Woooooooooooooooooow. Tons of fun. Blue team had a pretty hard numbers advantage (especially by the end, I think it was 4v9 or something like that). I had to give up or lost a lot (a lot) of kills because it just got too hot. Counting the positive scoring players on the top part of the scoreboard, key players were Awesome, Jramsey, Airplaneman, Imperial Defenstrator, Glun, Agamemnus, and Ubluntu on the red team vs. myself and Gameangel on the blue team. I was glad to see a good number of friends joined in the fun though.
I’m really liking the containment thing that the ring and two metal plates on the side bring. There was a pretty impressive initial turn out today, and the soup got thick. Like others mentioned, breaking line of sight is kind of awesome. I’m really excited for whatever new mechanics are in store. What’s are some of the immediate goals for the alpha? Controls, weapons, and mouse issues were taken care of, bots seems to be working really well, what’s left? Collision? I really want to see the update where everyone flies into the soup in the middle then proceeds to explode in a spectacular suicide pact of awesome.
I really gotta commend the radar mechanics. As soon as those bots dropped in, my map got flooded with red and blue lines, boxes, and letters. Zooming in alleviated the problem, and allowed me to concentrate on my target.
It’s awesome when those bots are dropped in by the way. Really cinematic.
Coming from the other side of the table, I have to disagree. I would have died a lot sooner were the boost not as usable as it was. Multiple people can take down someone quick enough as it is, and changing the booster time would affect that situation most heavily, if not almost exclusively.
I would like to suggest being able to boost indefinitely at will, but locking up your shooting controls while boosting.
However, because that would make it so easy to disengage, score would have to be calculated by damage done instead of kills, I think.
Video coming soon. Forgot to not record my mouse though.