 GMT
If you have any new ideas for the game, feel free to post here! I will definitely take them into consideration for the updates!
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kabosu
dont do drugs
Posts: 89
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Post by kabosu on Apr 28, 2018 13:34:06 GMT
I got the idea from watching V-Orb drop from Villalobos. I’m wondering if you can integrate boss-drops more. Especially for Nerazon and Marissa. Those levels need something special for them. Boss World could have a unique drop of its own, that would be cool.
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kabosu
dont do drugs
Posts: 89
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Post by kabosu on Apr 28, 2018 13:37:21 GMT
Insane Difficulty: I think Insane Difficulty should be a bit more special. Like increase Rare Unt drops or replace boss attacks or something. Just thinking it should be a high reward area that experienced players can use.
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Post by Kidgamez on Apr 28, 2018 20:06:37 GMT
Hey thanks for the ideas. Right now I am focused more on balancing the game and fixing errors, but I can implement features like this in the future. I like the idea of new drops for those levels, and new boss attacks for insane difficultly!
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kabosu
dont do drugs
Posts: 89
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Post by kabosu on Apr 29, 2018 1:49:14 GMT
Multiple save files: So I get how time warp is supposed to replace the browser’s multiple save files, but the way it takes your gold and experience doesn’t allow for much flexibility. Personally I want to test out different base types (instead of just spamming Korazon), and I have only time warp to fall back on.
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Post by anon on May 1, 2018 9:14:12 GMT
can you update the shield disruptor unit to focus on enemy with shield? i kinda suck to see zakana keep attacking enemy with no shield
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Post by Desoloth on May 1, 2018 9:39:54 GMT
how about a zoom out button where we can see all the map?
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Post by Kidgamez on May 1, 2018 17:30:33 GMT
can you update the shield disruptor unit to focus on enemy with shield? i kinda suck to see zakana keep attacking enemy with no shield Yes, this is a great idea! Will definitely implement this in the next update!
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Post by Kidgamez on May 1, 2018 18:46:01 GMT
how about a zoom out button where we can see all the map? Thanks for the idea, will consider this!
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kabosu
dont do drugs
Posts: 89
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Post by kabosu on May 2, 2018 3:26:08 GMT
Was just farming Tesire and thinking: What about adding an auto-rare unit collector? Like a thing (could make it a unit) that automatically picks up rare units and stores them in a separate bank at the end of the level. Since it's an afk farmer and it can count as extra storage, I was thinking that it could be added as a form of bonus content for people who have an extra few dollars. It doesn't impact combat power so it's not too overpowered...
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Post by Desoloth on May 5, 2018 20:01:31 GMT
I wonder why can't the barrier unit deflect enemy pierce shot, while barrier unit can deflect korazon. Can update the enemy pierce shot so it can be deflected too?
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Post by myrm on May 6, 2018 2:59:32 GMT
My opinion on all the units/balance (Warning lots of text):
Command Base: Could use a 100hp buff (Or give it it's old upgrades back Terra Alloy, Plasma Cannons, Spirit Orb.)
Nova Turret/Galaxy Turret: Functions fine as a start turret. Galaxy Turret could use a slight damage buff.
Core Blaster: Not that useful. Give it an upgraded version at rank VII that does slightly less dps than a Galaxy Turret.
Aegis/Tytan Barrier: Fine except for the fact that enemy pierce shots will go through. Make it so all pierce shots are reflected by shields. Also why is it spelled tytan in the game now rather than titan?
Vira Healer: Fine as is.
Nexxon Phasor/Nyon Exist. Fine as is but change the ghost ability to have 10 upgrades and each upgrade gives 1% ghost chance up to 10% at level 10. Also the flash version had this issue as well where ghosted enemies do not count as kills and do not give gold on death. This makes it very difficult to get ridiculous rankings on levels if you are using a lot of nexxons/nyons.
Fion Drone: Fine as is. The AI can be wonky sometimes and be slow at grabbing gold.
Zycon Storm: Give this an upgraded version at rank VII with double the missiles (so 8 with the upgrade) and increase the damage.
Grand Blaster: Improve the AI to prioritize targeting shielded enemies. Increase the range and damage a little.
Zakana: Improve the AI to prioritize targeting shielded enemies.
Tech Center: Fine as is. Maybe add an expensive upgrade to the zava detector to further increase the rare unit %.
Elson Demi: Increase damage. Swap out matrix enchancer for gravity pulse. This will help it hit enemies.
Nuclear Terra: Fine as is. Functions as an early game korazon that is easier to level up due to spirit orb. Not very useful after you get the korazon. Maybe swap out spirit orb for a new ability weakness. It would have a chance to make affected enemies do less damage.
Neg Voider: Make it so their range is increased from range boosting units or swap out matrix enhancer for sigma shift(+5 range).
Assassin: Increase the damage. Currently gravity pulse on this unit is not very useful. It wants to shoot enemies far away and can't shoot enemies too close. Why would it want to drag enemies closer? Swap out this ability with a 1% chance to kill enemies. (Fits the whole assassin name much better)
Chargor: Fine as is.
Scorpion: Swap out terra alloy or spirit orb for gravity pulse. This will let it hit enemies. Could maybe use a damage increase as well.
Vira Savior: Fine as is.
Karazon: Decrease the fire rate by ~2.
Zac/X-Zac Assimilator: Fine as is.
Wall: Fine as is.
Infinite Barrier: Fine as is. There appears to be a glitch with it's negative resist ability where it is not being applies. If you upgrade the ability the neg resist does not appear in the units stats. When testing on zone 1 a infinite barrier with 92% neg resist from other units and it's own neg resist ability maxed was still being sent into the darkness by villalobos.
Sanctum Beacon: Fine as is. Maybe increase the range by ~5.
Gold Generator: Fine as is. I think it's old ability of keeping gold on the field for more time is better than the new gold explosion.
Arcane Wrath: Currently acts as a worse tytan barrier. Has less health and does a pitiful 5 damage a shot. Increase the damage a bit. Like aegis/tytan barrier make the shield reflect all pierce shots. Have damage show the actual number instead of ? ? ?
Tesla: Decrease the damage to be on par with a nyon. Basically make this a nyon that can stun instead of ghost.
The Legend/Lightbringer: Increase the damage the laser does by 50-100%. Have damage show the actual number instead of ? ? ?
Aries: Should do twice the damage the lightbringer does with it's laser (Not taking lightbringer explosion into account, just the raw laser damage). Also I don't know if it's damage shows or not, but either way have it show rather than a ? ? ?
Valerion: No real opinion since I don't have it. Seems fine as is. Side note: I was able to get 2 orbs pre-korazon nerf. Since then I have had 0 orbs drop and I have fought him a lot. Could you confirm is they still drop properly or do I just have really bad luck?
Vira Ultima: Decrease the costs of Team Vehemence. (Have it be about x2 the cost of darkness alloy)
Darkness Barrier: Increase the hp by 100-200.
Thor: Similar to the arcane wrath this is even worse. Does little damage and has even less hp. Increase the hp by at least 200 and increase the damage it does. Also buff thor's minions to be a little weaker than an x-zac. Thor's minions as far as im aware like ghosted enemies do not drop gold and do not count as kills. Make it so when an enemy is converted they count as a kill and drop gold. Like aegis/tytan barrier make the shield reflect all pierce shots. Have damage show the actual number instead of ? ? ?
Devas Nero: Fine as is.
Fira Zevon: Fine as is.
Other bugs that I've noticed:
Beating zone 1 on insane doesn't give the achievement. I don't know if this has been fixed yet. Haven't tried it since korazon nerf.
After clicking on a level and then saying no I get the message something along the lines of "Lets go to ava lesion" even though I am long past that part of the game.
When clicking on a unit you can see just below it on the screen it's rank. If the unit is rank X it shows a white box instead of the rank X icon.
There is a bug that kabosu found with aries not immediatly taking the sacrificed units. This allows you to leave the game before they are destroyed and aries will still be upgraded.
New unit suggestion: A unit that applies a vulnerability debuff. Enemies with this debuff would be able to be effected by your other debuffing units. The unit should target enemies without the debuff first. This would make a lot more units useful in the later levels where the majority of enemies have immunity. All bosses would be immune to this. I don't know how this would work in pvp. Would it ignore enemies neg resist when trying to apply the vulnerability debuff? Might be too good in pvp. The vulnerability debuff % of activating would have to be balanced with the units fire rate (should not be 100%). This could be made a rare unit with a max of 3 if having too many is OP or if not make it a premium unit.
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kabosu
dont do drugs
Posts: 89
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Post by kabosu on May 6, 2018 5:35:37 GMT
Agree with most of what he says just with a single idea: Infinite Barrier 92% debuff, but still getting debuffed a lot from Villalobos is most likely from the fact that Villabolos fires a ton of small particles and not a singular attack. It raises the chance of your unit being debuffed to nearly definite.
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Post by myrm on May 6, 2018 5:53:11 GMT
Agree with most of what he says just with a single idea: Infinite Barrier 92% debuff, but still getting debuffed a lot from Villalobos is most likely from the fact that Villabolos fires a ton of small particles and not a singular attack. It raises the chance of your unit being debuffed to nearly definite. If a unit has 100%+ neg resist it won't get debuffed. Each projectile procs a debuff individually. The infinite barrier neg resist isn't even showing up on the unit's stat screen.
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kabosu
dont do drugs
Posts: 89
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Post by kabosu on May 6, 2018 16:02:32 GMT
Agree with most of what he says just with a single idea: Infinite Barrier 92% debuff, but still getting debuffed a lot from Villalobos is most likely from the fact that Villabolos fires a ton of small particles and not a singular attack. It raises the chance of your unit being debuffed to nearly definite. If a unit has 100%+ neg resist it won't get debuffed. Each projectile procs a debuff individually. The infinite barrier neg resist isn't even showing up on the unit's stat screen. ah I didn’t realize your Infinite Barrier had 100%. Yea in that case it makes no sense.
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