I just noticed in the Screenshot: Force-field generator?
What?
Also, I don't really like the way the command center works. Kinda tacky at ordering your desired units to the right spot.
Also, railgunners are really OP. They've got the best AI (dodging like mad), highest health of the ranged enemies, unlimited penetration, good RoF, high damage and perfect accuracy. What were you thinking?
Edited:
I also hope to see improving AI's of both enemy and friendly bots. Right now it's just a game based on numbers. But adding the railgunner dodge thing for example could shake firefights up a bit in the good way.
The screenshot is from an earlier build when the nodes were called force-field generators. I should probably update that.
It is based on numbers, but everything has certain strengths and weaknesses. For example, the railgunners can't shoot through bulletproof barriers (the ones on the front of the light tank or the ones you get if you have heavy armor). They are also weak against your railgun or laser turrets. (also your pipebomb if you know how to use it, you throw the bomb in their general direction, then turn away from them before detonating it)
The boss pistolbot actually has way more health, but isn't as smart (250 hp).
They are particularly good at killing your pistolbots and bases that don't have nodes around them (to prevent machinegun turret spam)
The way the railgunners work is that they dodge 90 degrees to the right or left (determined randomly) whenever the nearest player unit looks at them.
I recently buffed them, which may have been overkill. I made it so they will run away if player units get close to them (on top of all the other stuff they do). By removing that mechanic, they are highly suseptible to axebots. Yeah, maybe I will remove that again. Actually, a better idea would be to just increase their "hardness value" in the enemy generator.
The command tower thing is hard to get the hang of, you have to guide your units to where you want them to go with it, as if it were a searchlight.
It allows you to be able to kite enemies or dodge bosses with your units as opposed to yourself.
Like if a cannonbot was shooting at your base, your axes would just continuously run at it blowing themselves up, the tower allows you to collect a swarm of them and guide them in to the boss while dodging the incoming fire.
But it's there as an extra, you don't have to use use it just like most of the things in the game, it's about choice.
The easiest way to beat the ranged level would be to go rambo style with no base, just a railgun and pipebombs, or a base surrounded with nodes and a few laser turrets in the middle. Or some shinanigans involving a light tank to guard your base with.
I should make a video explaining how to use some of these things in more detail, it was too much to shove in the tutorial, and the descriptions in game don't do them justice.
Anyway, I should stop talking now, otherwise I'll never shut up lol
Edited:
Vehicles seem to be nearly immune to machine gun damage making the second area a GIGANTIC cakewalk.
Ok, so this is awesome. Some people just can't drive the vehicles. End of storey.
Other people can't dodge enemy fire on foot. Other people are awesome at conserving ammo and have good aim. Some people are pro at building bases.
No strategy is any better than any other, there are at least 3 different ways to approaching each situation.
You happened to find one that goes well with the kind of enemies you were facing and your skill set. That's exactly how it should be.
Seriously, there was this guy on the tigsource forums that was convinced the vehicles were useless.
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Really awesome game. Are you guys going to add more weapons and structures?
That was the idea, just keep adding stuff and try to balance it against the other stuff. It gets harder to do the more things are in the game, but that's kind of what makes it interesting.