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On July 19 2025 14:41 Gorsameth wrote:Show nested quote +On July 19 2025 11:02 CicadaSC wrote:On July 17 2025 17:38 Harris1st wrote:On July 17 2025 12:57 CicadaSC wrote: all this talk of 0.6, and hints at what is going to be in it, do we have a rough release date yet? Next Month? As far as I understand it, 0.6 will be the end of EA which they always said will be late summer 2025. And with 0.6 will be a new and updated roadmap till 1.0 Looks like it's actually closer to finished than we thought. They said they'll announce the release date next week. being forced to release it cause of potential financial troubles doesn't mean its finished ah, sorry, I meant the patch was close to being finished.
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Over time I've seen quite a bit of talk about tier 3 'coming soon'. Did some of it actually get added at some point? On the roadmap most of it seems to be 'in the future' while there are videos of tier 3 units from a year ago already.
I know stuff takes time, there's a lot of elements that have to click together and in general developing a game isn't easy, but it feels surprising how long it has taken to add more already planned units to the tech tree. At this point you'd think they have a lot of experience and most of the underlying structure and toolset in place to speed up the process compared to the existing tech tree.
The reworks on existing systems have probably taken resources and they've probably had to downsize quite a bit, but it still feels off to me. Especially now that they're dropping the early access tag, you'd want to see at least some kind of rough overall structure of gameplay.
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On July 21 2025 21:09 Bacillus wrote: Over time I've seen quite a bit of talk about tier 3 'coming soon'. Did some of it actually get added at some point? On the roadmap most of it seems to be 'in the future' while there are videos of tier 3 units from a year ago already.
I know stuff takes time, there's a lot of elements that have to click together and in general developing a game isn't easy, but it feels surprising how long it has taken to add more already planned units to the tech tree. At this point you'd think they have a lot of experience and most of the underlying structure and toolset in place to speed up the process compared to the existing tech tree.
The reworks on existing systems have probably taken resources and they've probably had to downsize quite a bit, but it still feels off to me. Especially now that they're dropping the early access tag, you'd want to see at least some kind of rough overall structure of gameplay. not yet. some people argue dragon archangel and helicarrier are t3 and then people have started calling the incoming units T4. No confirmed date on when they are coming. hopefully with next patch as they leave early access and 1v1 is in a "final" state.
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Alright boys.
Lets get some positivity rolling! The game is leaving Early Access in 2 weeks lets name some things we are excited for.
I will start: Celestial phase 1 rework Completed vanguard campaign More players and more even matchmaking Balance tweaks such as no replicating Dragon (I dont think this is guaranteed but it is my hope.) Content creator videos giving the game another shot Tournament circuit(?)
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How's game balance / ladder / player count now on ladder?
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On July 24 2025 03:14 TelecoM wrote: How's game balance / ladder / player count now on ladder?
Balance is weird all 3 races having insane cheeses/allins and really huge power spikes trough various game states.
Player count is low everyone is waiting August 5 
The custom map section is pretty nice ppl asking for custom games via their discord.
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Currently 12 infernals and 2 vanguards in top 20 rankings. I guess the top level balance is a bit all over the place at least.
I'm not a big advocate of staring at balance numbers when the whole game is still incomplete though. The more interesting bit is if the game allows players to do viable and interesting stuff. I'll take a varied and skill intense 65-35 over a mundane 55-45 on predetermined tracks anytime, anywhere.
As far as I've understood, the current matchmaking is configured not to be too picky on the matches. You'll usually find matches pretty fast - at least considering the playercount - but the skill level of the opponents varies quite a bit. Probably a smart move at least in current state of the game, we'll see how it goes when the release spikes hit.
Edit: Some crazy win rates and streaks on that leaderboard. Not sure what's going on in there, probably better take that one with a grain of salt unless there's some good explanation.
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On July 24 2025 17:42 Bacillus wrote: Currently 12 infernals and 2 vanguards in top 20 rankings. I guess the top level balance is a bit all over the place at least.
I'm not a big advocate of staring at balance numbers when the whole game is still incomplete though. The more interesting bit is if the game allows players to do viable and interesting stuff. I'll take a varied and skill intense 65-35 over a mundane 55-45 on predetermined tracks anytime, anywhere.
As far as I've understood, the current matchmaking is configured not to be too picky on the matches. You'll usually find matches pretty fast - at least considering the playercount - but the skill level of the opponents varies quite a bit. Probably a smart move at least in current state of the game, we'll see how it goes when the release spikes hit.
Edit: Some crazy win rates and streaks on that leaderboard. Not sure what's going on in there, probably better take that one with a grain of salt unless there's some good explanation. thats all from 0.4 mostly as they never reset the leaderboards, but yeah your point still stands and the game had been wildly imbalanced at certain points but they nerfed brute, the main issue in 0.4. some still complain about balance issues the community but not as extreme as before unless u consider dragon cloning and certain cheese rushes but that will all probably get patched in 0.6 and hopefully 1v1 will be in a good state.
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On July 24 2025 20:33 CicadaSC wrote:Show nested quote +On July 24 2025 17:42 Bacillus wrote: Currently 12 infernals and 2 vanguards in top 20 rankings. I guess the top level balance is a bit all over the place at least.
I'm not a big advocate of staring at balance numbers when the whole game is still incomplete though. The more interesting bit is if the game allows players to do viable and interesting stuff. I'll take a varied and skill intense 65-35 over a mundane 55-45 on predetermined tracks anytime, anywhere.
As far as I've understood, the current matchmaking is configured not to be too picky on the matches. You'll usually find matches pretty fast - at least considering the playercount - but the skill level of the opponents varies quite a bit. Probably a smart move at least in current state of the game, we'll see how it goes when the release spikes hit.
Edit: Some crazy win rates and streaks on that leaderboard. Not sure what's going on in there, probably better take that one with a grain of salt unless there's some good explanation. thats all from 0.4 mostly as they never reset the leaderboards, but yeah your point still stands and the game had been wildly imbalanced at certain points but they nerfed brute, the main issue in 0.4. some still complain about balance issues the community but not as extreme as before unless u consider dragon cloning and certain cheese rushes but that will all probably get patched in 0.6 and hopefully 1v1 will be in a good state.
It is very hard to get 3-way balance in RTS right. By fixing one problem, you usually create new ones. The first year, you can fix the most broken strategies, but It would not hope for a "good state".
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I just saw the new UIs. Very sad. The brute proportions still don't inspire me, looks like a lame cartoon villain. I think the design is pretty cool but the body proportions aren't good.
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Read some more updates. Apparently 1.0 doesn't exist anymore. 1.0 is never coming. they switched entirely to codenames for every update and will no longer be using numbers. The way I see this is as- they probably don't think they will be "feature complete w/ polish" in the next 4? updates. So, you can never judge them as claiming to be a 1.0. Because 1.0 is no longer a target. There is always more coming in the next patch. (assuming the game has funding to sustain development.) I understand this view is a bit pessimistic but I can only think of 1 other rationale. That is- stormgate was forced to release, but releasing and not being 1.0 doesnt make any sense so they are just doing away with the number system and yeah. I DONT KNOW. this is just my best guess. if anyone else has any other insight or theories i would love to hear them.
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That being said I think it is important to add nuance. Lots of features are being added in the next patch, as they leave early access, and I think it is the games best shot for success. I will certainly be trying it again with optimism and I think a lot of people are cautiously optimistic. I see skillous is going to try it as well and i presume many other pros/content creators will at least give it a go. Day9 almost certainly because well, his mother is on the team. Artosis has shown interest in the past. Lowko, etc I think are reliable bets. I will be playing, and I will be playing in good faith and hoping for the best.
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Had a chance to chat with a couple of the team members and there is a lot of silent discourse on the team which is just results in slow/no changes and becomes a never ending cycle, not to mention just leaving the community interested in the dark.
The 'release', 'version', and other titles are meaningless as it's being approached as a live service game.
Main issue is they've done very little to address gameplay issues and concerns, even when they are egregiously bad and in any other universe would see immediate hot-fixing.
I still think they should go the route of testing the production charges for all races suggestion, or at least someone should make a map to test when the editor allows it.
Aside from not being able to customize actual command card locations & specific color settings/extensive color blind mode, everything with the UI and controls is fantastic.
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On July 27 2025 17:51 Agh wrote:
I still think they should go the route of testing the production charges for all races suggestion, or at least someone should make a map to test when the editor allows it.
It reminds me of elden ring. no difficulty slider- but if you want easy mode, use summons. Perhaps they are trying to do something like that but for RTS and infernals.
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On July 27 2025 18:50 CicadaSC wrote:Show nested quote +On July 27 2025 17:51 Agh wrote:
I still think they should go the route of testing the production charges for all races suggestion, or at least someone should make a map to test when the editor allows it.
It reminds me of elden ring. no difficulty slider- but if you want easy mode, use summons. Perhaps they are trying to do something like that but for RTS and infernals. But that concept doesn't work in a PvP game. If there is an easy mode you are forced to use it because your opponent sure will.
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I mean that's what the current version of infernal is, you just sit on production and make sure you're not at capped charges.
Getting attacked or stormgate spawning? Press key, get units. Tier 2? Even better, use ability, get 3 units.
I don't think I've ever seen an all or nothing angle like that before, make it baseline or remove it. Otherwise the only way you balance it is by giving them the sc2 protoss gateway unit treatment and that isn't an appealing option for anyone.
With smaller maps it gives the advantage of being able to be insanely safer expanding compared to the other two races. And once we inevitably get out of the shoebox map size you run into the issue of production at each base for the best harassment defense.
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Northern Ireland25279 Posts
On July 27 2025 19:57 Agh wrote: I mean that's what the current version of infernal is, you just sit on production and make sure you're not at capped charges.
Getting attacked or stormgate spawning? Press key, get units. Tier 2? Even better, use ability, get 3 units.
I don't think I've ever seen an all or nothing angle like that before, make it baseline or remove it. Otherwise the only way you balance it is by giving them the sc2 protoss gateway unit treatment and that isn't an appealing option for anyone.
With smaller maps it gives the advantage of being able to be insanely safer expanding compared to the other two races. And once we inevitably get out of the shoebox map size you run into the issue of production at each base for the best harassment defense. Is this as broken, or at least as frustrating as it sounds?
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On July 27 2025 21:05 WombaT wrote:Show nested quote +On July 27 2025 19:57 Agh wrote: I mean that's what the current version of infernal is, you just sit on production and make sure you're not at capped charges.
Getting attacked or stormgate spawning? Press key, get units. Tier 2? Even better, use ability, get 3 units.
I don't think I've ever seen an all or nothing angle like that before, make it baseline or remove it. Otherwise the only way you balance it is by giving them the sc2 protoss gateway unit treatment and that isn't an appealing option for anyone.
With smaller maps it gives the advantage of being able to be insanely safer expanding compared to the other two races. And once we inevitably get out of the shoebox map size you run into the issue of production at each base for the best harassment defense. Is this as broken, or at least as frustrating as it sounds?
The best mental image I can paint is more or less a sc2 warpgate, except each unit stacks up to 3 and there isn't a warp-in time it just builds instantly. And it's for every unit, not just tier 1. (even the 'hero' dragon unit builds instantly)
So yeah, I'll let you form your opinion based on that.
Only thing that makes it even remotely acceptable is that the game pace is fast enough that it somewhat blends in.
I'm fine with the reverse/instant production but why does it go past a single charge, much less up to 3? Maybe add a tier 3 upgrade that increases it, but not baseline.
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The charge system for workers and infernal is a little clunky for sure.
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Northern Ireland25279 Posts
On July 27 2025 22:22 Agh wrote:Show nested quote +On July 27 2025 21:05 WombaT wrote:On July 27 2025 19:57 Agh wrote: I mean that's what the current version of infernal is, you just sit on production and make sure you're not at capped charges.
Getting attacked or stormgate spawning? Press key, get units. Tier 2? Even better, use ability, get 3 units.
I don't think I've ever seen an all or nothing angle like that before, make it baseline or remove it. Otherwise the only way you balance it is by giving them the sc2 protoss gateway unit treatment and that isn't an appealing option for anyone.
With smaller maps it gives the advantage of being able to be insanely safer expanding compared to the other two races. And once we inevitably get out of the shoebox map size you run into the issue of production at each base for the best harassment defense. Is this as broken, or at least as frustrating as it sounds? The best mental image I can paint is more or less a sc2 warpgate, except each unit stacks up to 3 and there isn't a warp-in time it just builds instantly. And it's for every unit, not just tier 1. (even the 'hero' dragon unit builds instantly) So yeah, I'll let you form your opinion based on that. Only thing that makes it even remotely acceptable is that the game pace is fast enough that it somewhat blends in. I'm fine with the reverse/instant production but why does it go past a single charge, much less up to 3? Maybe add a tier 3 upgrade that increases it, but not baseline. That sounds, awful, although I dunno the specifics.
It sounds like in a sorta even lategame where you’re banking, you can leave spare supply space and have the capacity to almost instantly reinforce any weak point your opponent finds?
I don’t know enough about this specific thing, sounds wonky but I don’t know.
I’ve fucking zero idea why FG went in certain directions in terms of production.
Celestials initially (not sure now) were like the worst aspects of SC2 Protoss that people hate, on steroids. Unless I’m misunderstanding this sound like that again, on steroids.
It’s weird, look it’s all good making a mechanically easier game for casuals, but fairness and frustration is part of that too.
Some of their decisions feel ‘half right’ in the worst way possible.
Let’s make it mechanically easier (good for many), also you know the most frustrating non-mechanical elements of SC2, let’s accentuate those
It’s daft, I don’t get why they went this direction other than to respond to allegations it was too safe.
Needing high APM to compete, ok that puts people off. Things like ‘oh I missed scouting a proxy pylon and now like shitloads of army are in my face’ are actually way more discouraging for the casual player.
Played/followed Protoss since BW. Argued against Warp Gate in its current form for over a decade. At least as a core mechanic. Or at least without a trade-off (I wouldn’t be against late game warp gate if the production cooldown was < than gateways).
And this is from both directions. 1. I don’t get units as good as bio, or as fun to micro until blink comes in anyway. Because I can’t. Because if I did, the ability to warp in in combination would be completely broken 2. Playing against Toss, especially at lower levels warp ins have always been incredibly frustrating. Oh I couldn’t get a scout in to see if you threw gateways down. At least versus Zerg or Terran I can have a spotter that gives me 30 seconds or so if I spot a moveout. Warpgate might have a huge allin just be at my door
I think a lot of the QoL changes are great but I’ve zero idea why FG decided to double down on some of the worst elements of frustrating volatility in SC2
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