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Found 10 results

  1. Hello everyone, With the recently announced Combat Test, the upgrade shop from the matches will be deactivated, as the character's upgrades will be integrated with each character, so you don't need to choose what to buy during the match. However, this does not mean we will not bring it back. We are 100% open to hear all your suggestions about possible changes for this feature in the future. This topic will be used exclusively to collect new ideas and suggestions about the upgrade shop, so don't hesitate to post it here. All ideas are welcome!
  2. Hi guys, Yesterday we had an update, bringing back four more characters to the game: Killer J, Metal Herald, Windrider and Dirt Devil. Now we have a total of 8 reworked pilots in less than 15 days, and all the changes made on them are based on all we learned on the past weeks, including tunning made on the first four characters from the combat test. We'd like to hear from all of you, once again, your thoughts about the changes: What is positive? What should we continue working? And also what can we can make new or different? More details about this update are available on the patch notes on our blog: http://heavymetalmachines.com/blog/en/2018/03/06/patch-notes-beta-0-0-0-627-06-03-2018/
  3. Привет, ребята! На прошлой неделе мы обсуждали с Вами в нашем Discord навыки героев, и нам бы хотелось услышать больше идей и пожеланий от вас, чтобы вы хотели увидеть в будущем, касательно текущих персонажей, а также тех, которые вернутся в игру. Вы можете заполнить анкету и написать нам о своих предложениях - по поводу одного конкретного героя или даже всех из них, если хотите!
  4. Cześć! W zeszłym tygodniu na Discord odbyła się dyskusja o umiejętnościach obecnych i nowych postaci. Chcielibyśmy usłyszeć jeszcze więcej waszych sugestii o tym, jakie umiejętności chcielibyście zobaczyć u obecnych postaci, jak również u postaci, które powrócą do gry. Musisz uzyskać dostęp do tego formularza i wpisać swoje sugestie — dla jednej postaci lub wszystkich, jeśli chcesz!
  5. Hello guys, Last week we had a very good discussion on our Discord about the current and upcoming characters skills, and we'd like to hear even more from you, to get any suggestions that you would like to see on the current characters, and also on the next ones that will return to the game. You must access this form and type your suggestions - for one specific character, or even all of them if you want!
  6. Hey guys, We've made a live stream recently, the Community Afternoon, with Panda and Pitcher talking about the Combat Test news, and also replying to questions and commenting the suggestions coming from the community. We summarize in this topic the main points covered, and also the link to the live stream. It's mostly in Portuguese due to the majority of the audience on this occasion were Brazilian players, but we will always reply any comments and questions from English and other languages the best we can, so feel free to comment and ask anything here. Topics discussed during the Livestream: Metal Herald's balancing We are aware that the character is too strong in the hands of experienced players, and we are studying the adjustments E-sports scene and new competitive content After all the hard work being put on the Combat Test, we'll come back with the official championships, such as the European and South American Championships Still in March two other characters will return to the game (already adjusted) Other than that, content for veteran players are also in our development plans, such as Ranked Matches Character and gameplay changes We are making changes to the characters so that they become more intuitive, and not necessarily easier Effects regarding Killer J.'s abilities Abilities' effects are being analyzed for improvements Defense mechanics in the Arena We are working on improvements for the goal's defense, such as the recent adjustment made in the Temple of Sacrifice New content development After the Combat Test adjustments, we'll work on content for both veterans and new players Music tracks during the match Was removed due to improvements research, and our goal is to bring them back Improvements to the Overtime track, to provide a more frenetic feeling Bots The four characters released in the last week's patch aren't available as bots yet, and they'll be added as soon as some improvements in the AI are completed Return to the skin shop Until the end of March, the bronze skins will make their return to the game, and during April all skins will be available again All players that purchased any content from the skin shop, or Founder's Pack, will have everything back as soon as they come back to the game Character abilities in a single direction The upcoming characters being worked on will include abilities that use other directions, other than just forward About the controller support removal The controller was being used by a small percentage of our community, and because its experience wasn't the best possible, we decided to remove this functionality so that we can dedicate time for it after the Combat Test content is done. Overtime We are looking into ways to improve the defense when the Overtime is active, which can also include exclusive droppers just for this feature Changes in the bomb's weight The change made had the goal of making it more intuitive for the players, but we are open to suggestions and will continue to study possible changes Bomb getting stuck in the Arena We are working so that this issue can be resolved by the next update, on 20/03 Community Suggestions A tutorial to teach players how to use upgrades for each character (in case it comes back), and also for other features that have been added to the game Training Mode for the characters Improve the precision regarding the bomb's weight Upon releasing the bomb, the speed shall be set according to the state of the car (stopped, for example)
  7. I only have 24 hours played, I used to play back in the day, but I really couldn't get my friends to start playing so I ended up quitting. Now - My friends that do not like the game, are the same type of people downvoting Heavy Metal Machines on Steam. They simply do not like (or understand) the controls. Anyone who thinks they can play this game with WASD, is wrong, because you have to "aim" your abilities when they shoot from the front of your cars. Since some people simply do not like the mouse movement, you simply lose those players. Nothing you can do about that, the game is honestly really good. I never really played the characters that you had available in this combat test, I mainly played Photon (basically every match) so I had to learn a new character. Which is fine. I played support all of my Combat Test Matches. I also read the feedback given by other people on the forum, and I agree with some, and disagree with others. Some people are REALLY passionate about this game, they love it, and it makes them say things like "The new Respawn Mechanic feels like the game just kills you, and there is no way to dodge it." -- This is just false, since it takes quite a long time to Respawn after you place your position, and everyone can see the position and the timer, it's VERY easy to dodge every single time. Now to my feedback on the combat test. Starting Boost - This needs to come back. Every racing game has the little mini-game at the start to get your initial boost. It just feels good to get that maximum boost at the start every time. Removal of Nitro - I didn't really feel that I missed the Nitro much, and I kind of like that everyone has their own "movement" ability. Ball Pickup - When I first played, I just ran smack into the ball. I also often also spammed space-bar too much and picked it up and instantly dropped it. This is just me being a noob and not knowing the game mechanics, but it still felt a bit "off" to me. I believe when I used to play, you just ran over the ball to pick it up, that felt better in my opinion. Car Physics - This time it felt like other characters running into you and blocking you was a legitimate strategy, I often blocked people (even as a support) so my team could get the few shots in they needed to secure a kill. I also yelled at my monitor a few times when teammates blocked me by accident, but that's all part of the fun. Overtime - I agree with an idea that was presented in another thread. The moving of the goal should only start if the ball(bomb) is on one side of the map for an extended period of time. If you are unable to get it out of their "base" then you eventually should lose the round. No Upgrade Shop - I definitely missed the upgrade shop, having a unique build and being able to make slight changes to your playstyle to help you in a round was a good feeling. Even if it had balance issues. Respawning - The new respawn mechanic is good, but maybe it should be a "Buyable" once you add in the upgrade shop. Instead of waiting to respawn at the start of the game, you can spend a bit of money and be "launched" into the match, this would make it so you could kind of "quickly" get back into the battle at a cost. I really like Heavy Metal Machines, it is a unique and great game, and this combat test shows you not only have great programming skills but you are great developers. You were able to think of many new ideas all at once that completely changed the game. And after this combat test, some of these features might make it back into the original game, making it even better. I do not think the entire game should change to be more like the combat test, I would say that the "combat" felt better before (because battles seemed to last longer and it felt more skill based and less spammy), but I do like the addition of the fast-respawn (but maybe not having it be free), the car physics (I liked just about everything about the new car physics and friendly collision), and the overtime (but maybe make it so the goal only moves if it is stuck on one side of the map for an extended period of time).
  8. Hello there. Dear Dev-team, I announced this topic in my feedback forms as „Hiden’s CT Diary”, so here it is. I really hope, you will take this topic seriously and maybe try to discuss it here, since after 90hrs of playing HMM I really love that game and want it to be great. I’ve got very, very engaged into it (I spent about 25 hours on modelling a prototype pilot for you, coming in few weeks) and I’m going to spend lot of time to give you a detailed feedback, in professional game-tester manner. I hope that my knowledge obtained while working in game-dev studios will be helpful. It will be probably veery long post, so I will divide it on four parts - gameplay/player's experience, physics pilots and audio-visual improvements. I'm sorry in advance for my grammar/language mistakes, I write these posts in late night hours and English isn't my native language. I played not really much matches, but after watching announcements and reading HMM Blog I was mentally prepared for the Test and focused on analytic record of my experience during the gameplay. I tried all four pilots and knowingly analysed every aspect of the gameplay I could hit on. Probably I will play some matches more, but I think that at this point I know / I’m aware of everything I need to, to share my thoughts. Let's start with the most important thing, which is gameplay. GAMEPLAY The overall feeling of the game is just crushing awful (in comparison of regular version). The gameplay feels dumb, boring and unattractive... here are factors, which make the game comfortable or not: The pace and lethality. - the feeling Let’s tell this chronologically: Start of the round. There’s nothing to do, no shop, no minigame. The greenlight countdown feels like have no sense in that situation. Everyone has equal chances and it makes the game boring. Yep, you can say, that now the chance to get to the bomb sooner than opponents depends only on your skills. But wait wait wait, on what did it base before? On player’s skill! In revving mini-game, in wise choice of using skills (the moment to activate secondary of FMJ or primary of Lotus), on driving skills. That was making the game more unpredictable and fun – more factors equals more scenarios equals more counting on your transporter’s game skills. If player (eg. transporter) is better in some game mechanics, he should be rewarded. Now there's no challenge in starting and physics are much simplified, making player's skills less important than possibility to bumping and being slowed down by other teammates who can't drive properly... Especially when you start as Stingray (so you're forced to start from last grid) and you are the only one who is competent to fight for the bomb on start of the round. Okay, the bomb is grabbed. The slaughter begin. If you’re Monster, you die in about 25 seconds, if Artificer – in 10. Okay, it was just generalisation, since I grabbed the bomb as Wildfire once (starting from third grid, as you forced me! It was hard, and our tansporter didn't try to catch the bomb!) and driven directly to the goal without giving a sweat. But probably I played against really skill-less opponents, idk. The essence is that you even didn’t feel the rhytm of the battle and you are already dead. You even didn’t noticed, what killed you, because now all players just drive towards the bomb and shot like crazy trying to kill that freakin’ Monster ASAP! The way to the goal. As I said, it’s complete chaos. Cars feel like they’re faster. But tempo, in which you die is even faster, that you can’t get into any rhytm, any regular pace, you have no time to analyse situation, to plan a route and point in which you will strike. Don’t to mention, that if you even manage to fulfil any plan, in final effect you usually kill anybody but not your target and you even don’t know, how. All players just obsessively try to kill the transporting player by impulsive spamming with their skills, without any plan, coordination. There’s no 1vs1 situations, no unique actions – just constant, chaotic, brainless slaughter spiced with respawn kills which, even if quite inventive, very often feel like the game kills you totally randomly without any reason. You have no time to think, that it was just your bad luck with opponent’s respawn. The effect of that manner of gamestyle is, that I didn’t felt ANY contradistinction between good and weak opponents. I died so frequently or my opponents died so frequently, that I had no time to feel their playstyle, their manners. Every player felt like a generic bot to me. During all matches while Combat Test I didn’t experience even just one situation, which would make me say „wow, that was good, well played”, either with my or enemy’s death. You died. Quickly! Quicklyyy! You have to find good place to respawn! Normally the first thing I do right after death is pushing a shop button. It allows me to get some psychic rest by thinking about something different than combat itself, gives me a time to take a deep breath, relax my muscles and get a new breath to go back to the action. In Combat Test you have no time to take that breath. Even the scoreboard doesn’t offer you any shelter from exhausting action, because there’s no time to analyse it – you have just few second to observe the development of action and foresee the best place to respawn. You’re constantly sticked to the combat and your brain gets overheated. Okay, the bomb is near! The last enemy interceptor is taken off, you will manage to carry the bomb to the goal already, ufff... oh, wait. Three enemies just respawned right behind you and killed in few seconds. Frustrating, isn’t it? You’ve got just 10 seconds of rest from your pursuers. The chaotic slaughter continues. That's how I feel the flavour of gameplay now. All action-shaping factors were removed or vanished due to changes, making this all mindless and monotonous like Cookie Clicker web game. The effect is - no satisfaction from matches and high level of fatigue. Which lead to destruction of "just one more match and I go sleep" syndrome. My whole team, after 4 matches in CT was like "i don't want to play it anymore. Let's wait till Combat Test ends". ..... Let’s quickly summarise it: - exhausting pace - there’s no time to take a deep breath and cool down your brain which is constantly redlining like engine in youngster’s honda civic. - monotonous gameplay - No there’s no time to observe and feel other players, because you die very often or they die very often. There’s also no situations to shell their behaviours, since all the gameplay feels just like zerg rush on the transporter. To be continued...
  9. I didn't find any topic so far (maybe I'm blind) so I started this one. What do you think so far? Any bugs, errors or gliches? Write here! Firs of all overtime time is a bit too short for some players and there is sugestion about making it 5 minutes. I find out that replay after score are buged again. Camera don't fallow bomb if you get destroyed or respawned and fallow you instead.
  10. We know a lot of our players are curious about what’s going on with Heavy Metal Machines. We know that, and we think it’s important to give an answer about it. For this reason, Panda and A’ly recorded a video to explain some of the most frequent questions we receive every day: Why didn’t we update new content so far? What would be our next steps? Check out and learn more about it: We know a lot of our players are curious about what’s going on with Heavy Metal Machines. We know that, and we think it’s important to give an answer about it. For this reason, Panda and A’ly recorded a video to explain some of the most frequent questions we receive every day: Why didn’t we update new content so far? What would be our next steps? Check out and learn more about it:
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