There's the tourney link - maybe an hour or two left.
Grey Goo - new RTS from original C&C devs - Page 38
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LegalLord
United States13779 Posts
There's the tourney link - maybe an hour or two left. | ||
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TelecoM
United States10682 Posts
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Meta
United States6225 Posts
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Cyro
United Kingdom20322 Posts
Keep in mind that not all reported issues will make this next update, including many of the FPS/lag concerns. Those are still being worked on and we expect more progress for them in the following couple of updates. Related to future updates, we are also working on a new public process that will involve the community in these changes, more on that soon as well. I'l be waitinggggggg however maybe some more campaign sounds fun :3 We really are working as hard as we can to get this next game update out, which it looks may just be tomorrow (crossing fingers here). Stay tuned for updates as I can confirm this! Worldwide matchmaking and a few other fixes | ||
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Laserist
Turkey4269 Posts
https://www.greybox.com/greygoo/en/forum/topic/2033/?page=1#post-18663 + Show Spoiler + February 17, 2015 Update Notes AI • Default AI is now Lambert instead of Random Audio • Fixed an issue where the RTS Primer VO audio was incorrect in German Units • Aircraft will now prioritize empty landing pads first when ordered to land by right clicking on Hangars/Airpads • Further improved the extents shrinking from 50% to 25% to minimize artillery/AoE impact of grouped units Campaign • Adjusted Easy and Normal difficulty settings. Hard difficulty is unaffected. • Fixed an issue where script-spawned units were not being given the correct health modifiers • Fixed a bug in The Barricade that caused some enemy Guardian units to idle in brush instead of properly mounting wall pillars Engineering • Added matchmaking improvements to allow players easier access to searching for matches worldwide • Improved logic for detecting players disconnecting to force a win or avoid a loss • Servers will now temporarily pause when connection loss is first detected • Added improvements to performance that prevents certain cases from lagging the client severely • Structures from an eliminated player will now properly clear up passability upon deletion • Fixed a crash local to 32 bit machines • Fixed a crash that would occur while loading a multiplayer match • Fixed a lock that would occur for clients when the host would close the lobby • Fixed an issue where 2v2 Ranked matches were not properly reporting • Fixed crash that would occur when starting skirmish match Terrain Editor • Fixed crash that would occur when launching a custom map with the spigot marker inside the HQ boundaries • Fixed crash that would occur when loading an untouched custom map UI • Moved Quick Match window up in the Multiplayer screen while search is ongoing • Added translations for new text • Fixed an issue with compressed Korean text • Added a new “Extras” section to the menu with a quick launch button for the Terrain Editor • Made various fixes to improve performance in the UI • Fixed an issue where the game would unpause immediately after pausing in single player | ||
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-Archangel-
Croatia7457 Posts
But it has some cool and needed changes. Also the balance dev promised to make a post this week about state of balance and planned changes. One balance change got into this patch | ||
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HewTheTitan
Canada331 Posts
stream | ||
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Cyro
United Kingdom20322 Posts
• Added improvements to performance that prevents certain cases from lagging the client severely Cool, i'l check it out. I've seen a video of somebody getting seemingly better performance than me, and this might stop the cataclysmic framerate drops when building multiple Human buildings simultaneously (usually 5-10 or more) at high supply | ||
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TelecoM
United States10682 Posts
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Cyro
United Kingdom20322 Posts
On February 18 2015 07:18 GGzerG wrote: Patch notes please. Four posts up ![]() | ||
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TelecoM
United States10682 Posts
Oops dunno how I missed that, still no replays... T_T EDIT : Still may stream some GG tonight, how big is the patch anyone know? Still haven't DLed the last one :-P | ||
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Cyro
United Kingdom20322 Posts
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TelecoM
United States10682 Posts
On February 18 2015 08:16 Cyro wrote: 148.7MB Thanks ! Not bad ![]() | ||
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Cyro
United Kingdom20322 Posts
Air / epic units? have not played much 1v1 and just spectacularly lost a supply cap army mostly composed of stalkers and lancers without actually doing any real damage also i think a lot of the poor performance might be happening around human bases. I still see 30fps even in 1v1 vs ai when i build a bunch of stuff, and lower FPS than usual when around those bases | ||
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TelecoM
United States10682 Posts
Honestly it makes me wonder if both players have a lot of artillery and both players have a significant amount of anti air, how would you determine who wins ? Who has more shit? T_T | ||
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LegalLord
United States13779 Posts
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TelecoM
United States10682 Posts
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LegalLord
United States13779 Posts
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-Archangel-
Croatia7457 Posts
On February 18 2015 14:50 LegalLord wrote: Quite a lot. I've seen players feed like 5-6 mothers (because they don't count against the resource cap) to make it complete within a reasonable timespan. You either have to be really patient or have a lot of resources to feed it. Still, it's probably the only one that you'll see in competitive games. It's also better to keep all of your mothers around a completed Purger than on spigots because the heal is as good as just mining and you can use them offensively. Beta players can also finish the HoR if they go full retard with guardians first. | ||
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Cyro
United Kingdom20322 Posts
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