SEPARATE MAP FEEDBACK FROM MULTIZ BALANCE FEEDBACK! I have already made some balance changes that were used on navalis and thwomp and others will reintroduce them in general too. There just was not an option to TM said PR for this round. said PR makes human climbing WAY slower, but adds option for wall bosting if you lean at wall and someone else climbs it you speed them up. Adds stun to xenos falling off of a roof. Xenos climb faster both up and down then humans, the small ones significanlty, big ones not so much, that is inteanded alongside having main fight on main level aka t3 on roof is risky play. Removes bonebreake on falling, they still take damage and recive long stun. ADDS SAFECLIMB feature, when YOU are to step off of a ledge into open then UNLESS ON HARM you will start climbing down rather then fall, getting pushed off still throws you off. Multiz climbing changes by cuberound Ā· Pull Request #9175 Ā· cmss13-devs/cmss13 Ā· GitHub it is not final, thwomp and gitnirwak will make their own changes
Fax responder monitoring cameras lack observe points for LZs. Literally unplayable.
fyi bacj when i first played multiz ravager falling off big red buildings took 300 dmg and got stunned for 4 seconds
Iāve begun parsing the feedback and general commentary given. Including all the posts in this thread.
As noted by cuber, issues with the concept of Multiz, and map specific issues, are separate things. Multiz has had no real development done for it yet, so I can only focus on the map.
I wonāt go over point by point on every post since thatāll clutter the thread, but generally speaking I have a few good ideas of what to change on the map for the next test, whenever that is. A few quick things I should end up doing
- Expand more indestructible cover options in the map, I somewhat have done this with the prop army vehicles, so Iāll add more and expand the cover options for the map.
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- On that note, Iāll likely make some of the building corners indestructible, mainly to not only provide cover, but to let marines/xenos climb up safely.
- Open up a few more of the z-level transition zones, such as the eastern exit to the bunker, less issues with corner camping.
- Remove those underground trench points to the north and west.
Thereās plenty for me to do, plus I am awaiting further and more specific feedback from some other people who are more mapper aware than I am.
From what I have read, the lag we experienced on the map was a combination of the NPC Xenomorphs, and some ambience sound. Weāll have to diagnose these issues at a later date, but for the next test Iāll likely remove the NPC xenomorphs, if only to see the different in lag.
Hopefully, at some point a brave soul might be able to refactor the NPC xenos to be far less resource intensive, as I believe their inclusion is a big boon for the map.
Hi! I played the first round as a US Army (HOOAH!!!) trooper- We predictably died. If you wanted my suggestions, spawning inside of one of the broken IFVs would be soul - Iād assume it was intentional that the army troopers spawn with next to no medical gear, but not having even injectors is a bit harsh - I had only nine pieces of gauze :/.
I later played as a defender (Xoorah?) - It appears that xenomorphs from the prime hive can harm the AI drones, as I could slash it. I died due to some issue with multi-z where I went down some stairs, couldnāt move and got shot from above.
All in all, nice nap. Shows off the USAAF/USSF fighter capabilities (Evac-3 my beloved), and the AI Xenomorphs were pretty dang cool - shouldāve added the soldiers from PvE instead
Just to dispel the rumour mill.
The spawning of survivor medical supplies is mostly informed by RNG. Similar goes for their munitions.
Every US army survivor is pre-assigned one of six different combinations of medical supplies, with only a 10% chance of them spawning with a full kit. A full kit encompasses two pouches, one with a full suite of injectors and the other full of bandages, splints, ointment and a tricord injector.
Furthermore, every individual medical item, with the exception of the EMERGENCY autoinjector, has a RNG chance determining how much of the item is there.
The injector may either be full, have 2, 1 or 0 charges. The bandages/ointment can have a range between 5 to 10 uses, and the splints can have between 3 to 5 uses.
All of this is being done mainly because the US army survs are likely the most well-equipped survivors, even when compared to FORECON. To counterbalance this, the US army survs are highly RNG dependant in terms of their starting inventory. Furthermore, the on-map loot is also heavily informed by RNG, most ammo spawn locations are based on landmarks with a fairly low % chance to spawn, only a few locations have a high, but not guaranteed, chance to spawn ammo but these locations are typically either very far away, or in very dangerous territory.
Looting the bodies of other dead Army troopers is a viable strategy, but they are also beholden to the same RNG system, so the guy you loot might have no supplies, or a fully loaded pouch.
E: This is also why I am proposing the use of the NPC xenomorphs. As these provide a form of āammo checkā for the Army survivors, requiring the expenditure of precious munitions to remove the threat. The NPCs are typically near areas of some looting value.
Itās why pushing the city is a higher risk strategy in theory, while the city has some good loot spawns, it also has a lot of NPC xeno spawns compared to the outskirts, so you risk spending a lot of your limited ammo to gain a variable reward.
Ah- I thought every US Army Trooper had nine pieces of gauze- thanks for the clarification - cool as hell to make the kit RNG instead of static!
Npc xenos shouldnt be the problem, while they use quite shitty hearers(10), they have stable resource consumption (lags shouldāve started before landing, and survs reduced their numbers).
I donāt know much about the map given that I wasnāt there, but I just wanted to suggest that you have another pass over the Queen announcements for in-map features, they are really on the nose for game concepts.
There are two Queen Mother messages that are sent automatically, one is a lore message, one explains the sewer mechanic.
My children. A great battle rages across this world, a world slathered in hosts for our taking! However, these hosts fight back with great ferocity. I have directed your sub-hive to this area, you will create a mighty cordon here to cover our western flank whilst another sub-hive overtakes a stronghold to your east that is filled with thousands of hosts!\n\nIn order to aid you, I have dispatched a legion of disposable drones ahead of you, they are far less intelligent than you, but will suffice in waylaying any remaining hostile hosts to your west until you have secured yourselves.
Be on guard my children. I have sensed that the petrid sewers of this so called city could be flooded by the hosts at a moments notice. The button to release this putrid water is found in the metal structure the hosts call the sewer treatement plant, although the button will only work if the hosts can restore their power to an āAPCā that is located in the power-routing substation, which is towards the east of the sewer plant.
This map is awesome
first impressions: pure cinema
the ambience and wartorn city vibe is just so cool and i just wanna play more of this map
the map may be too porous, too many paths for marines to go around xeno defenses, needs more chokepoints less open field and maybe close off a few angles of approach? very pretty map, but very marine sided ATM.
probably needs some distinct signs like floor signs on the wall and maybe make up stairs different from down ward stairs spite wise
Feedback: stop playtesting when im at work wtf
Depending on what has or hasnāt changed since two playtests before this one, ditto above, pathing and open fields were probably the biggest issues, but nothing that a few random buildings/scenes or closing off of some paths canāt fix. Everything else i have is feedback for multiz, the vibes of the map itself are immaculate and i really actually look forward to any potential HvH on it
First Thing: I feel like the LZs are just too large. Theyāre large enough that, if you try anchor your barricades against natural features then you have long barricade lines that are very thin. However if you try make smaller barricade lines (and therefore more), theyāre too tight and the FOB ends up too small? As a result, you give up those natural features for cover for Xenos.
Not sure.
Army troopers should be balanced more around ERT level like the UPP/PMC surv inserts, especially with the AI drones around. The randomised medical gear is INSANELY CRUEL to survs, especially since thereās no easy to access medical area on the map (the mall clinic is in the city, and youād have to deal with AI drones + hive rushing). And most of the loot again requires you to go into the city (so rushing hive) which is a type of surv balance I have always hated. The armor is nice, but without any ammo or meds, you canāt actually do much. Even if there were dead troopers with guranteed loot, without security skills, it can take a few precious moments to actually get any gear of them, moments you typically do not have as surv, as once xenos know the map (and surv loot) well, they will be out rushing them down.
Most of these observations are from my own experience as surv/fighting survs on other maps, observing survs on Tyargo, and looking at what I can on the map, as I have sadly not had the chance to play as an army trooper (on PVP) yet.
But fuck ābalanceā, I would love something insanely cool and fun and different done with the army survs, maybe making it more like the army troopers are heavily incentivised to hold their firebase, but get working static defences like M56Dās, sentries, and more ammo in the firebase. Something even crazier like a mobility killed tank or army IFV would be even cooler. Or even a few more slots, so it feels more like a joint operation, so they arenāt just like 10 dudes max even on high pop, even better if survs stay focused around their firebase, rather than heading shipside and being folded into the marines. You could even have a lot of the AI xenos around the firebase to heavily incentivise holding it, rather than running out to frag. It would be such a soulful experience.
That last paragraph is just wishful thinking, but I still think itād be awesome if even a faint slither of these ideas could be implemented. Iāll also probably have some more surv feedback after getting to play army surv, and Iāll do another reply about how I feel about the map proper (itās good from what Iāve played so far though).
Great map, easily my favorite appearance-wise.
The map is marine-sided though, considering how much open space there is in the map, like the whole western grass area is very open and there is also lots of open road in the east. Not much room for xenos to breathe and rest in I feel. Itās similar to Trijent.
However, I think xenos can make it work. A good queen can probably flank marines very hard and score some caps like in Trijent.
This map is amazing overall though, excellent work. Excited for more playtests!
Losts of fluff stuff, map looks beautiful and all but playing surv and seeing a car that looks perfectly fine makes me go wow! click behind nothing happens. Inspect it bunch of lore and a fuck you, canāt drive this Same goes for a bunch of other stuff on the map. Weaponry is hard to even find on this map unless you study this map like you study for an exam. Last round survs managed to survive because the colony is massive and xenoās couldnāt find them because they were at the LZ.
I love it, but with how limited the rounds go its hard to get a solid opinion especially with how fast the round ended. Consider letting it run multiple rounds in a day or two, especially with the climbing feature, theres some cool ideas to be had now with going through z levels. Letting it run in more rounds would really help in getting people to have more solid opinions around it.
My take is that the underground on the outskirts of the city needs more love, maybe its just the lack of xenos playing around it due to round ending but they need more attention, maybe put tunnels on them in roundstart
Edit: I should also note, that the stairs with the boulder textures are off, they dont look like stairs and at a glance its hard to tell you go down via it. Maybe get a spriter to make a new sprite for it or something, a stony stair path or something.