Having trouble remapping my keys, I either get a message saying "Key Already Assigned" even if it isn't , or it simply doesn't register.
Blitz Beta – Blitz Feedback Thread
OP Forum Team
TheNilonim wrote:-I can't stand the idea of an RTS game bottlenecking my APM, and that's what the card selection system is doing right now. I need to be able to play cards in quick succession if I want to and have the energy to do so. Also the cards UI should be scalable, or at least be reduced by default, since I think it occupies too much real estate on screen, and can hinder the placements of units. Furthermore, the option to pay for card pack should be removed OR remove the card leveling system, as it WILL create an imbalance between players that will eventually ruin the "competitive" aspect of it.
-I also think the game pacing is wrongly tuned, to a point where as soon as someone gets the advantage, it's impossible to come back. That's due (i think) to multiple factors. First the time to complete a game needs to be longer, either by augmenting the number of points needed to win or making earning points longer... Or a bit of both. That's because in my opinion you have no point in retreating and trying to regroup a new army, the enemy WILL win if you do so. Also making games longer would allow players to really cycle through their deck and emphasize on strategy, instead of trying to spawn as many units as possible.
- I agree with the points he made here, placing down cards can be clunky and just doesn't feel right. For example you click on a card and place it, while it's playing the animation you can't play any other card or even click on it in advance, you have to wait for the animation to completely stop before even clicking on another card.
-this point is simple, and I honestly don't know how to put it other than this... WHERE ARE THE COMMS OPTIONS? I want to mute people with noisy microphones, I wanna mute myself, I want to enable / disable voice chat... It feels like the game development was botched altogether.
- Again, he makes some good points here. Games seem to finish very quickly before you can even attempt to make some plays. And like he said, retreating and regrouping will only mean you lose. I was thinking that maybe the capture points weren't captured instantly, but took a certain amount of time to capture.
- Very good point. It was very infuriating not being able to reliably mute annoying players with shoddy mics after the match starts.
For the PC, I feel as if the camera controls are a little weird. I would suggest adding camera inertia and setting the default camera controls to WASD. Mouse wheel is typically used to zoom in, which would be a nice feature. If mouse wheel replaced the sub unit selection thing, I would suggest moving that to tab.
I enjoyed most of the models. I would have preferred the look of classic grunts compared to the storm grunts.
The gameplay felt a little flat. I would prefer if the units had more depth to them. Company of heroes did this by allowing infantry to take cover behind basic things and forcing tanks to only be hurt by weapons of large enough caliber to pierce their armor (with differing levels of armor on different flanks). I guess I didn't like how the marines just stood their and took it as they got shot. I understand that other games like starcraft play like this, but starcraft had just a little bit more depth. I feel like a flank in starcraft was more effective, maybe because their tends to be a front line in starcraft (Zerglings are in front of hydralisks and such). I felt like my units jsut kinda formed a big clump. Maybe having more units on screen would fix this.
I know that there is only a month left before the game releases, but these changes may make the game just feel better.
GAMEPLAY FOR BLITZ
- Implement a garrison system where the garrisoned object and infantry garrisoning split the damage taken
- When a vehicle is destroyed it should make cover for infantry to garrison
- The garrisoned position should be able to be garrisoned from multiple sides. So if there are enemies to the north, and marines take cover on the south side of a destroyed vehicle, the infantry should split the incoming damage with the cover. However, if the enemy now attacks from the south and the marines are still taking cover on the south side of the cover, the marines should receive no garrison bonus.
- Infantry should auto garrison if feasible. So if I have marines near a downed warthog or a big rock, they should instinctively run behind the rock (this feature should probably be toggle-able)
- Vehicles should behave more like they do in the first person shooter version of halo. Where wrathes and ghosts move side to side as they fight, banshees sweep in, warthogs stop at kinda a 30 degree angle when they run up on something to shoot, ect.
You cant deploy cards in rapid succession, it makes the game feel clunky
Personally I like opening packs slowly. It does give that sense of mystery. Just click the Y button and have fun :). This is the exact system in battlefield 4 battlepacks.RhysWX wrote:Not specifically gameplay related but more user interface.
When opening a pack of cards, the player needs to press a button (LT I think) to reveal each card, or they can press Y to reveal all cards at once. I don't know why this was added, I can only assume to make each card reveal rewarding or something but it just seems like a pointless extra button press, especially when you look at Halo 5's REQ system.
Opening a pack should just reveal all card contents rather than forcing the user to go through an extra button press. It would give the player much more time in the menu during games to open packs, grab their cards and get back into it.
Actually, the Condor might be a good option due to its range and since it flies, he can still pursuit the enemy for a while.Mirloriak wrote:Ultimatley I don't think it will matter how much time they are on the map. If the enemy just runs away ultimatley you have spent a ton resources on a unit that will just die. Its far more cost effective to spend your resources on building a bigger army.Halokid003 wrote:As epic as the Condor is I think for the cost it takes it doesn't get enough time on the battlefield (same applies to the scarab)
Halo 5 micro-transactions allowed us to have zero paid DLC and a bunch of free content for longer than they initially intended, while having near zero impact in PvP. At most it gives you a single life edge where you could call in that cool tank or ship.ParkAir024 wrote:People don't like the fact that the game type is only really in the game for micro-transactions. Myself, and alot of other people, hate micro-transactions in AAA games. Thats one of the reasons why I hated halo 5.RomanAtol wrote:I dont know where this hate is coming from..... I actually quite enjoyed it and think Blitz is a great game to increase longevity. The game ran silky smooth, except for a few hiccups with friendly no responding to command. I feel that they could tweak the way i can choose the card. It feels clunky and personally takes a good amount of the screen, perhaps make the cards a bit smaller or sort them in a way that it looks pleasing.
I played 3v3 and was very chaotic and pleasing to play. Superb music and great graphics with awesome gameplay is what i feel like i got in the beta. Fix the minor things and this game will be ready for retail.