Content creator, Competitive Caster, Ubisoft Creator partner and avid RTS and City builder enjoyerI have cats named Rocky and Lexi, One Fact about Rocky and Lexi -- Rocky is the King, Lexi is Queen --One fact about me, Im their Human XD
Knowing that I can plant infantry on the catwalks of those harvesters only further reinforces my idea of a War Harvester. In which it harvests aliens instead of balterium. The mental image of infantry scrambling along the catwalks and roof to fight off smaller aliens while the harvester chews through the bigger aliens with the grinder and provides some fire support with it's three HMGs..
52:31 and an alien jumps out and eat you : D :D the chirping off most animals is to attract attention, often to make pray think they ain't that dangerous, cats try to attract birds and crabs attracts marines ;D
i love that you have unlimited ammo, and that your limited to main weapon; it's just nice removing the clutter and limits which is just tidious busy work; like restocking ammo
11:05 its the psionic attacks/mind-disturbance due to alien communicating through psionics which disturb the human mind making you go mad after too long exposure. (the disturbance off deadspace, those synapsis from tyranid could be an awesome thing as well hehe; creep from zerg, synapsis from tyranid, projectiles which can be shot and are animated and functions as small spawns attacking enemies; laugh and explode when the target dies raining down acid or something cool ;D etc. )
I think the biggest problems for melee units is that you can't surprise the enemy because they can see you on the Minimap and the auto Aim bot from A.I. Units in any direction. Or is there an in game solution for this?
copy comment; but this game is daamn good so hope it falls for a smile :D marksman rifle feels damn good. fell over this game by coincidence, and damn i am impressed, the feeling off movement, shooting etc. the base for an amazing game is already very functioning ^^ so much looking forward to this games future :D rockets seem to need a lockon off some sort, as a heavy you are hitting nothing with rockets at the distance every firefight seem to be :P should be really cool if they were like stinger guided missiles; you laser mark your target then shoot it into the air to clear an Los and then it will fly/guide itself and explode above or towards the target in a devastating explosion ;D aliens could all spawn a handfull off smaller ai controlled aliens to follow players, especially the smallest aliens which is never really used bc its too easy to get a bigger one (the price off a lightning tail is double off a crab, but it is vastly superior to a crab; and everyone loves shooting fodder and see them die in masses; weaponries that are generally unit spawn based would be super cool as well, give those humans something to shoot at when they are just standing there looking cool ;D the one silly small thing i love in killing floor is when your reload upon already being reloaded; it checks the mag and do idle animations in a nice way; it gives me something to do while moving instead off spamming jumps xD and it looks really polished with such cool small details ;) a kind off creep, effect on ground where your nodes are put down would be cool, especially with a positive effect for aliens fighting on it or above it; maybe something that obscure vision from big tower like alien buildings etc. also a lot off the rts controls, queu, shift commands, etc are still a bit lacking; though still very playerble; as said been very impressed with how smooth, movement and combat feels on both alien and humans. maybe instead off paying per unit as aliens each building slowly produce up to a max off x unit off its type, as in a lessor spawner would produce 5 crabs, 2 lightning tails; the lower amount off units the faster production, always maxes out on lowest tier unit before higher is produced (this also counter act the issues off macro management off unit building and it makes it feel very swarmy; could give an upkeep on structures when in production to balance resources ^^ could just be very cool to see more diverse armies with tons off smaller units fighting as well ^^ super cool and well done project :D looking forward to its future
fell over this game by coincidence, and damn i am impressed, the feeling off movement, shooting etc. the base for an amazing game is already very functioning ^^ so much looking forward to this games future :D rockets seem to need a lockon off some sort, as a heavy you are hitting nothing with rockets at the distance every firefight seem to be :P should be really cool if they were like stinger guided missiles; you laser mark your target then shoot it into the air to clear an Los and then it will fly/guide itself and explode above or towards the target in a devastating explosion ;D aliens could all spawn a handfull off smaller ai controlled aliens to follow players, especially the smallest aliens which is never really used bc its too easy to get a bigger one (the price off a lightning tail is double off a crab, but it is vastly superior to a crab; and everyone loves shooting fodder and see them die in masses; weaponries that are generally unit spawn based would be super cool as well, give those humans something to shoot at when they are just standing there looking cool ;D the one silly small thing i love in killing floor is when your reload upon already being reloaded; it checks the mag and do idle animations in a nice way; it gives me something to do while moving instead off spamming jumps xD and it looks really polished with such cool small details ;) a kind off creep, effect on ground where your nodes are put down would be cool, especially with a positive effect for aliens fighting on it or above it; maybe something that obscure vision from big tower like alien buildings etc. also a lot off the rts controls, queu, shift commands, etc are still a bit lacking; though still very playerble; as said been very impressed with how smooth, movement and combat feels on both alien and humans. maybe instead off paying per unit as aliens each building slowly produce up to a max off x unit off its type, as in a lessor spawner would produce 5 crabs, 2 lightning tails; the lower amount off units the faster production, always maxes out on lowest tier unit before higher is produced (this also counter act the issues off macro management off unit building and it makes it feel very swarmy; could give an upkeep on structures when in production to balance resources ^^ could just be very cool to see more diverse armies with tons off smaller units fighting as well ^^ super cool and well done project :D looking forward to its future
I think the unarmed transport should serve as a mobile class terminal. Otherwise, it will probably be a campaign-only vehicle, similar to the trucks in 'Halo: Reach'.
I did the same game as you yesterday and Sol build 3 raf at the start while cent only build 2. They got crushed. I don't remember seeing sol build aditional raf but they build additional harvesters.
Truly a nice throwback. Makes me want to rewatch those "Win with only X" videos. As for the improvements I would say that it is crucial that the AI knows how to position infantry so they cannot just be picked off in the field, and how to coordinate their units so they can fight in groups. The latter is particularly important for air units due to how exposed they are, as demonstrated by your own aircraft being quickly destroyed despite the cautious gameplay.
@@octahedron2064i don't remember my harvesters trying to climb up refinery like that in older patch, it happens to me last night exactly like in this video.
@@chariothe9013 well, there are still some issues and there is still no collision avoidance. Thats also what happens with the light quads in the beginnings
Ty Lycan that u always take ur time to give us this patch overview with dram. Now we can watch it and understand it way better. Ur the real Distinguished Gentlemen Sausage <3
I realy enjoyed how silica evolved in the past months, it has inproved a lot in the performance area, last time I checked but I tought it still needed more, and its heartning to hear that its still being worked on!
(If you see a similar comment its because I uploaded it but checking back on it said that there were zero comments and it was not visible.) So, the Power Armor discussion seemed to go into a circle, so I am going to organize my points for it here. To define Power Armor for the sake of the discussion, it is an infantry unit that is augmented by armor that they wear, not pilot. Examples are found in Halo, Warhammer 40k, Earth Defense Force, Fallout, and the original Starship Troopers. The concerns over the inclusion of Power Armor can be summarized as follows: "They would be too durable to be realistic for the setting." "If not too durable, they would be redundant to other infantry units." "If they were durable and mobile, they would be overpowered and players would never play other units over them." I will address these after explain what I believe Power Armor's role is on the battlefield. For the additional cost of equipment, training, and size, Power Armored Infantry have increased durability compared to other infantry, and they can wield super-heavy weaponry while remaining mobile and/or infantry weaponry while being even more mobile than other infantry. However, their role is still limited to infantry in both its advantages and disadvantages. Infantry is suited for rapidly repositioning in terrain unsuitable for vehicles, and being able to use cover to defend themselves. Power Armor would function in this capacity as well with their specialization determined by the weight and types of weaponry given. Within the context of Silica they would be best when it comes to base defense due to their ability to reposition between buildings faster than most other infantry, and being transported to suitable terrain to defend from or rapidly assault (including enemy bases). Individual mobility can be expressed in ways suitable to the factions, such as implementing Sol's hover technology. To address the concerns of durability, they need not be able to survive against direct fire from missiles, rockets, or tank shells. Their advantage in durability would be relevant against infantry and anti-infantry weaponry, while they would need to utilize the same survival tactics as other infantry units. At the point where heavier armaments become inconvenient, any infantry or light vehicles that would attempt to root them out of their defensible positions would face the infantry unit most suited to fighting back when cornered, and still able to rapidly evacuate if given an opening. To address the concerns of redundancy, that would depend on the weaponry and precise stats. As I have explained above though they are inherently suited towards infantry vs infantry, and unlike other infantry units will be more likely to survive and respond to surprise attacks, if only marginally when compared to the likes of vehicles. I would like to reference Team Fortress 2's "the Heavy" as an example for how a durable infantry unit with powerful weaponry like Power Armor could possible be while still being balanced. To address the concerns of being overpowered I would have to say, mostly yes, but only from an FPS perspective. This is where the balance of cost and production time come in from the RTS side. For FPS players there are many games which have overpowered units that have requirements to unlock and utilize, such as those from the Battlefront series, and these mechanics can be considered for implementation. My idea would be that each Unit Player begins as a Scout, but has a queue, say with 4-6 slots, that they can fill with units (infantry or vehicle) for free that will automatically begin their production time. While all of them begin cool-down simultaneously, each slot has a progressively detrimental time modifier, but a points system may be implemented and/or the Commander may have functions to reduce this time. When that unit becomes available the Unit Player will be given a notification and option to spawn as it with a click or wait until the next respawn. This system prevents the Unit Players from interfering with the Commander, though the Commander may need to be given compensation in the event of an uneven balance of Unit Players among the factions. This system could work for Aliens as well, and may even be suitable enough to replace the unit hijacking entirely. Additionally, there was some discussion about how to make scouts more playable. I would say the scouts exemplify the role of infantry as they are the most fragile but speedy. In addition to faster run speed/sprinting and endurance, their light weight could factor into the speed of the hover bikes. However, they best serve for the RTS side as the "Quantity" to the Power Armor's "Quality". The loss of one scout is only a dent in the fighting force, and if given the right AI for it they would have far better survivability than their durability would suggest. Perhaps their use would be best exemplified in the mentioned Siege Mode as they would be able to rapidly respond to attacks from multiple directions.
Been awhile so I may have just forgotten, but were the vehicles set to stationary, or do they not yet have the AI for repositioning? Especially against squids like that, any vehicle that is even slightly mobile should do its best to keep itself from being swarmed for as long as possible. I imagine the light quad could do a fair bit more damage if able to kite and gather a chasing pod.
Delta Force is a game I'm interested in too, I will 100% be among the first players, I enjoyed the hek out of the old Delta Force games back in when games were real
This is some geniuine artistic new gaming experience. A step away from the mainstream fps games. well done. I bought it, and even though it's a rough gaming experience atm, it's really fun to play with a lot of potential. I'll be close by for the progress of this.