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| | CB2 loketest notes | |
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+17EvilPotato moh ziix JinNJuice necrodrakath God is a Cat Girl IceCream Yokura VeryMelon Sakura1 Frizz rei_hunter +RedCobra+ Arti Admin Relict? Winty 21 posters | |
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Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: CB2 loketest notes Sun Feb 15, 2015 1:47 am | |
| video of shop and force leveling to increase rank on fiona and zero saber: https://www.youtube.com/watch?v=_Bz5bjnd7ag Please note that this is PRE-ALPHA build and anything can change between now and final launch (: (: (: system notes: - Spoiler:
bonus damage from type: GONE. DONE. NO MORE.
walljump is not good evasion. Tried to GunZ and dodge with it, died badly. Mainly used as climbing. Done by pressing space while in air against wall. Only assault/panzer type?(could not do it on buster type)
Rank system: Leveling up increased rank sometimes. I assume when parameters(hp etc) reach a certain value, triggers rank up. Not sure what it MEANS. Got moe from A->S via leveling, mech from B->A via leveling.
movement: by the end of the 3 hours, I liked movement. Feels very natural, just a bit slower, like playing untuned units. which these were(if tuning is to be added?)
controls: Felt more or less the same. Sometimes accidentally pressed shift to bring up weapons switch menu and randomly used shift action. Oops.
Ammo regen: Scales with weapon ammo. High ammo weapons regen faster. Shift abilities have between 2(escape) and 5(offensive) ammo, and regen at slow to extremely slow rate. High ammo weapons regen very fast, things like railgun regen at moderate rate.
Item drops: ALL ITEM DROPS WERE BITS. There is no "pickup," upon last hitting the container the item would be revealed, then added to inventory.
BOOST GAUGE: takes longer to refill.
Bits: - Press to turn on. Gauge starts depleting. Press again to turn off. Gauge stops depleting. - instant activation/deactivation. No invulnerability? - can reactive again without gauge filling up(it doesn't fill.) can use as many times until depleted(or destroyed? didn't pay attention) - pretty powerful - types I saw: chiv shields, dual slayers, single slayer, dual spike, dual missile
Customization: (see video when i get my camera to work right) - there are customization for parts, but the lists are all empty atm. There is a shop menu for parts, but also empty. Pre-alpha build ok. - no skin screen that I could find yet. probably to be added later. - weapons still locked by type - LOTS of carts. Not sure what they all do. Can't read japanese.
Knockback/tumble mechanic: - melee has "knockback stun", special animation. - can be used from behind to push people into your team, off cliffs, etc. lots of tactical uses. Seems really fun. - when hit by heavy attack(both melee and projectile) robot sent in opposite direction of attack, in special tumble animation. Length varies depending on attack strength. some VERY long, others less long. happened when hit by Toybox missile, only real projectile I remember having that effect. Other times only melee triggered it for me.
- unit HP: varies from unit to unit - most attacks don't seem to do more than 30 damage at once. - easy to evade ranged attacks when focusing on it, game is about outmaneuvering opponent. - cover is ample, part of dodging is using cover well to evade long range attackers.
- wasn't even arena system set up. GM would use console to enter players into "combat mode" from lobby, which had no BP and would only end when he entered a command to end it. - commando size: Seems there are multiple sizes for different game types? 5 unit commando was tagged as "event." was also 3 unit and 4 unit sizes.
unit specific notes: - Spoiler:
lunastasia (panzer type sword girl) - Shift ability: jump/lunge thing - Doesn't really go far unless you use melee during it. - high cooldown on melee - big knockback - Tons of tracking - had boost run dash cart. - can run normally, input dash to switch to boost run. Very fast. - gun is kind of weak, but rapid fire. - sword takes up both hands. Apparently can't equip one-handed weapons? Who knows, other types may use this as well. - All swords(that I tried) would do the same attack animation, properties change based on weapon though(speed force etc) - Two hits. Lots of startup, lots of travel, heavy damage, heavy stun. - First hit inflicts heavy knock back, second hit won't combo unless against wall. Probably NOT intended(should be second hit that knocks back). - when equipped with hammer, only does first hit. - melee has long cooldown, can't really spam. Gun is used while melee is on cooldown. - If meleeing at close target, melee will NOT fast execute, meaning you will do the full travel time in place, so you can take 3 hits before you do one. - bad air tracking. With gun being poor, very helpless against aerial opponents. Needs sneak attack against fliers.
Crimrose(aerial type) - Shift ability: dive/bounce(will dive into ground and bounce up afterwards.) - did not check about canceling into melee(sorry!), mainly used to melee -> shift to evade -> melee - melee is 3 hits, good tracking, good combo, not huge stun, but still cooldown. - has two guns. - one gun is dual beams, mounted on shoulders, semi-rapid fire. short range. - other gun is slower shooting, larger projectile, slightly better range, still mostly short range. - has short boost and air loop. - air loop travels faster than normal flying, normal flying feels REALLY slow compared to CB, like 25-28 fly.
Fiona(buster type railgun girl) - Shift ability: back/up step. Shoots you upwards/backwards, uses boost gauge. fails when out of boost. - has dash action: float dash. noticably faster than both walking and flying. - due to float dash being fast and flying being slow, shift ability not very good for escape, plus doesn't work when out of boost. - has slide boost air action. Can dash sideways in air, not forward or backwards. - Has two main weapons: missiles/rockets/"psyguns" and railgun - psyguns shoot only once(quad shot) per click, then short cooldown. Feels wrong, like they should shoot more times. Good up close, except for 1shot thing. probably error. - railgun has charge time, then one shot with blast behind, like blast railgun in CB but smaller AoE. Heavy tracking, but won't hit people who are deliberately trying to avoid it. doing 22-23 damage. - railgun blast would hit through thin walls, doing 10~ damage. - subweapon: hip-fires 4 shots from rifle, home in on one target. Slight start up, tracking doesn't seem that strong. I didn't like it, mainly used only after connected railgun shot. Often target would move behind cover during startup, making attack miss completely. Good damage.
playable mechs:
Big moutaiz(fortress type?) - shift ability: STOVL. Can click once for short raise, or hold down to charge for longer boost. - no subweapon - no dash that I remember? - when you let go of space bar while flying, goes into float mode, like ramdiver BS, allowing him to hover around without wasting boost. - Had default weapons: SDC, grenade launcher - SDC: completely different. Single shot, arcs, high cooldown, big damage, short range. - grenade: shoots 3 shots in quick succession, felt really unwieldy, but also good damage. Had large vertical range. - Fortress types seem to want to float over an area and bombard it.
Destructor(buster type) - shift ability: backstep. Like ragna. Maybe has a blast? not sure. - dash action: float dash - subweapon: missile barrage. Switches to top-down aiming mode, select location. - note: top down aiming cannot move map, only move mouse inside fixed area, so know range before you use. - very surprising first time I used, probably easy once you get the hang of it. - has destructor arms, but they shoot single missiles instead of heatguns. - missiles are single shot, moderate CD. could rapid fire by switching after each shot. - missiles...really bad turning, AI crimrose circled me and I COULD NOT hit. - good "tracking," would follow a target well on ground. - very much NOT "anti-air"
Tarantulic(jammer type) - shift ability: slow field. Top down aiming, fires like squidol EV field. - slow is no longer super hampering. looked more like 50% reduction on movement rather than 75% reduction. or something like that. Units could still move, but a slowed enemy was unable to catch up to me when I was running away on fiona, when before it could. - same note from destructor applies to top down aiming mode. - came with a handgun of some sort, forget what exactly. Decent damage, short range. - also had bind gun, didn't get to use it much. - also had web. Didn't get to use that much either. - very low hp, I died fast. (lol!)
Sword Wing(aerial type) - shift ability: decoy dash. Like shana(unmounted) dash, leaves decoy behind, goes forward. quick. - having a hard time remembering weapons. Had a melee that was like 4 hits before knockback, good damage for in-fighting. Had some gun that was also close ranged. Good for getting in and beating people up. - didn't have a HD gun.
Katana max(Assault type) - Shift ability: Anchor. Couldn't get it to hit enemy. Very sad. Did not use much. - had short boost. I think.
Zero Saber(assault type) - Shift abiity: zero step. Much further than CB version. still good tracking. - had short boost. - came with varying weapons. Tried a dual spear/halberd/something setup, pretty good air tracking. Tried melee+custom magnum, custom magnum felt pretty good.
Pawnger(assault type) - shift ability: block. Blocks damage for short duration(think like chain guard), shows shield effect. not spammable due to CD.
Not playable(AI would get):
Mighty Byne - rare, did not see much. Seemed like "classic" CB mighty byne.
Some thing with vanguard HD - had two blades. No gun.
Alba - killstealing fuckwad - floated a lot - seemed to have same shift as mountaiz, probably floats the same way. Float likely across all fortress types - AI that spawned on alba often took first place - had AoE weapons
Brickgale - rare, did not see do anything. Some on my team, didn't really sit back to watch them fight. Sorry.
Toybox - had cruise missiles. - when i ran at cruise missiles, would inflict "knockback stun" if I was hit. Not "easy" for melee to just "run at" artillery, so with KB mechanic on melee have to repeatedly move in.
Last edited by Winty on Sun Feb 15, 2015 2:29 am; edited 1 time in total | |
| | | Relict? [Moderator]
Posts : 5786 Join date : 2011-02-08 Age : 31 Location : San Diego
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 2:11 am | |
| https://imgur.com/a/aVfBN
first images are of what's available in the shop (most of it)
sixth image is of garage and bots usable during this offline event
rest is mostly of artbooks. i couldn't get most of that because there were like seven artbooks and i had like 10 minutes. they were not for sale, by the way. winty said that some of the guys in charge told him that some of things in the books may appear in cb2.
i bought a calendar and the one artbook they had on sale. i'll take pictures and add to album later.
Last edited by Relict? on Sun Feb 15, 2015 4:48 am; edited 1 time in total | |
| | | Admin [Founder]
Posts : 344 Join date : 2009-12-28
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 4:13 am | |
| Thanks for all of the information. | |
| | | Arti Ace Poster
Posts : 1204 Join date : 2011-05-20 Age : 29 Location : New York City
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 4:16 am | |
| - Relict? wrote:
- https://imgur.com/share/a/aVfBN
first images are of what's available in the shop (most of it)
sixth image is of garage and bots usable during this offline event
rest is mostly of artbooks. i couldn't get most of that because there were like seven artbooks and i had like 10 minutes. they were not for sale, by the way. winty said that some of the guys in charge told him that some of things in the books may appear in cb2.
i bought a calendar and the one artbook they had on sale. i'll take pictures and add to album later. That link doesn't work. So you don't have to go back and edit that here's the working version: https://imgur.com/a/aVfBN I noticed that Rt is divided into two categories now: Rt and "FRt". I hope this doesn't mean what I think it does | |
| | | AnTi90d Grand Poster
Posts : 3282 Join date : 2011-06-15 Age : 1010 Location : U.S.S.A - United Socialist States of America
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 4:40 am | |
| - Arti wrote:
- I noticed that Rt is divided into two categories now: Rt and "FRt".
I hope this doesn't mean what I think it does Offer wall RT shouldn't be treated different than cash purchased RT. That just opens up the door for greedy developers to declare that certain bots and garapons can only be rolled with RT and not FRT. It's bad enough that offer wallers never receive the charge rewards. Separating them like that is a huge red flag, especially since C$ has a track record of being extremely greedy. | |
| | | +RedCobra+ Ace Poster
Posts : 1440 Join date : 2013-05-30 Age : 31 Location : Inside chibi house and hug my lovely chibi crim.
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 4:45 am | |
| FRT = free RT
GODLY RACIST.
i hope those just a test cash system, that will not implemented in finish game and below is the real one that we will use.
oh well thanks for the info winty-san. | |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 5:13 am | |
| i think that's a pretty large jump to conclusions but that's just me | |
| | | rei_hunter Surprised Shiromo
Posts : 4660 Join date : 2010-09-22 Location : Amatsu (Philippines)
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 7:01 am | |
| btw, did you screenshot any of the cart system? D: | |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 7:04 am | |
| it's in the video. It wasn't my computer so I couldn't screenshot, sadly. | |
| | | rei_hunter Surprised Shiromo
Posts : 4660 Join date : 2010-09-22 Location : Amatsu (Philippines)
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 7:06 am | |
| take HD Phone, camera... wut? you were using an android at least right? lol... well nvm, i shall watch za video. | |
| | | Frizz Busted
Posts : 2029 Join date : 2012-04-12 Age : 37 Location : Angel Academy
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 7:18 am | |
| - offtopic:
The artbooks were for sale? How much?
| |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 7:41 am | |
| | |
| | | Frizz Busted
Posts : 2029 Join date : 2012-04-12 Age : 37 Location : Angel Academy
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 7:54 am | |
| Realy cheap. 2bad only for murricas | |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 8:00 am | |
| the goods selection at the event was pretty sad, for me. Only one wallscroll, only one kind of artbook for sale(multiple on display tho), some older goods like calender and card holder, and a bunch of small onigiri things
| |
| | | Sakura1 Crab
Posts : 5579 Join date : 2013-06-25 Location : Bad Cake I hope u choke on watermelons
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 8:12 am | |
| hmmm Looks Good I guess o-o But I don't wanna have High Hopes for it D:. Cause its CS D: | |
| | | VeryMelon Jikun Hu
Posts : 1147 Join date : 2011-10-28 Age : 37
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 8:16 am | |
| Thanks for the info.
Does the melee tracking actually work now or can it still send you in a completely random direction? | |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 8:33 am | |
| melee tracking is better but it's still kind of odd at times, in that it doesn't always select the nearest target. I didn't have any instances of it going in the complete wrong direction, but me and others were often frustrated at chasing one person and having the tracking suddenly switch targets. | |
| | | Yokura Ace Poster
Posts : 1237 Join date : 2010-12-31
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 8:41 am | |
| Aaaa I forgot this was happening. I wish I had asked someone to buy me things. Game looks interesting enough to try! Although not sure how much I want to throw money for a beta trial. | |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 8:50 am | |
| - AnTi90d wrote:
- It's bad enough that offer wallers never receive the charge rewards.
actually you can, but only if you get it in one payment. Some of the charge offers that drop 300+rt will cause you to get charge rewards due to how the game is coded, whenever an amount of RT is gained(in one notice bar) over a set amount, it trips a flag and gives you the charge reward. Offer wall RT is technically not "free RT" in this way, but charge RT since it is not attained "in-game." IF the system is dividing free and paid RT, FRT would be drops and conversions, NOT offer wall money, assuming they use the same setup as they have now. Also note that CBJP does not have offer wall, so the system isn't in reaction to that. just some things to consider. | |
| | | IceCream Regular Poster
Posts : 206 Join date : 2014-07-26 Age : 26 Location : Philipines
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 9:02 am | |
| Is there a damage calculation on that offline trial? Like the numbers appearing or sort of like that?
And what happens to the type triangle? like AIR beats LND , LND beats ART , ART beats AIR?
did they mention sumting like that ?
P.S. I envy ur voice . | |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 9:18 am | |
| please read the notes. numbers appear. Most ranged weapons don't do more than 30 damage. type triangle is gone completely. | |
| | | AnTi90d Grand Poster
Posts : 3282 Join date : 2011-06-15 Age : 1010 Location : U.S.S.A - United Socialist States of America
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 9:46 am | |
| Ah, I didn't know JP didn't have an offer wall. I'm so used to having it with any FTP English game. I still have a bad feeling about them separating RT from FRT.. after all, it's C$. If my neighbor just got out of jail for randomly stabbing a guy, I'd be pretty concerned if I saw him walking around his yard with a knife in his hand. Just the fact that they'd even think of separating RT from FRT makes it seem like they're up to something.
They should set up the offer walls to trigger charge reward items based on RT earned/purchased in a week or at least three days instead of just one transaction.. or have a script count up earned RT and auto-send the lowest level charge item every time a certain goal was passed.
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| | | God is a Cat Girl Guinea Pig Wearing Sweater
Posts : 5296 Join date : 2011-04-25
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 1:22 pm | |
| - AnTi90d wrote:
- Ah, I didn't know JP didn't have an offer wall. I'm so used to having it with any FTP English game. I still have a bad feeling about them separating RT from FRT.. after all, it's C$. If my neighbor just got out of jail for randomly stabbing a guy, I'd be pretty concerned if I saw him walking around his yard with a knife in his hand. Just the fact that they'd even think of separating RT from FRT makes it seem like they're up to something.
They should set up the offer walls to trigger charge reward items based on RT earned/purchased in a week or at least three days instead of just one transaction.. or have a script count up earned RT and auto-send the lowest level charge item every time a certain goal was passed.
Some games have 2 premium currencies, and some have different limits on items based on which currency you used. In some games, one currency can buy items that can be traded, but the other can buy the same exact items, except they can't be traded. This is probably to prevent what CS used as an excuse to not let us trade. Paying methods that can easily be reverted will get the currency that doesn't let you trade what you bought. Methods that can't be reverted will get you currency that lets you trade what you bought. It's a better system than not having any kind of trade at all. | |
| | | necrodrakath Game Hater
Other / Decline to state Posts : 606 Join date : 2010-12-30 Age : 29
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 3:32 pm | |
| thanks for the info winty | |
| | | Admin [Founder]
Posts : 344 Join date : 2009-12-28
| Subject: Re: CB2 loketest notes Sun Feb 15, 2015 5:29 pm | |
| Note that Free RT means we're getting cash bazaar. Like onigiri, there are coins and unspendable coins. Same with RT and FRt, free RT cannot be used to trade with but only for RT shop and garapon. Just an educated assumption. | |
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