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Joined: Aug 2013
stranger
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stranger
Joined: Aug 2013
I realize this post is a bit overdue but I took a lengthy break from beta for various reasons. Hey, better late than never.

Single biggest issue for me in the game right now: connection/NAT failures.

I pre-ordered DC shortly after it became available on Steam. I also recommended it to a friend and we had quite a few fun matches together. Then, at some point update came out which broke connection for us - whenever I tried to join his lobby (or he mine) we would both get "NAT punch-through failed" message and get kicked back to lobby screen.

We decided to wait and see if patches solved this problem for us and took a break. This week we tried to play again and got same bloody error. I suppose problem is probably on his end, as I am able to join random lobbies (and had random people join mine), but no amount of fumbling with ports or other witchery seems to help him.

In conclusion - some FAQ/solutions about connection issues would be greatly appreciated.

Joined: Aug 2013
stranger
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stranger
Joined: Aug 2013
Skirmish/balance feedback

Great progress from early beta. Trooper mob no longer roflstomps Devastators and even Armours get to shine. However, Bomber Balloons are still slightly overpowered - for one thing, being siege units they can chase tanks, their bombs home on targets (so that Hunters always get hit even if they moved out of range after bomb was launched). But the real issue is that their bombs do not deal friendly fire to ground units, for no justifiable reason. Devastators damage friendly units, Juggernauts damage friendly units - Bombers have magic IFF explosions. Why? I think they should dish out hurt to everything.

Also, siege units now have their range displayed by blue circle if you select single unit (fantastic!). I think it would be swell to have some toggle options like in supreme commander - for example, to constantly display unit ranges regardless of selection. Active skills could use same visualization. Let's say you select single Warlock, select Death from Above and red circle shows you where you can cast it. That would save a lot trial&error.

My last point is about site capture. I understand why aerial units cannot capture ground sites, but don't why naval units cannot capture shipyard sites. Having this ability would help naval units win back their cost at early stages. It would also make naval expansion more balanced with Warlock expansion on water maps.

Joined: Jun 2013
old hand
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Joined: Jun 2013
Originally Posted by IkkouSoryu
Skirmish/balance feedback

Bomber Balloons are still slightly overpowered - for one thing, being siege units they can chase tanks, their bombs home on targets (so that Hunters always get hit even if they moved out of range after bomb was launched).


On the Bomber balloons, I think the issue is you have to make them more desirable than devastators because they cost more. So they should be faster than devastators and have less weaknesses. Plus they do get shredded by fighters.

I would make the balloons less resistant to dragon attacks, slightly slower, and decrease the blast radius a bit.

Far as friendly fire goes, how often are your troops really in a position to get hit by it? I think FF is negligible for the most part in the game.

Last edited by SniperHF; 04/08/13 06:31 AM.
Joined: Aug 2013
stranger
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Originally Posted by SniperHF
On the Bomber balloons, I think the issue is you have to make them more desirable than devastators because they cost more. So they should be faster than devastators and have less weaknesses.

I would make the balloons less resistant to dragon attacks, slightly slower, and decrease the blast radius a bit.

Far as friendly fire goes, how often are your troops really in a position to get hit by it? I think FF is negligible for the most part in the game.


I respectfully disagree with your first point. Balloons are automatically more desirable than Devastators because many ground units will never be able to touch them. To further offset miniscule cost difference, Balloons are good units from the get-go and get great with single 25 recruit investment while Devastators pretty much mandate engine upgrade to get anywhere in time.

I agree about speed decrease - 170 should be enough to retain its mobility and give ground units at least a chance to run away from them. I'm fine with Balloons being tough and killy.

I think friendly fire a matter of principle for me, but still - not once had I Balloons with enhanced explosives parked right on top of my tanks/troopers and seen rushing enemies go up in flames while my guys just stood there shrugging it off. It feels like cheese to do this.

Joined: Jul 2013
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journeyman
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Bomber balloons get shredded quick by imp fighters though. Devastators have counters, but none that slaughter them so quickly.


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