Glad to see they finally got around to implementing the much-requested custom hotkeys. The game is slowly rounding into what it should have been at release—hope it's not too little, too late.
Stormgate/Frost Giant Megathread - Page 222
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Waxangel
United States33085 Posts
Glad to see they finally got around to implementing the much-requested custom hotkeys. The game is slowly rounding into what it should have been at release—hope it's not too little, too late. | ||
Fantas_Zero
4 Posts
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CicadaSC
United States1296 Posts
On February 26 2025 05:57 Waxangel wrote: https://playstormgate.com/news/stormgate-patch-0-3-0 The game is slowly rounding into what it should have been at release. I had the same thoughts. They should have released Early Access with a lot of these changes, and ideally more. I get the argument they needed to release because of financial reasons but tbh, has early access even garnered them a non-negligible amount of money? I would be surprised. Either way these are good changes. But we need more. Player counts seem like they'll steady in the 100s for a bit but we need a gameplay revamp to really get players back, not just graphical changes. When I played stormgate in the past I kept asking myself, why not just play StarCraft instead. I now have one good reason at least. Graphics. The rain on isle of dread looks really cool and everything looks a bit better overall. Now we just need to work on gameplay. | ||
ETisME
12280 Posts
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SoleSteeler
Canada5407 Posts
Still got stomped pretty hard today though... game needs some more lower leveled players. | ||
Bacillus
Finland1881 Posts
I guess it's pretty foolproof at that point, but these things can get super tricky with edge cases very easily. | ||
Harris1st
Germany6701 Posts
On February 26 2025 03:06 _Spartak_ wrote: New update: Looks good and all but I'm waiting for some major content updates (campaign/ 3v3) before giving it another shot. Any ETAs on that? | ||
AmericanUmlaut
Germany2574 Posts
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WombaT
Northern Ireland23792 Posts
On February 26 2025 15:29 Bacillus wrote: How does the auto control group work? Does it just put all the production in the same control group every game automatically? I guess it's pretty foolproof at that point, but these things can get super tricky with edge cases very easily. Em say you like unit X and Y being in control group 1 usually, and Z in two, you can set that in your hotkey preferences and in-game those units of those types will be auto-added to the control groups you’ve set. However this doesn’t stop you manually removing units the good old-fashioned way. I also don’t think you HAVE to use it, so players who maybe want the flexibility of their rally point units staying there until ordered rather than added to a control group that’s the other side of the map have that. They’ve also done a version of select all army where you can choose what units this doesn’t select. So in SC2 I could have it to grab every unit but Templars and Obs Have they also given customisable unit priority too? I got the impression yes but am not 100% there. Was something I would have liked in SC2 for certain comps! Oh no I’ve boxed a ghost by mistake and didn’t stim my bio immediately and died! More of a pre-Legacy thing but I’d have preferred sentries over Templar too for a similar reason. It also seems pretty good, although I haven’t played around. | ||
Spirral
62 Posts
If only there was at least one faction I actually liked here, maybe it would have sticked. Despite looking better quality now, the game unfortunately still feels very childish. I don't know how to explain it very well, but it just doesn't pass the vibe check for me. I mean things like the dogs (why tf is a dog there where every other unit has a space suit?), demons that look like a parody from South Park episode, Celestials looking like collectible plastic figurines, all of this just actively prevents me from getting immersed in the game. I think my 7 yo nephew might have liked this vibe, but he is too young to play RTS really, and I think by the time he gets older he won't be interested in this kind of artstyle. Weird choice for a genre where most of the target audience is 25+ (?). | ||
SoleSteeler
Canada5407 Posts
Since I always have CC/townhall on 5 and barracks/fact/starport on 4 (essentially) you can set that so it auto hotkeys as soon as you build another one. If for example you always wanted lings on 2, every ling would go on 2 (until you bind it somewhere else). You can also ctrl + ` and remove from all control groups. The biggest thing is splitting armies up, if i wanted two groups of ling/hydra, i have to still set that up manually. Hopefully they do some nice faction revamping to make them all a bit more enticing. Campaign revamp would also help. | ||
Hider
Denmark9342 Posts
Specialization and Counterplay: Players more familiar with classic Blizzard RTSes often associate artillery units with units that also provide crowd-control splash damage. (The Siege Tank, Reaver, Lurker, Colossus, and all Warcraft III siege units fall into this category.) One issue with this design is that if these units don’t have sufficient weaknesses and counterplay, they can often create deathball situations. To me this indicate they don't understand RTS game design. Counterplay is a great thing and I like it, but it has nothing to do with deathballs. Deathballs arise when units function better in a group than alone. To incentivize splitting your army there are two ways: 1. Make it easier to escape after a fight. 2. Increase the unit's cost efficiency while being by itself (relative to how well it synergizes as being part of an army). Colossus is the prime example of a deathball unit because it can't easily after a fight and it's very bad by itself. I think High templars in Sc2 are probably the best example of a unit that actually does quite well by itself. Units like Lurkers and Siege Tanks can also kinda work in few defensive numbers, but extremely map terrain/sim-city dependant. | ||
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