I would love it if RUclips had support for multiple audio channels, so you could choose music on/off and have an optional e-sports commentary track, that would be amazing.
Yeah it looks like you can do that. Trouble is that if I put an audio track under, say, French, and then someone clicks it expecting French, they will probably throw me a downvote and then RUclips starts throttling the video. They could solve this by allowing custom named audio tracks, I would definitely do that, and let people know onscreen at the start of the video that the other audio tracks are available.
@@joinvortexleague if you label it in the video it won't be a problem. you can choose english - uk for music and english - us for speech and it's no problem. most people don't even know the tracks exist.
Can you add some sound effects? Crown marble switches, betrayals, weapon unlocks, high marble canon activation etc. Audio cues could make the game more readible
Something that would benefit these games in the long-term department would be to humanize the teams a bit more, get people more invested on each team for both the enjoyment in the moment and viewer retention in the future
Idk if you take suggestions from the comments rn but I think it would be cool if there was an upgrade hole that the marbles could fall into that would give an upgrade to the cannon (like rate of fire or damage) It would be a countdown that would decrease by the amount of points a marble has I also had some weapon idea that could pierce multiple times instead of disappearing after hitting one bullet This could also dig into the shield allowing the cannon to be hit sooner I have more ideas but again I don't know if you are taking suggestions rn
I suggest jotting down the weapon and miscellaneous details in the video description every video, such as the 500-limit and the 0.05 seconds of healing per point (according to my calculations during the 14k heal).
Good idea - I have added to this video and will go back and paste it into the others. The healing duration is non-linear, with a logarithmic and a constant component, to make it so that small numbers are still visible whilst making sure large numbers don't last too long. If you're interested, the formula is this (also pasted into description): Time in seconds = 1 + 0.5555556 * LogBase2( marbleValue ) + 0.038 * marbleValue
The soft cap on the amount a side can take from any ball is kinda dumb. At this point there is no real benefit to a 14k ball because it's basically a 25 ball, or whatever the cap is set to. It makes the big numbers less important, and makes a large ball hopping sides less exciting because you know it's just going to go back and forth for the rest of the game.
I think the soft cap is 500, either way that's valid criticism. It basically takes first place for the most dangerous marble, and then nothing comes of it.
This change was made in pre-league tests. What happened in testing is that when there was a huge number, it basically just killed the whole match and you spend the next few minutes watching it play out. So what happens now is that the remainder after 500 pops out of the cannon and goes back into play - e.g., 800 becomes a 500 shot, and a 300 marble pops out of the bottom of the cannon. This still favours the side it pops out on, but it creates the small chance that the remainder can still go to the other side. Still not ideal, but better than watching a 14k ball play out 💤
@joinvortexleague I agree, I don't think there's a great way of doing massive marbles that use their whole value without having it also be just a guaranteed win.
@@joinvortexleague It might be better to split the ball when a ball that would become >500 passes through the multiplier instead, and mark one of them as "temporary", unable to gain +1's or multipliers, and disappearing without producing a new ball when used. More chances for thefts, more chances to cash it in, etc.
@@joinvortexleague I wonder if there's a better way to deal with huge numbers than just subtracting some flat part of their value and putting them back in play, though. What would the effect on the game if they exploded into multiple smaller-valued balls at that point? Inject more chaos as the penalty for too much success. :V
*-- Weapons guide --* *Sticky Bomb* _(Comets primary)_ - Travels in a straight line and sticks firmly to the first shield it touches. Will explode after a few seconds, causing moderate AOE damage to surrounding shields. Can be cleared if struck with an opposing projectile at any time. *Saws* _(Inferno primary)_ - Travels in a straight line with moderate speed. Upon impact with an opposing shield, it slows to a crawl and chews through shields continuously for a few seconds. *Clusters* _(Comets secondary)_ - Travels in a straight line and causes shield damage on impact. Will break into five smaller explosive projectiles on impact that are affected by gravity. *Spread Shots* _(Comets tertiary, Inferno secondary)_ - Fired in parallel groups of five. Travels quickly in a straight line and causes shield damage on impact. *Swarms* _(Inferno tertiary)_ - Targets the opposing core and adjusts course accordingly with increasing speed. Causes minor AOE damage to shields on impact with any surface. All projectiles can be removed from play instantly when colliding with an opposing projectile unless otherwise specified.
Something i love is that all weapons have a up- and downside Examples for weapons in this episode: *Saw:* - terrible shield destruction - high core damage *Sticky bombs:* - great shield destroyers - core dmg idk atm - can be destroyed quite easily *Homing Rockets:* - below decent all around - (almost) impossible to miss *Scattershot:* - almost 0 shield destruction - Verry high core damage
You’re absolutely correct. This was a lot of fun to design and balance. Overall there may be some weapons which are slightly stronger than others, but they all have specific situations in which they’re useful, or even OP.
Apologies for the surprise drop. I’m still experimenting with upload times to see what works best for people. There will be a premiere this Saturday as usual.
Clusters once again show their (lack of) worth. Honestly, they seem like they're best for blocking incoming shots more than anything else. Like stickies, they do their best work above the centreline, but in a lull of shooting the stickies can do plenty of work lower down, whereas clusters spend all their boom on the floor. Question: it looks like a ball that bounces out of the +1 or multiplier and then back in doesn't get a second application of the effect, right? Did you test that at all in the preseason?
@joinvortexleague Maybe I just wasn't watching close enough, I'm just one extremely fallible woman, after all. I'll try to remember to pay more attention next time.
Jesus, this was just fucking silly. Inferno losing the 13k, only for it to go into healing two or three times and +1 multiple times, then for it to *go back to inferno*, fucking hell lmao I was rooting for Comets but i think Inferno earned it.
After watching two of their games, i have to say the comets' loadout seems unfairly overpowered. Clusters and stickys do MASSIVE damage, and shotgun is great for blocking enemy shots. They easily destroyed vipers in match I, and in this game, they depleted 49/50 of Infereno's heatlh before some INSANE luck on infereno's part narrowly stole the win. Obviously theres nothing you can do about it at this stage, but if you make a season 2 or smth with more/different teams, I would recommend balancing all the different weapons a little more. Also, it felt kinda lame that there was a 14,000+ marble on the board, yet only 500 could be used at a time.
the 14k going into healing twice only to go back to the top and back to inferno is downright silly
And then inferno wins without using it
GOD I wish these had an e-sports style play by play commentary attached to them, because for this one it would have gone SO hard!
I would love it if RUclips had support for multiple audio channels, so you could choose music on/off and have an optional e-sports commentary track, that would be amazing.
@@joinvortexleagueIt does actually!
@@joinvortexleague It does. you can just select different language audio tracks and put it under that.
Yeah it looks like you can do that. Trouble is that if I put an audio track under, say, French, and then someone clicks it expecting French, they will probably throw me a downvote and then RUclips starts throttling the video. They could solve this by allowing custom named audio tracks, I would definitely do that, and let people know onscreen at the start of the video that the other audio tracks are available.
@@joinvortexleague if you label it in the video it won't be a problem. you can choose english - uk for music and english - us for speech and it's no problem. most people don't even know the tracks exist.
What a clutch!!!
I really underestimated how much damage those sticky bombs can do when they're not shot down.
This is hands down the best game so far .
Can you add some sound effects? Crown marble switches, betrayals, weapon unlocks, high marble canon activation etc.
Audio cues could make the game more readible
Something that would benefit these games in the long-term department would be to humanize the teams a bit more, get people more invested on each team for both the enjoyment in the moment and viewer retention in the future
This is something I definitely considered. Maybe Season 2!
YES! What a game, inferno all the way🎉
The gods of RNG wouldn’t have it any other way
Idk if you take suggestions from the comments rn but I think it would be cool if there was an upgrade hole that the marbles could fall into that would give an upgrade to the cannon (like rate of fire or damage)
It would be a countdown that would decrease by the amount of points a marble has
I also had some weapon idea that could pierce multiple times instead of disappearing after hitting one bullet
This could also dig into the shield allowing the cannon to be hit sooner
I have more ideas but again I don't know if you are taking suggestions rn
I suggest jotting down the weapon and miscellaneous details in the video description every video, such as the 500-limit and the 0.05 seconds of healing per point (according to my calculations during the 14k heal).
Good idea - I have added to this video and will go back and paste it into the others. The healing duration is non-linear, with a logarithmic and a constant component, to make it so that small numbers are still visible whilst making sure large numbers don't last too long. If you're interested, the formula is this (also pasted into description):
Time in seconds = 1 + 0.5555556 * LogBase2( marbleValue ) + 0.038 * marbleValue
The sky dome is definitely the most mechanically unique stage
That was a crazy comeback
The soft cap on the amount a side can take from any ball is kinda dumb. At this point there is no real benefit to a 14k ball because it's basically a 25 ball, or whatever the cap is set to. It makes the big numbers less important, and makes a large ball hopping sides less exciting because you know it's just going to go back and forth for the rest of the game.
I think the soft cap is 500, either way that's valid criticism. It basically takes first place for the most dangerous marble, and then nothing comes of it.
This change was made in pre-league tests. What happened in testing is that when there was a huge number, it basically just killed the whole match and you spend the next few minutes watching it play out.
So what happens now is that the remainder after 500 pops out of the cannon and goes back into play - e.g., 800 becomes a 500 shot, and a 300 marble pops out of the bottom of the cannon.
This still favours the side it pops out on, but it creates the small chance that the remainder can still go to the other side.
Still not ideal, but better than watching a 14k ball play out 💤
@joinvortexleague I agree, I don't think there's a great way of doing massive marbles that use their whole value without having it also be just a guaranteed win.
@@joinvortexleague It might be better to split the ball when a ball that would become >500 passes through the multiplier instead, and mark one of them as "temporary", unable to gain +1's or multipliers, and disappearing without producing a new ball when used. More chances for thefts, more chances to cash it in, etc.
@@joinvortexleague I wonder if there's a better way to deal with huge numbers than just subtracting some flat part of their value and putting them back in play, though. What would the effect on the game if they exploded into multiple smaller-valued balls at that point? Inject more chaos as the penalty for too much success. :V
*-- Weapons guide --*
*Sticky Bomb* _(Comets primary)_ - Travels in a straight line and sticks firmly to the first shield it touches. Will explode after a few seconds, causing moderate AOE damage to surrounding shields. Can be cleared if struck with an opposing projectile at any time.
*Saws* _(Inferno primary)_ - Travels in a straight line with moderate speed. Upon impact with an opposing shield, it slows to a crawl and chews through shields continuously for a few seconds.
*Clusters* _(Comets secondary)_ - Travels in a straight line and causes shield damage on impact. Will break into five smaller explosive projectiles on impact that are affected by gravity.
*Spread Shots* _(Comets tertiary, Inferno secondary)_ - Fired in parallel groups of five. Travels quickly in a straight line and causes shield damage on impact.
*Swarms* _(Inferno tertiary)_ - Targets the opposing core and adjusts course accordingly with increasing speed. Causes minor AOE damage to shields on impact with any surface.
All projectiles can be removed from play instantly when colliding with an opposing projectile unless otherwise specified.
🔥 Inferno set the Skydome ablaze!🔥
Noooooooo, i got 4 losses and a row.
We had the 14000 almost get in so many times
What a comeback, though, from 3 percent they managed to win
Think I'm gonna root for Comets -- Decided the Comet at Hershey Park is a good enough reason to root for them
Everything was rigged against inferno and they still won 🙏🔥
The team I was rooting for was fallen so far behind and they clutched it out so hard. Never expected to see a 14k ball.
Something i love is that all weapons have a up- and downside
Examples for weapons in this episode:
*Saw:*
- terrible shield destruction
- high core damage
*Sticky bombs:*
- great shield destroyers
- core dmg idk atm
- can be destroyed quite easily
*Homing Rockets:*
- below decent all around
- (almost) impossible to miss
*Scattershot:*
- almost 0 shield destruction
- Verry high core damage
You’re absolutely correct. This was a lot of fun to design and balance. Overall there may be some weapons which are slightly stronger than others, but they all have specific situations in which they’re useful, or even OP.
Not to mention too that sustained scattershot almost has a shield-like effect in neutralizing the majority of incoming enemy projectiles.
The biggest upside of scatters is the defence. Because each droplet can destroy enemie's projectile, you just destroy everything
To embolden text you need to put asterisks (*) in the front and back of it. Here's an example: *bold text*
@JustAnotherCommenter thank you
🔥🔥🔥
Are you KIDDING
I thought I might finally be rooting for the winning team. I’ve lot every round so far
So the Skydome is the pre-Vortex League arena?
Good to know
EDIT: Also, what a comeback from Inferno!
Does VL have a different channel? Or did he remove all other videos cuz I'm 99% sure the only vids on this channel are the VL vids
@@team_lila There is a vide before VL on the channel titled Orange vs Blue which uses the same arena.
fans are saying saws may be too op, due to be nerfed for next season
What a clutch!! We were playing very well at start but giving that 14k to comets almost made us lose.
Also why this match has been a tuesday?
Apologies for the surprise drop. I’m still experimenting with upload times to see what works best for people. There will be a premiere this Saturday as usual.
Red's greed almost played bad with them
Is this available early?!?!?
Yes, changing things up to see if it works better for everyone. There will still be a regular live premiere on Saturday, too.
Clusters once again show their (lack of) worth. Honestly, they seem like they're best for blocking incoming shots more than anything else. Like stickies, they do their best work above the centreline, but in a lull of shooting the stickies can do plenty of work lower down, whereas clusters spend all their boom on the floor.
Question: it looks like a ball that bounces out of the +1 or multiplier and then back in doesn't get a second application of the effect, right? Did you test that at all in the preseason?
It should get the second application. What timecode are you seeing that at? I can take a look and compare to the trigger boxes.
@joinvortexleague Maybe I just wasn't watching close enough, I'm just one extremely fallible woman, after all. I'll try to remember to pay more attention next time.
Jesus, this was just fucking silly. Inferno losing the 13k, only for it to go into healing two or three times and +1 multiple times, then for it to *go back to inferno*, fucking hell lmao
I was rooting for Comets but i think Inferno earned it.
comets got utterly robbed
Least deserved dub of all time they were ROBBED
After watching two of their games, i have to say the comets' loadout seems unfairly overpowered. Clusters and stickys do MASSIVE damage, and shotgun is great for blocking enemy shots. They easily destroyed vipers in match I, and in this game, they depleted 49/50 of Infereno's heatlh before some INSANE luck on infereno's part narrowly stole the win. Obviously theres nothing you can do about it at this stage, but if you make a season 2 or smth with more/different teams, I would recommend balancing all the different weapons a little more.
Also, it felt kinda lame that there was a 14,000+ marble on the board, yet only 500 could be used at a time.