SpideyCU

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SpideyCU
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  • That's great to hear that a rework is in order. I was originally going to write a normal feedback post, but when focusing on the guidance given (X happened, made me feel Y), it read more and more like a break-up note. I decided not to fight it and g…
  • Very nice, they should use that as the background art for the patch where he gets reworked!
  • Questions What did you think of the Illusion Squad? Even in its rough state, does it represent a squad fantasy you're excited about? Conceptually, I like this idea. Unfortunately I did not get a chance to play against the Illusion s…
  • Had a full Monday digging out from the weekend storm so I didn't get my feedback in as quickly as I would've liked! What squad matchups did you play? Were there any clearly problematic squads or bad matchups you noticed? I played the Po…
  • I managed to sneak in one game last night before having to turn in. I'm sure I'll have more feedback after Sunday's session, but I wanted to get these thoughts out while they were fresh in my mind. What squad matchups did you play? Were ther…
  • Unfortunately this week I only had enough time for two full PvP games, so I wussed out and stuck with my old favorite from the 1k test (Hydros). Hoping to have more time for tinkering during the week and such, but in the meantime: Questions …
  • I don't know if this belongs in the art section or not, but I wanted to point out something I saw in one of my closing games. I think this might relate to the view of pathing units not being able to fit into spaces that we think they should be able …
  • @Aethallyn , if you hold Shift + Tab in-game it gives you stats on your units. I took notes from doing various combinations of upgrades.
  • Heroes also start with differing amounts of armor (e.g. Eris: 0, Hydros: 10), but I think they all start at 0 for magical resist? Not 100% sure as I haven't checked the in-game tab for all of them just yet.
  • OK, this whole process got my brain juices flowing, so I went and captured a few data points of how much damage reduction you get from points of resistance. Note that while my image says "physical resist", it looks like both physical and magical fol…
  • Even without the awesomeness of a flow chart, this data isn't currently written down anywhere else right now so it's mega-useful.
  • No further questions, just wanted to say thanks for answering our feedback this way. I know you (and others @ Artillery) have said that you want to build a community, and while "what makes the community a community is the community", it takes a lot …
  • OK, so obviously this thread has a ton of feedback. I'd just like to point out two specific times in a recent bot practice game that I feel exhibit some of the most obviously bad results. Referring to this: https://play.artillery.com/?options={"man…
  • OK, now if someone can get the #'s for abilities (for example, how much a pulse of a Quad's ability heals), we can really do some science!
  • @Pursuit said: I think I'd add too that the Hammer upgrade (can't remember exactly what it's called, +1 radius to Aquadillo attacks) is hugely important Hilariously enough, it's called "Huge Hammers". I haven't been able to figure out exac…
  • I'd like to request some way to see health bars through all terrain (including impassible). In the situation screenshotted below, it was difficult for me to tell where my Aquadillo was, health-wise, was until he in critical range.
  • We've often submitted feedback and been told "we know about issue X, we're working on it" which is awesome! Is there a rough "top 3" or "top 5" you can give us of the team's priorities for the game where it stands now?
  • It's funny you mention that, I was talking about a fast Aqua build with Treisk (abandoning ANY tier 1 units, going right for T2/T3 and using the cash you have for 2 Aquas ~3 min mark) and he brought up the Huge Hammers upgrade. Apparently he went fo…
  • Alternate thought process: instead of getting a 2nd Quad like I do, or the 2 Scuttles like you do, why not push for an Aqua right away? I tried that in this game and got one out around the 5:15 mark (with a Quad out around 1:45): https://play.artil…
  • Some rambling thoughts after a few more games yesterday: -I experimented with a variation of your fast tier 2 strat, except instead of getting 2 more scuttleguards at T2, I got 1 more quad. The extra healing seemed to work better in a coop game whe…
  • I've been playing closer to your 5 scuttleguard opener mostly because my mid-week games have been with bots who aren't great at coordinating movement and composition, heh. So, I haven't really been doing anything drastically different. The other thi…
  • @ShrikeGames said: In the initial few games I was confused as to who or what was a hero and what was simply a T3 unit. Some of the T3 units have more health (double! half the time) and look larger and more intimidating than the actual hero its…
  • Another east coast boy here sorry that he'll miss it, but hope you guys have fun.
  • I was actually trying something similar (though not nearly as well-thought-out as you've presented here) for a few reasons. The first is that over 5 scuttleguards has not worked out well for me - like you mentioned, they rarely all get a chance to a…
  • General thoughts after playing on this one: I love the drastically varied gem spawn locations, it really forces mobility and conflict. Given the size and layout of this map, it feels like harassment will be more viable here than on the other map. …
  • Can you address how and when you expect players to expand in this game? Specifically, it seems to not be possible to do the classic "expand behind the attack" since you require your hero to plant the expansion. Despite the fact that the hero is core…
  • AMA should go a great ways to addressing some of the design questions and prioritizations as Artillery sees it. In terms of getting feedback in a more concise fashion, the mega-threads are a good start. I think your post-feedback summaries have gone…
  • @Krevan I agree with what you're stating, particularly in the polish portion of your post. Simply put, I was squinting to see how effective my damage was (and, playing Hydros, which of my units were taking the most damage to heal). I never necessari…
  • It wasn't obvious to me if I could cancel towers themselves, to boot. At least, I couldn't find a way to do so. I had an instance where a gem node popped out of an enemy structure and just happened to land on a tower-building spot. My hero ended up …
  • "Maybe an upgrade tree somewhere would help so I can see what I’m getting myself into?" This, I would love this. Right now I'm frantically trying to read the (non-unit-specific) upgrade descriptions in the heat of the game. Is it possible to add th…