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Re: PSCD 0.8.3 - beta demo!

Posted: Tue Dec 01, 2015 8:03 am
by jack1974
Franka wrote: I think all these turrets should be similarly costed, at some combination of 2/1/1. If tests then reveal them to be too powerful, they can be adjusted. Right now they're not getting tested, because they're too expensive to play.
I agree, even in my playthrough I could play the missile turret only a few times, and mostly because I wanted to see it in action and not because was worth it. I'll reduce the cost, since increasing the power would unbalance it :)

Re: PSCD 0.8.3 - beta demo!

Posted: Tue Dec 01, 2015 10:47 am
by Franka
Alpha Team says that it heals all units, but it doesn't heal Walls.

Re: PSCD 0.8.3 - beta demo!

Posted: Tue Dec 01, 2015 11:49 am
by jack1974
Yes is all organic units, need to update the description. I made most changes, but I'm currently thinking if to unlock more cards before the end of the current demo, since I wanted to have the last 10 missions or so with almost all cards unlocked, so I'm doing some calculations. Will do the update this afternoon so probably 4-5h from now (so later than I thought).

Re: PSCD 0.8.3 - beta demo!

Posted: Tue Dec 01, 2015 3:03 pm
by jack1974
Was about to upload the new build but I found a bug, if an enemy action/spell card has no target, the game goes in an infinite loop :oops: you probably never encountered it since is hard, it happens with the Robobrain "Braiins Virus" :mrgreen: since it targets organic only, if you have only robotic (like only turrets) the games hangs. So we're first trying to solve this bug before updating again!

Re: PSCD 0.8.4 - beta demo!

Posted: Tue Dec 01, 2015 5:34 pm
by jack1974
Anima managed to fix the infinite loop bug, so here's the update at last :)

Re: PSCD 0.8.3 - beta demo!

Posted: Tue Dec 01, 2015 8:26 pm
by Franka
jack1974 wrote:I made most changes, but I'm currently thinking if to unlock more cards before the end of the current demo, since I wanted to have the last 10 missions or so with almost all cards unlocked
Gief more cards! :mrgreen:

Re: PSCD 0.8.4 - beta demo!

Posted: Wed Dec 02, 2015 10:12 am
by Franka
jack1974 wrote: - Missile Turret cost spread out to 1/1/2/1 so it can be summoned more often
You should rebalance Laser Turret and Flamethrower Turret too.

Re: PSCD 0.8.4 - beta demo!

Posted: Wed Dec 02, 2015 10:23 am
by jack1974
Why? I don't think they cost too much. Using Walls like that becomes really too easy to win the battles in hard mode (at least on my playthroughs).
Also, here are more cards :mrgreen:
Image

edit: I see, the 4 energy requirement for the laser turret is indeed a bit too much. Will tweak that :)

Re: PSCD 0.8.4 - beta demo!

Posted: Wed Dec 02, 2015 7:01 pm
by Franka
Well, all the Turrets are situational. If you've been able to play them consistently, you're playing a very different game than I am. :) It's really hard to win a game where you have too many Walls in the deck, in my experience (which might be totally wrong of course, but I try to avoid drawn out fights), because Walls don't hit the opponent, and they require Credits, which are hard to get quickly. If there are victory conditions like Win in X turns or small maximum deck sizes, Walls can be outright bad for you.

Also, when you first start a fight, you don't know if you're facing robots, organics, or something completely different. If you get trounced, you can go back and pick the right Wall for the job of course, but blindly putting in an extremely expensive Wall that might be worse than Cannon Turret is not very clever.

If you feel that there are a lot of enemy Organics, Flamethrower Turret might be priced ok, but you have plenty of Wall hating cards in the enemy decks, from what I've seen, and there are a LOT of fights featuring flyers and non-organics. Laser Turret is actually totally horrible, because all the robots I've seen regularly so far are Orbis, which are flyers. Maybe there's a problem with the AI targeting if it suicides into your double damage Walls?

Anyway, I'll just go back to what I said earlier about not getting those Walls tested (by me :wink: ), because I don't put Walls costing 6+ resources into any of my decks. Ever.

Re: PSCD 0.8.4 - beta demo!

Posted: Wed Dec 02, 2015 7:36 pm
by Franka
If you look at the best Walls currently in the game (in my opinion), you get something like:

Cannon Turret; 3 Resources to play, high Health, good damage, neutral card.

Force Field; 2 Resources (same ones though), high Health, damage, stuns, 3 in a deck.

Mine Field; 2 Resources, kills anything that doesn't fly (Turrets go home), 3 in a deck.

Honorary mention to Spiked Iron-Vines, but they get worse as the opponents get stronger.