Stormgate/Frost Giant Megathread - Page 229
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_Spartak_
Turkey442 Posts
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BeoMulf
United States94 Posts
On May 24 2025 22:33 _Spartak_ wrote: Some new art reveals: https://www.youtube.com/watch?v=PClco4GA3pE I think you meant this one: | ||
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CicadaSC
United States1841 Posts
On May 24 2025 19:11 Miragee wrote: Thanks, I will keep that in mind. Right now, I'm not in the mood to play this game anymore. Lets be real here, having no clear vision for the core game is one of the main reasons why they are where they are. Just "trying" something as big as "hero gameplay" in versus for a single big patch is mental. And right now it's completely unfeasible. There is a very high chance they won't even make the finish line, which became apparent when they started their kickstarter and started selling shares etc. and got reafirmed with their latest financial report. If they had a running live service game with a good profit margin, I would agree with you. They could experiment with that, maybe add an additional 1v1 mode with heroes and see if people like it. But during the development they basically only had the option to either go with heroes or without and commit to that until release. Fair enough, if u want to have a clear vision and not stray too far from it that is one approach to take, however I still think we need a gameplay shakeup. If you don't want to try heroes I would love if we tested a 6 worker start, or some other progression limitations to make the game stages and tier feel more impactful. I see so many games these days rushing up to late game tech and u just get like 5 bases so quickly u skip over early - mid game. | ||
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Agh
United States1014 Posts
Infernal visual clarity is absolutely terrible, especially on shroud. The eye strain to get a count on units or just what units they are is awful. I just much prefer the old brute play-doh war3 abomination model they had before. Now that hotkey customization is fixed the game is much more playable. Not only that they more or less nailed the army customization options, basically set the bar for any future RTS game. If you're unaware you can have a makeshift all army hotkey now for easy grouping of future units, or just navigating in general, and have control groups ignore the 'all army' or other hotkeys. Takes a little time to find out the most efficient setup but feels amazing once you get it right. Pairs really well with the quick-macro production however the UI for that is insanely bad... They still need detailed production, very difficult to see what all is happening if you're building from the quick macro hotkeys (which are very amazing and efficient, aside from structure logic) I made an imagine in paint with what I feel like it should look like. Maybe shrunk to be only 3 or 4 tiles wide to fit all the producing structures nicely ![]() Current gameplay feels a lot better than it did previously, although it is much more linear which I personally don't mind. However things like a FE/Expo first build are more or less unviable, even more so now that all economy units build instantly. If you neglect to build unit's not only are you giving up 'free money' but you're also gift wrapping it for your opponent and the game is pretty much over at that point, since they can use that to literally expand for free along with instant workers They're still sitting on current states and not experimenting enough. 18 of the top 20 ladder are all infernal, you'll see why after a few games. More rapid and sweeping changes need to be tossed around, and overpowered things like racecar brutes need to be immediately dealt with to find a better middle ground. | ||
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WombaT
Northern Ireland26211 Posts
I like it especially as I think it does open some doors by making more sophisticated control groups a bit easier to set up and manage, but it’s only really the more advanced players who want some of that in the first place, or can really take full advantage. I haven’t personally experimented much, mostly reading and watching, can you alter things in-game or is it sorta set in the menu prior? For example in SC2 I may have two scenarios. One I’m just building up in TvZ, maybe poking with a drop. I want my marines and tanks to just rally to my depot choke while I’m doing other stuff and not join my forward force control group. I’ll add them manually later, for now I don’t want them trickling out to their deaths, or leaving holes for runbys. Later in the game, maybe I’ve the advantage, or maybe it’s a Hail Mary last roll of the dice and I just want to keep parade pushing Is that something I can change within a game? Don’t add marines to 1 and tanks to 2, actually can you now do just that? I like your suggestion, or something at least similar. Definitely an improvement! | ||
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Agh
United States1014 Posts
There is no more "all army" hotkey bind by default anymore. Instead you preset a bind with units. You can have every single unit on that bind and it will function like all army in sc2 but there is also a regular control group, steal and add, regular shift add, and one other bind. So for example I like to have runbys/drops on 4 & 7 so I made those default steal and add groups (just set the binds to natural ctrl 4/7) so if I ever hit my bind with all units ( ` ) those units will never be selected. Using it like that for niche base defense or just hitting it to quickly add to main army saves an insane amount of actions. Over reliance will still get heavily punished. If you are going to go that route you'll need steal groups for drop defense etc. | ||
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WombaT
Northern Ireland26211 Posts
On June 03 2025 14:04 Agh wrote: The system is a little unnecessarily convoluted but it works well. You can change it in game but any changes will only happen from that 'state' onward. There is no more "all army" hotkey bind by default anymore. Instead you preset a bind with units. You can have every single unit on that bind and it will function like all army in sc2 but there is also a regular control group, steal and add, regular shift add, and one other bind. So for example I like to have runbys/drops on 4 & 7 so I made those default steal and add groups (just set the binds to natural ctrl 4/7) so if I ever hit my bind with all units ( ` ) those units will never be selected. Using it like that for niche base defense or just hitting it to quickly add to main army saves an insane amount of actions. Over reliance will still get heavily punished. If you are going to go that route you'll need steal groups for drop defense etc. That does sound a pretty solid system, I’ll have to experiment a bit when I’m back from holiday | ||
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CicadaSC
United States1841 Posts
![]() frost giant already said they will host their own circuit, and getting dev support is already better for pros than SC2 without Blizzard or ESL or EWC or anything :o Serral's dragon/shadowflyer control is about to be out of this world. | ||
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Agh
United States1014 Posts
On June 04 2025 04:57 CicadaSC wrote: if this is the last ewc for starcraft i predict a full stormgate takeover!!! ![]() frost giant already said they will host their own circuit, and getting dev support is already better for pros than SC2 without Blizzard or ESL or EWC or anything :o Serral's dragon/shadowflyer control is about to be out of this world. I don't think the dragon in its current iteration is going to make it. Doesn't really result in fun or innovative gameplay either, especially considering it is highly effective against supposed "counters". I imagine each race will either get a 'hero' unit (worst option IMO) or it'll just be changed into a generic t3 air like a frost wyrm. Not sure about a takeover but the game is a lot less frustrating to play compared to sc2. (which is honestly just because every new unit post WoL makes it that way.) | ||
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ETisME
12618 Posts
On June 04 2025 04:57 CicadaSC wrote: if this is the last ewc for starcraft i predict a full stormgate takeover!!! ![]() frost giant already said they will host their own circuit, and getting dev support is already better for pros than SC2 without Blizzard or ESL or EWC or anything :o Serral's dragon/shadowflyer control is about to be out of this world. Having a prize pool and viewership matters more than anything else. Definitely unlikely if stormgate can't get any viewers on twitch 99% of the time | ||
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tokinho
United States792 Posts
https://www.youtube.com/playlist?list=PLYfxoAcNCQYmuyuGQxVEXZ-SCgp-JzJE4 Ztokdo's Stormgate Co-Op Review: Hero strategies & Team Synergy Tips [v0.4.2] Contents: Discusses passives, top bars, unlocks, upgrades, and solo q gears, enemy comps, and synergistic comps. Ryker Feral Kennel build and Auralanna's Aurora Glacialis cryotank build off resonance manifold's unit production rush. Ztokdo's Stormgate Warz Nether Harvest Spriggen and Maloc builds, Faction identity. [v0.4.2] Contents: Warz Nether Harvest Spriggen build, Maloc's Scorching blitz build how infernals synergy is better than veterancy vanguard synergy and static energy charge synergy of the Celestials. Discussion on alternatives and future wishilist items for further faction synergy and a 4th factions interactions with the current ones. Ztokdo's Amara Tac-hop and Blockade quilled Death; Stormgate's Move it or lose it Mutation [v0.4.2] Contents: Amara Tac-hop and Blockade quilled Death builds; General strategies for the move it or lose it mutation. Ztokdo's Kastiel Ascendant Edict Build [v0.4.2] Contents: Kastiel Ascendant Edict Build; discuss some of the ways to perform micro ; shared link to my hotkey file. The hotkey file based around the theme of my warcraft 3 hotkeys. QWDER are hero abilties and patrol, zxcv are unit abilties. fdghvb are building units hotkeys. The rest of it matches general hotkeys from starcraft 2. https://drive.google.com/file/d/1d03RO0ITRKXbHgMqHQS8yUX99S0itouK/view?usp=drive_link Ztokdo's 3 minute Blockade Elite Warhack: Jacket Three Stormgate coop build. [v0.4.2] Contents: Veterancy and how it affects play. tips with microing dig in and skymines; Blockade Elite Warhack: Jacket Three build. Ztokdo's thoughts about Not playing it safe for future Stormgate coop design. Talking about how in the early development phase the units are very similar between coop commanders, which stands out more than top bar abilties and heroes. Discuss ideas about crazy mythological enemies that could come through the games and be part of coop themes. (Maori war pandas, kangaroos; Japanese dragons, war onis; French gargoyles, crows, and reapers) I'm sure there's plenty more to go on coop and the devs have put coop development on hold, but hopefully it will be helpful information for people interested in Stormgate. | ||
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ChillFlame
227 Posts
On June 04 2025 04:57 CicadaSC wrote: if this is the last ewc for starcraft i predict a full stormgate takeover!!! ![]() frost giant already said they will host their own circuit, and getting dev support is already better for pros than SC2 without Blizzard or ESL or EWC or anything :o Serral's dragon/shadowflyer control is about to be out of this world. Sorry, I have to clarify, is this a sarcasm? | ||
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tokinho
United States792 Posts
On June 07 2025 13:07 ChillFlame wrote: Sorry, I have to clarify, is this a sarcasm? It's pretty well established that Frost Giant is focused largely on developing shadowplay itself. I don't expect much development coming out for stormgate before 2026. https://www.reddit.com/r/RealTimeStrategy/comments/1ifqcot/i_hear_news_for_game_of_thrones_snowplay_game/ So I also don't expect Stormgate to take over Starcraft since the development pace will not be fast. I'm a person full of sarcasm though. Here's a sarcastic video to help you get your fill. | ||
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Miragee
8608 Posts
On June 04 2025 06:37 Agh wrote: I don't think the dragon in its current iteration is going to make it. Doesn't really result in fun or innovative gameplay either, especially considering it is highly effective against supposed "counters". I imagine each race will either get a 'hero' unit (worst option IMO) or it'll just be changed into a generic t3 air like a frost wyrm. Not sure about a takeover but the game is a lot less frustrating to play compared to sc2. (which is honestly just because every new unit post WoL makes it that way.) I also think it's a lot less frustrating. Most games I have played PvP in are less frustrating than SC2 tbf. SC2 is just silly when it comes to working on advantages only to lose the game due to one mistake in a couple seconds. I think the fact that fights take much longer in Stormgate makes it less volatile. You can also retreat from a bad fight/engagement and readjust. In SC2 you just lose your whole army and the game. On June 07 2025 13:07 ChillFlame wrote: Sorry, I have to clarify, is this a sarcasm? Judging from their posting history it is not sarcasm. | ||
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CicadaSC
United States1841 Posts
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CicadaSC
United States1841 Posts
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[sc1f]eonzerg
Belgium6790 Posts
On June 07 2025 23:24 CicadaSC wrote: summer games fest showed a lot of neat stuff, including a new GoT rts coming in 2026. stormgate needs to recapture everyones attention and quickly before players... move on. Do you think this new GoT is taking the Throne from Stormgate at next year EWC ? | ||
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Yurie
11955 Posts
On June 08 2025 00:42 [sc1f]eonzerg wrote: Do you think this new GoT is taking the Throne from Stormgate at next year EWC ? I don't think Stormgate will be at EWC next year. It is too small of a game. I would be happy to be proven wrong but few things point to it right now. | ||
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ChillFlame
227 Posts
Could someone explain to me why people are seriously discussing Esports future of a game with 30-90 concurrent players? Is this some kind of a chaos cult? SC2 has probably more GM+ML players online than SG players in total. | ||
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ChillFlame
227 Posts
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