I was actually about to make the same thread as this to mark another triumphant return! After three weeks of being away job training and a week of sickness in the middle, I have finally returned to Servo! Any of you that are friends with me on steam may have seen me online, that was actually my younger brother borrowing my computer while I was away. However, it's great to be home again and once this is all updated I look forward to seeing everything that has change
Skoolbus
[quote who="Dracohouston" reply="6" id="3551536"] Quoting BXP_Godgib, reply 3 We've been discussing something like that... Would love other ideas. One that we're semi-fond of... Allowing you to pay Bloom to get them back sooner. Thoughts? Might be cool, though it might make
Related to that, I have a bug that I sent in with the bug reporter but given its less than stellar record I'll double check that you know about it here. I'm working hard to complete my missions, but when they are Build Turrets: -95/10, Build Factories -78/30 and Win Games: -81/3, it takes quite a while [e digicons]X|[/e]
Sounds like an issue some others have had: http://forums.servogame.com/464412/page/1/#3545754 This thread has how other people solved it to try and give you some ideas, though without being able to see what's going on I can't help you much more than that. [e digicons]:'([/e]
[quote who="BXP_Godgib" reply="12" id="3548073"] The story is the story. That's in the campaign. Skirmish maps have more leeway, IOO. If they break canon a little, that's ok. [/quote] Fair enough, I was just commenting on how I found it a little strange when I realized what the cages let me do. I'm not complaining, just commenting on it. [quote who="BXP_Godgib" reply="12" id="3548073"] If you're playing against the AI, yeah
No problem TAG, hope to see you in game!
Ok, this is going to be a pretty big wall of text here, so here goes. [quote who="Heavenfall" reply="7" id="3547955"] I like the previous model for bots better. You build a factory and it produces bots throughout the game, for free, up to a cap. Now I have to micro the factories. And the truth is, there is practically no reason to build bots until you have your third mech out (heck, you can't even build most until you have 2 mechs). I&#
I'll link this page so that I don't have to go through and basically retype all of it: http://www.servogame.com/game/gameplay To expand on what is there, you currently start each game with a single servo and a smattering of drones. Using those units, you can spread out to capture bloom nodes on the map that provide you resources. Using those resources you can build turrets, drones,
So I've had a little bit of time playing with the new update. There's no real organization to what I'm going to put here, it's just going to be a pile of thoughts and first reactions. As always, this is a first reaction so a grain of salt is inherent. The campaign changes were cool. I like how the second map has the enemies now zerg rush you once you finish setting up. In my first playthrough of the third mission I didn't notice any glaring changes in it aside
Downloading now! Can't wait to see the changes! [e digicons]\o/[/e] Edit: Just got a heal and a hot fist, good to see that fists got some love for all the related heads that I had last version! Though they do look a little odd with a fist on one arm and a shield on the other at the moment. That and the fact that torsos are useful beyond a cosmetic level is proving this build to be awesome. Oh and the new build animations are sweet. I love the call down mec
So is it looking like the update will be this week? I'm excited to try out the new parts even if it means starting over again.
Oh you-- [e digicons] You were just as good a partner.
I had fun, even if all of my games were with you, Thunder [e digicons] No issues aside from the occasional sticking on "Finding Teammate," but I just quit seeking and started over to fix it, and then a crash at the end of my last game. Had a sweet game on 003 which was fun to finally get a real game in on that map!
That looks awesome, though that chair doesn't look comfortable enough. Definitely could use an upgrade to the Number B. [e digicons]XD[/e] In all seriousness though that's amazing, and I love to see details like this.
I've beaten the meteor one, though my fully-built servos help a lot. [e digicons]XD[/e] The best thing for that is to just blast the meteor so they stop spawning in my experience before focusing on the spawn. Of course that has it's limits, but that works the best for me. I'd play that mode more often but the AI can't handle the massive spawning of creatures either so if I play with AI it's on easy and there's not usually anyone online to try it out. W
Maybe it would help if we had another loot crate in the middle. We have the Better crate and the Epic crate, why not put a 10k or 20k artisan crate? Or make it so that the crates unlock at certain levels. If we have 3 crate levels, the 2k crate is the only thing you can buy from lvl 1-4, the 10k crate unlocks at level 5, and the 75k crate at lvl 9. It could be a good way to make sure people buy enough cheap crates early on to get parts, but then have options fo
I like the mechanic with no fog for the very reason you gave, though it could be a good change of pace to have one map where each player starts with a base on either side of a fog-filled valley. I'm also glad to hear that the gun drones are being given a niche since the current build has them pretty worthless [e digicons]X([/e]
I totally get that you don't want players to be able to pound through a few missions and then unlock all of the best gear right from the start. That said, it has to be kept in mind that a single servo has a total of 9 part slots, 8 if you use a 2-handed weapon. Assuming you had no overlap on part slots beyond what you wanted, that would be 300k-375k credits to outfit a single servo with premium loot box gear. If we now triple that for the base of three servos, that is around a mil
What if you had a mechanic where players have three or five maps to play across? You start out in the middle map, and by winning you push towards the enemy base? When you arrive at the player's base map, they have a HQ building or something instead of a drop ship, and you win the overall struggle by killing that. To help the games end eventually, damage to dropships and HQ's could carry over between battles, and once you destroyed an enemy's dropship on a map, you could skip over
I like map 3 because of the multiple ways to get around the map. Map 2 is pretty simple with the center being so open it seems like not a lot of action takes place on the outer edges because it's so out of the way to get there. For map ideas, I want some maps where the servos feel huge and the map takes advantage of that. I had a rough idea of one where the servos have to wade chest deep through water that the ground drones can't get across, and you have to capture bloom on is
Yeah, the % resists are actually far more useful than the numbers would make you believe. I put a 10% stun resist cpu on one of my servos and it means that it now doesn't spend the entirety of waves 7/8 of Co-Op stunned by the royal kraxxes. As for a better word, I consider it a negate effect instead of a resist. Armor resists damage, these negate the trigger chance but don't resist the effect once it has started. A Freeze resist sounds like it would ma
[quote who="SneakyMax" reply="1" id="3545143"] Not a part, but Hauk's Pet ability doesn't have the 30 second cooldown it lists. It can be cast over and over (which is pretty handy!) [/quote] That actually reminds me that Reece's power doesn't have a cooldown either, which has allowed for some hilarity when he goes on a rampage through the enemy base strip mining all of their bloom. [quote who="wondible" reply="2" id="3545159"] <div
After having a little time to play Servo these past few days (finally [e digicons]:grin:[/e] ) , I've started to accrue a decent amount of equipment for my Servos and can really start to mix and match them now. This brings with it the bugs of an alpha, so I figured I'd put the gear-related ones that I've found down here. If anyone else has any that I haven't found or noticed, feel free to add to my list. Slowdowninator - Claims to modify a weapon's
As Tom said, the fastest way that I've found to win is to play against the AI on Easy on PvP map 2. Captain with Blink and instantly Tech up to 2 while you have Blink rush into the enemy base. It should complete as Blink arrives and then you can drop in your second servo and win. It's not a lot of fun, but you can win in 1-2 minutes if you have some good parts to damage the dropship.
Right now I find the Co-Op mode to be the most fun because it seems the most complete so far. The campaign is still nothing but a tutorial and PvP is all kinds of wonky, especially against the AI. In the future, I hope that the campaign will be really cool and have us doing all sorts of things with this setting. I always liked it when RTS would give you an objective that is completely different from what a skirmish can do. Instead of something like "Make 5 factories" make it "Derail t