ID:49044
 
A brand new map is now available in what is hopefully close to a stable public release!

http://www.byond.com/games/SilkGames/Proelium2
I said it yesterday, but the balance in this game needs to be seriously fixed.

From what I have seen/played.

Advanced Infantry are way to powerful. They can take a major beating and not die, there arm cannon kills most things in 3-4 hits, the sword attack can kill in 2 and the grenade kills in 1 hit, rarely 2.

Mecha Knights. Haha, more like useless knights. There only attack is weak and takes tons of hits to kill anything. There dash skill is for all intents and purposes useless, and the shield skill is decent, but only really prolongues your death by 2 seconds.

Assassin. Way to powerful. There is practically no way of noticing who is an assassin once they have disguised themselves, outside of luck. On top of that is 1 hit kills and blinding enemies for a long time.

Combat Medic. Could be decent, but their only healing ability seems weak and costs a lot. I'm not sure what the other two abilities they have do exactly, but they seemed to be poor damage dealing abilities.

Demolition Droid. Though they seem to have excellent damage there skills are all based on luck. Avoiding a mine is really, really easy, and those controllable missiles basically have no use.

Engineer. Could be decent, but there turrets die way to quickly, even when fully upgraded and do really cruddy damage. Haven't found much use for their other abilities either.

Volt Master. These basically die in one hit to everything. One of their abilities seems to do nothing (Charge Pulse), Static Storm could be decent, but is easily avoided, and their projectile ability is pretty poor.

Reanimator. Another pretty useless class. There Neutron Beam has a poor range, seems to be slow to use and hardly does any damage anyway. Reanimate is useless, the summons do poor damage and die in a hit or two. Rigor Mortar is a decent skill, but has situational use at best.
First off, the point of this public testing is to identify bugs and balance issues. You seem to think that I'm not aware of or paying attention to class balance, which is certainly not the case. The game is three days old, and you can't make effective changes to balance with such limited play testing.

Anyway, thank you for your feedback on the classes. I think that if we took a random sample of 5 different people, they'd all have completely different responses at this point. Here are my thoughts on your class impressions:

Advanced Infantry - Probably a bit too powerful at this point, but not by much.

Mech Knight - I completely disagree. This is probably the most balanced class in the game, and the most effective for advanced players.

Combat Medic - Combined with a Volt Master backing them up, the medic is a awesome. Remember, this game is about team work!

Demolition Droid - Again, I completely disagree. This class takes a great deal of skill to play, and is one of the most powerful when used correctly.

Engineer - Try building Force Fields to protect their Turrets. This class takes strategy and planning.

Volt Master - Charge pulse recharges the energy of nearby teammates. This is an excellent support class, and deals energy damage, which really hurts physical classes (probably the most damaging projectile in the game).

Reanimator - Actually, this class is way overpowered right now!


I get the impression that you are just new to the game and need to master the classes a bit more; most of the ones you think are ineffective are actually some of the best classes!
The Magic Man wrote:
Demolition Droid. Though they seem to have excellent damage there skills are all based on luck. Avoiding a mine is really, really easy, and those controllable missiles basically have no use.

I only used three classes within the hour I played but you got to be kidding me with that droid remark. The homing missiles are the one move people thought were overpowered. I suggest you (slow down) learn to play with one class at a time instead of going all over the place and look up the synonyms of "useless", your posts will be more interesting to read.
The Magic Man wrote:
Assassin. Way to powerful. There is practically no way of noticing who is an assassin once they have disguised themselves, outside of luck. On top of that is 1 hit kills and blinding enemies for a long time.

I'm afraid I have to disagree with this. The speed difference alone makes noticing Assassins quite easy, coupled with the fact that they'll probably be trying to get behind you. Flashbangs are rather useless at the moment(at least, in my opinion), and it's rather easy to avoid backstabs, so long as you're paying attention to what you're doing. The only class I think can seriously be considered overpowered at this point would be Reanimators(and, judging from Silk's comment, I assume they're being looked at).
Reinhartstar wrote:
I'm afraid I have to disagree with this. The speed difference alone makes noticing Assassins quite easy, coupled with the fact that they'll probably be trying to get behind you. Flashbangs are rather useless at the moment(at least, in my opinion), and it's rather easy to avoid backstabs, so long as you're paying attention to what you're doing. The only class I think can seriously be considered overpowered at this point would be Reanimators(and, judging from Silk's comment, I assume they're being looked at).

What speed difference? If there is one it is not noticable. At least I have been able to run from an Assassin while keeping a constant distance after the Assassin made a failed backstabbing attempt. And it has happened a few times, as various classes. (I neither got away from the Assassin, nor did they catch up to me, making it safe to assume we were moving at the same speed)
Also, there is a lot of times when it is not unreasonable for someone to be behind you. Most ranged attackers are naturally going to be behind front line attackers, combat medics too. On larger maps getting behind someone is pretty easy, one time I was playing around as an Assassin for a good few minutes without anyone even bothering with me.
I also fail to see how Flashbangs are useless. A wellplaced flashbang can turn a person into a free kill, or even a group of people into a free kill. Pretty much every class is rendered useless once hit by a Flashbang (except for maybe a Reanimators minions, an engineers turrents and a Demo Droid randomly planting mines) with the only option for them to randomly move around in the hopes that they don't get killed.

Also, I don't really see how Reanimators are overpowered at the moment.
Anything they reanimate is usually not that much of a threat. I was taking them out in one his as most classes, and as an Advanced Infantry popping a grenade at them I could usually wipe them all out (and the Reanimator if I got lucky). Since they use a rather simple AI it is easy to exploit this to wipe them out (they are easy to box off so only one at a time is attacking you, they will run into most attacks that a player would avoid and so on).
There Rigor Mortar ability is strong. But it is horribly easy to totally avoid. At least I have never been killed by it, even when the opposite team had like 2-3 Reanimators (I never even got killed by some 10 or so undead minions).
Neutron Beam seems to be a basic ranged attack, but it doesn't seem to have a very long range. It's not remarkable in any real way though, it does damage but not anything amazing. Unless it has some secondary effect I'm not aware of? (Things need descriptions, it is hard to work out what a lot of things do at the moment).
The Magic Man wrote:
What speed difference? If there is one it is not noticable. At least I have been able to run from an Assassin while keeping a constant distance after the Assassin made a failed backstabbing attempt. And it has happened a few times, as various classes. (I neither got away from the Assassin, nor did they catch up to me, making it safe to assume we were moving at the same speed)

If classes are moving at the same speed right now, they definitely won't be as soon as Silk gets around to changing it(as a Mecha Knight or AIU obviously shouldn't be outrunning a speed class, or what should be a speed class).

Also, there is a lot of times when it is not unreasonable for someone to be behind you. Most ranged attackers are naturally going to be behind front line attackers, combat medics too. On larger maps getting behind someone is pretty easy, one time I was playing around as an Assassin for a good few minutes without anyone even bothering with me.

Ranged units(like an AIU or Volt Master) shouldn't be standing directly behind you anyway. If you see someone standing suspiciously close to you and not attacking, then turn around and attempt to attack him. Combat Medics, agreeably, would be a bit more difficult to differentiate between, assuming individual unit speed really hasn't been defined yet. But, once again, it isn't really a bad idea to take the extra second needed to turn around and attempt to attack him.

I also fail to see how Flashbangs are useless. A wellplaced flashbang can turn a person into a free kill, or even a group of people into a free kill. Pretty much every class is rendered useless once hit by a Flashbang (except for maybe a Reanimators minions, an engineers turrents and a Demo Droid randomly planting mines) with the only option for them to randomly move around in the hopes that they don't get killed.

Unless the player or players you flashbanged decided the best course of action would be to stand perfectly still and start mashing the five key, a flashbang hardly makes other players "free kills". Even when blinded, backing up isn't really that hard to do. Furthermore, if the Assassin just tossed a flashbang, then he probably isn't wearing a disguise(since use of the skill disables any disguise currently being worn), which means he's going to have a hard time trying to get a backstab off before the effected player regains his sight(unless, of course, they decided to stand still). I'd like to elaborate a bit more on why I personally don't find flashbangs very useful, and why Reanimators are currently considered overpowered, but, unfortunately, work calls.