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Grey Goo - new RTS from original C&C devs - Page 38

Forum Index > General Games
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LegalLord
Profile Blog Joined April 2013
United States13779 Posts
February 15 2015 23:41 GMT
#741
http://www.twitch.tv/romeocoh2

There's the tourney link - maybe an hour or two left.
History will sooner or later sweep the European Union away without mercy.
TelecoM
Profile Blog Joined January 2010
United States10695 Posts
February 15 2015 23:44 GMT
#742
I may stream some Grey Goo tonight, I haven't played in a few weeks, my bonus pool is really....oh wait nvm.
AKA: TelecoM[WHITE] Protoss fighting
Meta
Profile Blog Joined June 2003
United States6225 Posts
February 16 2015 00:36 GMT
#743
This game looks like it will be fun to play after it goes on sale for $20.
good vibes only
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2015-02-17 03:04:44
February 17 2015 03:03 GMT
#744
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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Laserist
Profile Joined September 2011
Turkey4269 Posts
February 17 2015 15:58 GMT
#745
Half an hour ago a new patch is come online. I can't wait to tune in.

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
“Are you with the Cartel? Because you’re definitely an Angel.”
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2015-02-17 16:03:39
February 17 2015 16:02 GMT
#746
Actually the patch is online in 1 hour. Only the patch notes are online now.
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
HewTheTitan
Profile Joined February 2015
Canada331 Posts
February 17 2015 17:40 GMT
#747
Devs playing a few games with a community member on stream. Patch just went live too. Might be interesting.

stream
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2015-02-17 22:13:41
February 17 2015 22:12 GMT
#748
• 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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TelecoM
Profile Blog Joined January 2010
United States10695 Posts
February 17 2015 22:18 GMT
#749
Patch notes please.
AKA: TelecoM[WHITE] Protoss fighting
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
February 17 2015 22:36 GMT
#750
On February 18 2015 07:18 GGzerG wrote:
Patch notes please.


Four posts up
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TelecoM
Profile Blog Joined January 2010
United States10695 Posts
Last Edited: 2015-02-17 23:12:46
February 17 2015 23:12 GMT
#751
On February 18 2015 07:36 Cyro wrote:
Show nested quote +
On February 18 2015 07:18 GGzerG wrote:
Patch notes please.


Four posts up


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
AKA: TelecoM[WHITE] Protoss fighting
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2015-02-17 23:16:55
February 17 2015 23:16 GMT
#752
148.7MB
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TelecoM
Profile Blog Joined January 2010
United States10695 Posts
February 17 2015 23:28 GMT
#753
On February 18 2015 08:16 Cyro wrote:
148.7MB


Thanks ! Not bad
AKA: TelecoM[WHITE] Protoss fighting
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2015-02-18 04:23:55
February 18 2015 04:23 GMT
#754
How do you guys attack into bases with walls and turrets and/or artillery?

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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TelecoM
Profile Blog Joined January 2010
United States10695 Posts
February 18 2015 04:38 GMT
#755
Cyro I believe the best answer to that would be Artillery with anti air units of your own to deny there artillery tbh, I haven't played in a few weeks though.

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
AKA: TelecoM[WHITE] Protoss fighting
LegalLord
Profile Blog Joined April 2013
United States13779 Posts
February 18 2015 04:41 GMT
#756
Epic units are good for breaking stalemates. It gets pretty boring to wait for one to finish though.
History will sooner or later sweep the European Union away without mercy.
TelecoM
Profile Blog Joined January 2010
United States10695 Posts
February 18 2015 05:24 GMT
#757
How many mother goo's, large proteins / small proteins does it take to complete the Goo's epic unit? I may be wrong here but I feel like you have to sacrafice units to complete it :-P
AKA: TelecoM[WHITE] Protoss fighting
LegalLord
Profile Blog Joined April 2013
United States13779 Posts
February 18 2015 05:50 GMT
#758
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.
History will sooner or later sweep the European Union away without mercy.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 18 2015 07:35 GMT
#759
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.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2015-02-18 20:39:32
February 18 2015 20:38 GMT
#760
The epic units, at least for human, don't seem particularly expensive to me. When you're mining from like 5-8 refineries, the resources to make one being sunk out of your other production doesn't seem to make or break the game.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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