Topic: New Steam Release?
I just bought this game today, and it looks pretty awesome– very reminiscent to Armored Core, which is what I was looking for. One piece of feedback though (from one game dev to another): do you guys plan on going back to Steam?
I read a few other questions here about the Steam release, and it sounds like you pulled it from the store to ease the workload on the developers. The problem is, I would never have found your game and bought it if it wasn’t for the fact that I was *specifically searching on Google* for a mech game with customization options. Going back to a popular game distribution platform like Steam or the Epic Games store would help bring in more people, no?
Also, the installer you guys have is not that great, because I had no idea when the game was going to finish installing/updating. Steam’s installer is very good at giving you that overall progress info for updates. I know it’s a minor nitpick, but yeah.
Other than that, I’m totally ready to play. Can’t wait to customize my mechs!
Topic: End of Match Feedback
Something I would like to see would be a detailed end of match report. Currently, very little information is displayed at the end of a round.
The damage stat shown is a mere total of damage inflicted. It doesn’t show what type of damage you delivered, your average range of engagement or furthest engagement range, and it doesn’t do much to let you know just how well you performed. 5k damage. Whatever. Now 4k CE damage and 1k KE damage is something to consider. You know, are those backup Light Minis really worth it?
Match Score does nothing for you. To a new-ish player like myself, it seems super arbitrary. Why did I only get 1200 score this time when last time I did more damage but only got 1000? To improve the experience of both new and veteran players, a detailed (or at least somewhat detailed) score report could be shown. Something that lists how you got to that total match score, be it through deploying equipment, tanking damage, or destroying parts. Currently there’s no feedback on how you got to whatever number appears at the end
Role Type Evaluation:
Aside from getting Scout points in my MG/Shotgun tank, there’s currently no feedback at the end of a round that details what you did to get Role Type points. I assume there’s a matrix of how points are awarded, but it would be really nice to see some of that at the end, so players can formulate what they would like to play and what they’re good at. Additionally, it will help inform players as to what they should be doing each match to ensure steady Role Type Mastery progression
I’m sure you’ve heard this all before, but II really want the game to succeed. Without basic feedback modes for new players (and even older ones), people might not latch onto the game so readily
Topic: MAV Flavour Text Project
Hey guys, it’s been a while since I posted here, but recently I got back into the game. Glad to see it’s still alive and getting updates. As I was mucking around in the garage I noticed a lot of parts had company names associated with them, like all good giant robot games should, but no real flavour text beyond a basic description to go with those parts.
So I, in true mother’s basement fashion, decided I should do something about that, so I started creating a list of all the components in the game and an associated fluff text blurb to go with each one, tailor-made to describe each part in a way that’s both interesting and accurate.
This link will take you to the Google Doc where it’s currently being assembled. As of this post, I’ve finished a little over half of the mobility bases and all of the cockpits. I hope you all enjoy what I’m doing and I’d love to hear feedback (even if it’s as simple as a grammatical error). I’ll continue to update this somewhat regularly until I’ve finished all the parts, so wish me luck
I started with a build armed with three RM-DIR sniper rifles. After some playing I switched to X-SNP-.x2 due the much higher velocity. As I played it seemed my rounds were mostly missing but upon further observation the target would be emitting smoke indicating some hits were occurring and there would be the periodic rocking of the target as good hits occur. My perception is that the ‘clang’ of the impact is missing; and I can’t explain why the shots seem to go through the target.
Okay, so this is a more closed map. Now, I’m having trouble on the base location.
You can tell me to go back to the drawing board if you like- perhaps MAV needs more open spaces, much like my previous concept map.
Topic: Tools of Destruction
i see a few people are posting builds so, im gonna try this out for the purpose of feedback.
first up comes the emperor scorpion, a heavily armored, high durability sniper tank with an amazing speed to-durability ratio. its stability paired with the stable arrow allows it to use the three railguns quite well.
it has few but very big weaknesses. the super high output generator is extremely vulnerable to any weapon, especially flame-types. the stable arrow cockpit is also very low durability. however, its top speed, armor and aim speed allow it to annihilate any foes at medium to extreme ranges. it also has a big thermal unit on the end of the generator to make the best use of its precision weapons.