@GrassrootzGames Game has potential, but needs more polishment. The map that is playable in the playtest makes it feel like deathmatch and offers little room for tactical approaches, way too open with so many angles to get shot from.
Overall fun and I'll try it again at a later stage!
@AydrianBalboa@Horstor Verstehe die Kritik am Aim Assist aber Hand aufs Herz, glaubst du echt dass du mit Controller besser bist als mit M&K (als eingesessener M&K Shooter Spieler)? Ich kann mir im Leben nicht vorstellen nen Shooter mit Controller zu spielen, egal wie krass der Aim Assist ist :D
@CharlesHorwood I like the preview of the units' position!
Have you thought of using a system like Beyond All Reason where you click and drag to form the formation? Might be less tidious to draw a line exactly where you want your units to be, and it's more flexible because you can draw curves
@kassad Honestly could see it work in BIG as they're notorious for their tactical approach. Issue would be the language as BIG made it clear they want to make a german team work (as of now).
@NilesSankey Biggest challenge in a 3D pixel art world: making large structures like castles look great both up close and from afar. As you approach, the visual style should shift smoothly - that requires tons of assets and clever LOD swapping to stay true to the pixel look.
@T90Official Having to heavily micro to push deers to the TC doesn't add an interesting choice and "needs" to be done, and in low MMR no one even does it.
Maybe let scouts carry them to the TC like in AoE4 or just remove deer pushing so players have to place a mill.