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Cheers for revisiting it again!

The 120mm cannon is good, but HEAT shells? Seriously? They don't penetrate walls and don't work at close range because of the damage to your own crawler. It would be possible to give separate ammo for APFSDS and HE shells. AP shells do more damage to armored targets and penetrate buildings, and HE shells are better at killing light vehicles and command centers.

Other people seem to feel the same. I felt I could differentiate the weapon a bit by having it require both high accuracy and be low penetration, but I'll try the reverse and crank up the amount of buildings it can go through.

The SMP is too good on all missions except the 7th.

Yeah, it's going to need a damage reduction, it's way too powerful currently.

The anti-tank mines are good, but they blow each other up too well, they need to reduce the chain reaction distance.

I kind of enjoy that you can chain so many together in such a wide area, but I understand how it can be kind of frustrating at times.

Multi-lock missiles are still terrible, I already suggested giving them the ability to ignore trees and cars, but no one listened to me, they are still unplayable.

These do need a major reworking, they're pretty bad indeed and I don't tend to use the lock on very much myself.

25 mm weapons, both simple and smartgun are balanced. Although the smartgun is too weak in my opinion, it needs to either increase the deflection speed, or completely remove the penetration, but give it high damage for minimal damage to buildings.

I'll try speeding up the smart gun bullets, see if they're any better or worse.

Scatter gun... I don't know what to say about it, I personally don't like it, but I can't give specific reasons why.

I tried to make using it more fun by cranking up the fire rate, but I guess the damage is still too little at long ranges. At a closer range with hordes of enemies I think it's quite decent. Maybe some better sound design would spice it up too.

That's all, thanks for reading.

Thank you for the feedback!