Mercury
Jan 25 2010, 7:34 am
By: Gigins
Pages: < 1 3 4 5 6 >
 

Feb 7 2010, 2:03 am Jack Post #81

>be faceless void >mfw I have no face

Quote from atto
This game looks awesome and I'd love to try it out, but i can't seem to find it? lol, any help? Is it within the Topic?
It's still a closed beta, which means you can't play it unless gigins sends you a copy.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 7 2010, 6:52 am LooKe Post #82



We could not beat it with a full house.it took us extreme planning to get the crossroads mission beat with 6 of us. I attached the replay so you can check it out.

When I beat the crossroads mission alone it was because I did it before the difficulty had changed, and I barely did it at that. I'm not really sure what the differences are between 1 player and 6 player as far as zombie spawns go so I can't really say what should be changed.

One thing I did notice was with a full house finding slime mutants was very hard because we had 6 people looking for them.

Attachments:
Mercury Full House.rep
Hits: 2 Size: 218.97kb



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Feb 7 2010, 8:40 am UnholyUrine Post #83



adding to JB4's comment..

... which is why some objectives should be done together..

Both Crossroads defending and the Slime Mutant hunting missions are BEGGING to be done together. Obviously the difficulty/# of mutants to kill have to change with more players.. but why can't you let one player kill while the other assist?
Teamwork, again, has to play the big factor in the difficulty.



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Feb 7 2010, 1:01 pm Gigins Post #84



Quote
adding to JB4's comment..

... which is why some objectives should be done together..

Both Crossroads defending and the Slime Mutant hunting missions are BEGGING to be done together. Obviously the difficulty/# of mutants to kill have to change with more players.. but why can't you let one player kill while the other assist?
Teamwork, again, has to play the big factor in the difficulty.
I see. I could make some missions a checkpoint mission. Like all players are required to reach the mission to go on. But be aware that since the rush timer 1 single noob can make everybody loose.
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We could not beat it with a full house.it took us extreme planning to get the crossroads mission beat with 6 of us. I attached the replay so you can check it out.
UMS replay doesn't work. ;)
Quote
When I beat the crossroads mission alone it was because I did it before the difficulty had changed, and I barely did it at that. I'm not really sure what the differences are between 1 player and 6 player as far as zombie spawns go so I can't really say what should be changed.
Ok I get it the crossroad is too hard. I'll make the location smaller.
Quote
One thing I did notice was with a full house finding slime mutants was very hard because we had 6 people looking for them.
This is weird, because it should spawn 10 of them for each player, so there should have been like 60 slime mutants around. I'll play around with the conditions a bit.
Quote
I don't know if it's my fault for farming early in the game for upgrades
Read the comments after the first beta. We decided to make so you can't farm. You have to rush and do the mission before the zombies become super hard and eventually run you over.

Thanks everybody, keep up the super good job. You guys are actually making the map! I'm just the guy behind triggers. :D :D



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Feb 7 2010, 6:56 pm LooKe Post #85



With 6 of us with the awesome planning we beat the crossroads easily. Without the planning we got eaten alive.

The hydras took us almost 15 minutes for us all to get them.

Post has been edited 1 time(s), last time on Feb 8 2010, 4:23 am by JB4times4.



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Feb 8 2010, 7:36 pm Gigins Post #86



Made crossroad a bit easier. Added vision with zombies on bonus mission. Made mission 5, 11, 13 and 19 a checkpoint mission. All players still in game have to do the mission to start next mission. I think I can launch next beta quite soon. :)



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Feb 10 2010, 3:52 pm Gigins Post #87



Been a little busy lately, MAKING ANOTHER MAP! :crazy: :wtfage: :ermm:

Anyway )) Mercury v0.93 coming out today! ^^
)) Changes
  • Balanced the crossroad mission
  • Fixed a bug with bunker staying after kerigan dies
  • Added vision with zombies during bonus mission
  • Added 4 checkpoints during objectives 5, 11, 13, 19
  • Increased tank, goliath, dragoon and archon build limit to 3
  • Changed probe group. Instead of 4 marines, probe now comes with 2 hero dragoons
  • Changed slime mutant spawn during mission 4, now depending on player count

Test test test, let's finish this map already! :D



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Feb 10 2010, 9:12 pm LooKe Post #88



Oh shit, I forgot to suggest something...There needs to be a mech only group as well especially if you are doing a protoss only group.



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Feb 10 2010, 9:27 pm Gigins Post #89



The alien bot is protoss only now.



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Feb 10 2010, 10:02 pm LooKe Post #90



I understand, but we need a mech only group as well or else the mechs are completely useless. Like 1 hero goliath and 1 hero tank and 1 scv.

ANNOYANCE: The natural spawn is still annoying.

BUG: When kerrigan dies you still control hero dragoons and don't get a respawn until they die.

BUG/ANNOYANCE: If I go with an alien strategy I shouldn't have to use the scv group to get an scv for the crossroad or else I'll never beat it.

[EDIT]
ANNOYANCE: No mech in the sniper group please....Hero sniper maybe?

BUG/ANNOYANCE: We couldn't fight our way out of the main base and eventually were over run in the main base. There was about 30 hydras pushing across the bridge that we couldn't kill. we even tried deploying tanks behind the bunkers and they still killed them.

BALANCE: Archons and firebats are junk. Their upgrades suck, and they aren't that strong. The archons cost more then the dragons to build and the dragons are much better then them.

Post has been edited 1 time(s), last time on Feb 10 2010, 11:07 pm by JB4times4.



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Feb 10 2010, 11:31 pm Gigins Post #91



How about you get to choose whatever type of mercenary you want to go. Like mech/infantry/protoss, Hero goliath or vulture/kerigan/Dark templar or something. Got to think which units exactly. Then you get reinforcements according to merc type. And for DT/keri cloak I could get some random overlord floating around. Just brainstorming, catch anything guys?

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ANNOYANCE: The natural spawn is still annoying.
I'll lover CPU rine count limits.
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BUG: When kerrigan dies you still control hero dragoons and don't get a respawn until they die.
Yea, I added it like minute before releasing v0.93, fixed. :><:
Quote
BUG/ANNOYANCE: If I go with an alien strategy I shouldn't have to use the scv group to get an scv for the crossroad or else I'll never beat it.
You get SCV at the start of mission. What, you want me to be giving free units all the time? :P
Quote
ANNOYANCE: No mech in the sniper group please....Hero sniper maybe?
Kerigan? I could make her stats higher, but in a way he is hero sniper. :crazy:
Quote
BUG/ANNOYANCE: We couldn't fight our way out of the main base and eventually were over run in the main base. There was about 30 hydras pushing across the bridge that we couldn't kill. we even tried deploying tanks behind the bunkers and they still killed them.
You took too long. The timer is ticking, the more you distract the more likely you'll lose. That's the time element UnholyUnine wanted.
Quote
BALANCE: Archons and firebats are junk. Their upgrades suck, and they aren't that strong. The archons cost more then the dragons to build and the dragons are much better then them.
Firebats were fine all the time, now their junk? I didn't change any stats you know. As for archons vs dragoons, I find goons much weaker as they fire slow and do only part of the damage to small units, which zombies are. I could make archons cheaper though.

Thanks! Keep it up. :D ^^



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Feb 11 2010, 4:05 am LooKe Post #92



Quote from Gigins
How about you get to choose whatever type of mercenary you want to go. Like mech/infantry/protoss, Hero goliath or vulture/kerigan/Dark templar or something. Got to think which units exactly. Then you get reinforcements according to merc type. And for DT/keri cloak I could get some random overlord floating around. Just brainstorming, catch anything guys?
That would be pretty awesome I think. Maybe a few more details before incorporating it to make sure it'll work.

Quote from Gigins
Quote
BUG/ANNOYANCE: If I go with an alien strategy I shouldn't have to use the scv group to get an scv for the crossroad or else I'll never beat it.
You get SCV at the start of mission. What, you want me to be giving free units all the time? :P
If not I will NEVER play a mech/alien strategy. If you don't make the crossroads the first time with either a mech or an alien strategy you lose.

Quote from Gigins
Quote
ANNOYANCE: No mech in the sniper group please....Hero sniper maybe?
Kerigan? I could make her stats higher, but in a way he is hero sniper. :crazy:
In a way, but he doesn't get the upgrades the rest of them do and it's a waste to upgrade them both.

Quote from Gigins
Quote
BUG/ANNOYANCE: We couldn't fight our way out of the main base and eventually were over run in the main base. There was about 30 hydras pushing across the bridge that we couldn't kill. we even tried deploying tanks behind the bunkers and they still killed them.
You took too long. The timer is ticking, the more you distract the more likely you'll lose. That's the time element UnholyUnine wanted.
We were only 40 minutes in when we lost and we most definately weren't distracting. We were going as fast as we found possible.

Quote from Gigins
Quote
BALANCE: Archons and firebats are junk. Their upgrades suck, and they aren't that strong. The archons cost more then the dragons to build and the dragons are much better then them.
Firebats were fine all the time, now their junk? I didn't change any stats you know. As for archons vs dragoons, I find goons much weaker as they fire slow and do only part of the damage to small units, which zombies are. I could make archons cheaper though.
I never got a chance to try the Firebats until now, and when I did I realized their upgrades don't really make it worth it.
The archons just aren't worth the money. We got to the point where dragons 1 shot everything but the archons took at least 2 shots. Plus the archons don't have the range the dragoons do. Dropping the price may be all it needs though.

*Sidenote* my friend has started playing it with me a lot and his name is "FishFuzz"



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Feb 11 2010, 5:30 am azala Post #93



You haven't addressed anything in the new beta that I mentioned via PM two days ago. (see below)
I also have a replay from halfway to the end (won, including bonus), which should give you enough information to figure out what I was doing, and when.

Quote
A few things noticed:
1. cloak + recharge energy = win
2. if you stick a medic on stairs, and hide ranged units on a platform, that area is effectively untouchable by melee units. that means you can constantly hire reinforcements, set up camps all over the map, and get leveled fast. they get raped by the max level spawn though. using this strategy in a solo game, without using the cheap cloak trick, I managed to get to around objective 10 rather easily. I died when the max spawns overran the main base, but im sure it was preventable by withdrawing all my (40+) campers to main base early enough.
3. what is the tactical value of non-terran-infantry units? they seem useless atm.


Attachments:
merc.rep
Hits: 0 Size: 92.6kb



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Feb 11 2010, 12:36 pm Gigins Post #94



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You haven't addressed anything in the new beta that I mentioned via PM two days ago. (see below)
Sorry about that! :crazy: Just post reports here. :P
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I also have a replay from halfway to the end (won, including bonus), which should give you enough information to figure out what I was doing, and when.
Guys, UMS replays doesn't work. They never had. SC just runs it and gets stuck somewhere because of the triggers.
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1. cloak + recharge energy = win
How about the random floating overlord idea?
Quote
2. if you stick a medic on stairs, and hide ranged units on a platform, that area is effectively untouchable by melee units. that means you can constantly hire reinforcements, set up camps all over the map, and get leveled fast. they get raped by the max level spawn though. using this strategy in a solo game, without using the cheap cloak trick, I managed to get to around objective 10 rather easily. I died when the max spawns overran the main base, but im sure it was preventable by withdrawing all my (40+) campers to main base early enough.
The time factor again. Even if you did withdraw all the units to base I doubt you would even survive the so called game over difficulty.
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3. what is the tactical value of non-terran-infantry units? they seem useless atm.
I'm working on it, see the newest beta.
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If not I will NEVER play a mech/alien strategy. If you don't make the crossroads the first time with either a mech or an alien strategy you lose.
Isn't the engineer like mech strategy king? Ok ok, I'll add a trigger that gives you extra engie when you go alien strategy.
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In a way, but he doesn't get the upgrades the rest of them do and it's a waste to upgrade them both.
Keri is infantry and shares the same upgrades with snipers. You must have gotten something wrong man. :crazy:
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We were only 40 minutes in when we lost and we most definately weren't distracting. We were going as fast as we found possible.
Now this is disturbing. Can you please report exactly what happened. I think there might be a jump between difficulties or something. I need to know the details.
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I never got a chance to try the Firebats until now, and when I did I realized their upgrades don't really make it worth it.
The archons just aren't worth the money. We got to the point where dragons 1 shot everything but the archons took at least 2 shots. Plus the archons don't have the range the dragoons do. Dropping the price may be all it needs though.
Making archons cheaper. JaFF for instance find Firebats godly. I guess it's a matter of taste.
Quote
*Sidenote* my friend has started playing it with me a lot and his name is "FishFuzz"
Added.

By the way. Please delete the older v0.90 and v0.92 versions of )) Mercury to avoid reporting old bugs and stuff.



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Feb 11 2010, 6:18 pm JaFF Post #95



Hmmm. I did a short test. The difficulty seemed better than before - more zombies to kill. I would like them to be a bit stronger, but that's just me. I would like to see all units in the squad choice area to have 1 upgrade to all stats; that way you can see how much damage you get for each upgrade.



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Feb 11 2010, 6:19 pm Gigins Post #96



Good idea, consider it done. ^^



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Feb 11 2010, 6:42 pm LooKe Post #97



Quote from azala
You haven't addressed anything in the new beta that I mentioned via PM two days ago.
Well address them in this topic so we can add to your suggestions and then they will for sure be incorporated! :bleh:

Quote from azala
Quote
A few things noticed:
1. cloak + recharge energy = win
Quote from name:JB4times4
The cloak... besides the kill 200 guys, kill 5 slime mutants, and kill the ultralisk, I could easily do all other objectives by cloaking my guy and then refreshing energy so I have 250 seconds to do what I need. I can then refresh it everytime it gets low effectively completing all objectives.
I noticed that too.

Quote from azala
Quote
2. if you stick a medic on stairs, and hide ranged units on a platform, that area is effectively untouchable by melee units. that means you can constantly hire reinforcements, set up camps all over the map, and get leveled fast. they get raped by the max level spawn though. using this strategy in a solo game, without using the cheap cloak trick, I managed to get to around objective 10 rather easily. I died when the max spawns overran the main base, but im sure it was preventable by withdrawing all my (40+) campers to main base early enough.
To be honest you don't have time to do that in my mind which is why you died when the max spawn came!

Quote from JaFF
Hmmm. I did a short test. The difficulty seemed better than before - more zombies to kill. I would like them to be a bit stronger, but that's just me.
Have you beat the newest one? It's pretty friggen insane.



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Feb 12 2010, 5:40 am azala Post #98



That winning replay I posted was of 0.93. I know the replay bugs out after a while, but you could see very clearly that I had a ridiculous number of kills and what kind of a strategy I was using. You don't even have to medic-block. Just summon reinforcements, find a zombie patch, etc. By the "1000 kills" objective I had about 25k kills, so it is clear something is broken.

The patrolling overlord idea is fine.

The material from my quote block was from the 0.92 beta and was sent prior to the 0.93 beta, so ignore it if you wish.



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Feb 13 2010, 4:59 am Echo Post #99



I was playing with a friend (XGuy). So the missions aren't completed together?

Also, I found that I couldn't get the crossroad mission. I earned the reward for getting there but I didn't get the crossroad quest notice.

Edit:
Actually, when player teal goes there, both of ours spawned. Maybe there was some condition or player error.

I think objective 8 is a bit too hard. Too many spawning units so I can't get through.

Post has been edited 1 time(s), last time on Feb 13 2010, 5:17 am by Echo.



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Feb 13 2010, 7:15 am LooKe Post #100



Quote from Echo
Actually, when player teal goes there, both of ours spawned. Maybe there was some condition or player error.

Quote from Gigins
[*]Added 4 checkpoints during objectives 5, 11, 13, 19

It's intentional to promote co-operative play.

Quote from Echo
I think objective 8 is a bit too hard. Too many spawning units so I can't get through.

Which one is objective 8?



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