Hey tried the machine race pretty good use of energy can't wait to see the race finished though. I think it'd be interesting if you added some kind of salvaging ability for them to salvage dead machinery for oil/iron
They'll be finished when they're finished, hopefully sooner than later. I was thinking of giving them the ability to salvage dead machinery. That'll probably be implemented at some point.
You should try adding an ally system over all it's great.
I did add one. Read the patch notes. The host needs to type -aa to enable it, however. Overall, the whole alliance/team system still needs to be completed, but for now it'll work.
Hmm... This map is quite well made and I see some hard work. I love many aspects of ithe map, especially the uniqueness and cool systems of each race. The large number of units, and options to go with is quite fun and there's no denying that this map has great potential and is quite well made.
But, there are many, many bugs and aspects I think aren't good. I tried the humans when I played on LAN, so I'll explain and list my problems with the humans so far.
Firstly, why does normal infantry get a permanent engine blow out when they're hit sometimes? At least about 1/6 of my infantry got engine blow outs permanently when they were hit
Second, why do sometimes Light Assault Tanks (Don't know about other tanks, I finished the game early on.) become under control by Neutral Passive? I lost some of my tanks during the battle against some human infantry.
Third, the Darkslayer Gunship's rocket pod discharge is... kinda pathetic and almost useless in my opinion. Unless they land a direct hit in the center of a target, they do not damage (which I think is absurd, since the rocket shows a large explosion after it strikes) and they don't deal that big of a damage for what they hit anyway, enough to deal kill or heavily damage some lighter units like infantry, but really not useful against anything in particular
Fourth, the Vulcans seem so useless and I detest them so much. They almost never hit, against anything really, and they don't attack things close by until after they've gotten quite far in. I had several vulcans targeting all kinds of enemies but they never hit anything, and when they did they did pathetic damage, even when compared to infantry they deal such low damage.
Fifth, I kinda hate it when the injuries occur that they don't go away unless they're healed by medics. Mainly due to the fact that the infantry heal on their own over time and by the time I got medics, they were all unabled to be healed until I actually forcibly damaged him just to heal him... Probably better to make the buff go away after a while if it can't be healed.
Six, many good features, such as Airstrikes, Tactical Aid etc, are unavailible. I understand they're underdevelopment, fair enough, but it wasn't really good when I was attacked by my friend's mutant army.
Well, I didn't play for long since it ended prematurely anyway. But there are a lot of problems I encountered before I can rate it a 5/5 or even a 4/5 sorry to say. And the machines seem to have problems too, especially with the few units capable of attacking, or so my friend says. The AI's kinda weak as well but yeah that's fine right now.
In the end I can rate it 3/5 right now due to some bugs and imbalances and the fact that the whole thing is still incomplete, but I'll rate it when the map's more developed, and I think it'd be worth 5/5 when its finished, since the the map is really quite fun in the end, though I wasn't happy about things.
Lots of good points you have made, and I thank you for enjoying the map. I do believe you were correct on quite a few, though some are working exactly as intended. These are the kind of things that help the most. Let me go through what you've said:
On the issue of infantry: I've never had that happen before. I'll look into it. It seems that one of my triggers which should only be running when a vehicle is hit is running for infantry. I'll fix that one asap.
On the issue of Light Tanks: Sometimes light tanks have their drivers killed when they sustain too much damage, thus becoming neutral passive. I've never had enough infantry vs. tank action to test this out completely, though this is highly due to infantry. This sort of thing should be working as intended, though I'll run some more tests to see if I should reduce the rate at which the drivers are killed. (Yes, snipers with heavy Anti-Armor rounds should be able to kill the driver of a tank even through the armor. This is to counter the power of tanks versus infantry, generally.)
On the Darkslayer's Discharge: Before a recent patch, this ability was completely overpowered, so it was overhauled to the current system. Why is it so weak? It's not meant to destroy infantry nor heavy vehicles. The Darkslayer is a hit and run; its meant to harass the enemy and lay down fire against Light Vehicles. That's why the missiles cause explosive damage. I'll increase the AoE of the missiles if it seems like it's not doing enough, which you hint at. However, in number, I've found that spamming enough rockets with the discharge (from multiple darkslayers) gets the job done surprisingly well.
On the issue of Vulcans: What rank of Vulcan Turrets were you using? In any case, Vulcans too were overpowered previous to a few patches. They have really been scaled down because more powerful base defenses would prove to be a roadblock in the speed of the game. Vulcans are not meant to be "The Base Defense;" rather, they are supplementary to your other units stationed at your base.
5th issue: Infantry heal over time because they have gained veterancy. However, even with the trickle healing they gain through that should not be able to remove their wounds. This is because of the laggy triggerwork needed to ensure that only the proper wounds stay on the targets. I believe it will be fair for me to say that I will give medics and easier way to remove wounds without having it to heal a unit.
6th issue: That's been a problem throughout. As I've said in previous posts, I'll get those done when they're done. For now, I believe humans can beat mutants and vice versa. It's really up to how you play. Another point is that even with Tactical Aid implemented, it'll still be balanced against the mutant's Mutation Menu, which allow them to do similar ability (with a more mutant flavor to it).
Your conclusion: Don't feel bad if you can't give me a good rating. Criticism helps a hell of a lot more than comments like "What a great map!!!!! 5/5!!!" In any case, the Machines just aren't finished at all; I released it well before I should have, and I understand that. They will be the first thing I finish. And the AI, too, if the AI editor was just more cooperative. I'm glad you enjoyed the map overall, and I apologize for the issues. You should see nice patches in the future that address most, if not all, these issues I have explained.