A suggestion for the system! I LOVE love love that the most powerful marble has a glow as well as the crown, makes it real easy to spot! The one flaw is that there's rarely only one major marble to look at. Especially as the value of the top marble exceeds the 100 mark, marbles in the 30-70 range look at a glance near identical to the adjacent marbles in the 1-10 range. Perhaps marbles could glow on a vague spectrum relative to the highest marble? Definitely not as a direct ratio, that'd be infinite calculations and slow down the system tremendously. But perhaps you could have variables for like, 1/2 of top marble value, 3/4 of top marble value, 9/10 of top marble value, and have each marble directly compare itself to that set of numbers? Then you have just ONE set of calculations whenever the top marble is updated, and each marble as an actor only making a few comparisons each time the top marble updates as well. I have no idea what I'm talking about, so there's a chance this still lags out the simulation even WITH the optimization, but it could possibly maybe work? Thoughts?
Inferno is going to go far with that arsenal. The targeted rockets are just a straight upgrade to the non-targeted ones and great for damaging the core. The saws are very effective against armor. The spread-shot is a great defensive tool while also dealing solid armor damage. This is a good day to always be on team red.
Nice match! Two things i would change, but these are obviously just my opinion: - Slightly reduce the cannon swivel range because it's not very satisfying if half of the shots miss the shield if it's been damaged a bit. - I feel like the first 5mins are not very exciting. One idea I had to fix this, is to not spawn the players with full shields (maybe half or 2/3 of the total volume?). That way even the weak early game balls have a chance to deal damage to the cannon and it would also make it so it's not completely pointless to get a big ball into shields at the beginning.
I think the cannon swing being so drastic is a good choice, it makes the timing of balls matter more, especially when shields are lower. I like the idea of starting with lowered shields though, gives the regen a purpose right from the start, or maybe overhealing shields could provide a buff proportional to the amount over. I also like the idea of making the match start out a bit more exciting. Maybe a coin flip, home field player always chooses heads, and winners starts with a free 10 ball on their side of the bottom of the field. No guarantee that they get to make use of it, but makes things a bit more interesting from the start and gives the winner a potential edge.
very interesting that the max power for healing (seems to be) is 500, as at 11:45 inferno got an 892 healing orb which immediately spawned a 392 orb underneath
Good game, I thought Pegasus had it when Inferno clutched hard. Anyways, could we get some kind of small recoil-animation from the guns? Doesn't have to influence the game, but would cool, especially on the very fast, machine-gun-like shot streaks
*-- Weapons guide --* *Spread Shots* _(Inferno primary)_ - Fired in parallel groups of five. Travels quickly in a straight line and causes shield damage on impact. *Rockets* _(Pegasus primary)_ - Travels in an erratically-curving path with increasing speed. Causes minor AOE damage to shields on impact with any surface. *Swarms* _(Inferno secondary)_ - Targets the opposing core and adjusts course accordingly with increasing speed. Causes minor AOE damage to shields on impact with any surface. *Saws* _(Pegasus secondary/Inferno tertiary)_ - 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. *Ricochets* _(Pegasus tertiary)_ - Fired in parallel groups of two. Travels quickly in a straight line and causes shield damage on impact. If it hits a wall instead of an opponent's shield, it will reflect off of the wall and continue to travel. All projectiles can be removed from play instantly when colliding with an opposing projectile unless otherwise specified.
I think rockets need a buff (maybe in season 2). Swarmers just seem to be rockets with better accuracy. Maybe make their AOE larger (more in line with sticky bombs), or if you want to make them more unique, give them armor, like they can take two hits from a projectile instead of one at the cost of damage reduction.
Yeah, there’s a logarithmic component to the healing times. This was done during balancing to nerf healing a bit, so that large numbers are not OP whilst making small numbers do a visible (but small) amount of healing.
@@thewheezingdead There are some stats right after the match finished - not exactly the ones you wanted but highest number is there. Thanks for the feedback!
@@joinvortexleague I mean highest number on a ball regardless of if its used or not. I can imagine breakdowns of teams and stadiums not just the matches. I guess im a stat obsessive, the more stats I can get the happier I am.
is this game going to be released on steam? maybe you could make your own team names and custom icons with either a png or just from a choice of icons! it would be cool. and im sure you would get some extra revenue. just wondering.
it was at 892 before entering the funnel, this confused me too so i went on the info website linked in the description and it explains there that if a ball is worth more than 500 points the cannon will use 500 of those points and spit out the rest so that's apparently what happened there
Hi all, if you want info on the teams, the weapons and the league standings, there’s a website now at vortexleague.net
11:24 as an immediate pegasus fan, i felt this in my bones
A suggestion for the system! I LOVE love love that the most powerful marble has a glow as well as the crown, makes it real easy to spot! The one flaw is that there's rarely only one major marble to look at. Especially as the value of the top marble exceeds the 100 mark, marbles in the 30-70 range look at a glance near identical to the adjacent marbles in the 1-10 range. Perhaps marbles could glow on a vague spectrum relative to the highest marble? Definitely not as a direct ratio, that'd be infinite calculations and slow down the system tremendously. But perhaps you could have variables for like, 1/2 of top marble value, 3/4 of top marble value, 9/10 of top marble value, and have each marble directly compare itself to that set of numbers? Then you have just ONE set of calculations whenever the top marble is updated, and each marble as an actor only making a few comparisons each time the top marble updates as well. I have no idea what I'm talking about, so there's a chance this still lags out the simulation even WITH the optimization, but it could possibly maybe work? Thoughts?
Brightness based on log scale from 1 to historical highest ball value?
Inferno is going to go far with that arsenal.
The targeted rockets are just a straight upgrade to the non-targeted ones and great for damaging the core.
The saws are very effective against armor.
The spread-shot is a great defensive tool while also dealing solid armor damage.
This is a good day to always be on team red.
We're almost at MIKANs quality standards, can't wait to see how it evolves.
What a comeback! I was sure the double barrage of the bouncing shot would seal the deal but Inferno said "nah"
Nice match!
Two things i would change, but these are obviously just my opinion:
- Slightly reduce the cannon swivel range because it's not very satisfying if half of the shots miss the shield if it's been damaged a bit.
- I feel like the first 5mins are not very exciting. One idea I had to fix this, is to not spawn the players with full shields (maybe half or 2/3 of the total volume?). That way even the weak early game balls have a chance to deal damage to the cannon and it would also make it so it's not completely pointless to get a big ball into shields at the beginning.
I think the cannon swing being so drastic is a good choice, it makes the timing of balls matter more, especially when shields are lower.
I like the idea of starting with lowered shields though, gives the regen a purpose right from the start, or maybe overhealing shields could provide a buff proportional to the amount over.
I also like the idea of making the match start out a bit more exciting.
Maybe a coin flip, home field player always chooses heads, and winners starts with a free 10 ball on their side of the bottom of the field. No guarantee that they get to make use of it, but makes things a bit more interesting from the start and gives the winner a potential edge.
very interesting that the max power for healing (seems to be) is 500, as at 11:45 inferno got an 892 healing orb which immediately spawned a 392 orb underneath
Good game, I thought Pegasus had it when Inferno clutched hard. Anyways, could we get some kind of small recoil-animation from the guns? Doesn't have to influence the game, but would cool, especially on the very fast, machine-gun-like shot streaks
*-- Weapons guide --*
*Spread Shots* _(Inferno primary)_ - Fired in parallel groups of five. Travels quickly in a straight line and causes shield damage on impact.
*Rockets* _(Pegasus primary)_ - Travels in an erratically-curving path with increasing speed. Causes minor AOE damage to shields on impact with any surface.
*Swarms* _(Inferno secondary)_ - Targets the opposing core and adjusts course accordingly with increasing speed. Causes minor AOE damage to shields on impact with any surface.
*Saws* _(Pegasus secondary/Inferno tertiary)_ - 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.
*Ricochets* _(Pegasus tertiary)_ - Fired in parallel groups of two. Travels quickly in a straight line and causes shield damage on impact. If it hits a wall instead of an opponent's shield, it will reflect off of the wall and continue to travel.
All projectiles can be removed from play instantly when colliding with an opposing projectile unless otherwise specified.
Ah there is a league standings now, shall now officially become an atomics fan, my hometown heroes, looking forward to seeing them play!
insane clutch from inferno here
The crown feature is a great idea!
pegasus couldn't handle the heat 🔥
I think a venue where the center area is a x5 multiplier could be neat
Excited🔥🔥🔥🔥
I think rockets need a buff (maybe in season 2). Swarmers just seem to be rockets with better accuracy. Maybe make their AOE larger (more in line with sticky bombs), or if you want to make them more unique, give them armor, like they can take two hits from a projectile instead of one at the cost of damage reduction.
I bet inferno and I won big 🔥
Scattershot ftw
LEVIATHINGANG 🐋
also maybe you should commentate
healing seems to work weirdly with large numbers
5 goes in 2-3 seconds of healing
50 goes in 7-8 seconds of healing
500 goes in 25 seconds of healing
Yeah, there’s a logarithmic component to the healing times. This was done during balancing to nerf healing a bit, so that large numbers are not OP whilst making small numbers do a visible (but small) amount of healing.
Any chance of stats on games? Like largest shield rebuild, most damage, highest number achieved and so on? Also go Inferno.
@@thewheezingdead There are some stats right after the match finished - not exactly the ones you wanted but highest number is there. Thanks for the feedback!
@@joinvortexleague I mean highest number on a ball regardless of if its used or not. I can imagine breakdowns of teams and stadiums not just the matches. I guess im a stat obsessive, the more stats I can get the happier I am.
@ Got it. Yeah that would be great.
inferno for the win!!!!!
man what happened there? pegasus just stopped getting balls it seemed. tough day for the purple guernsey.
is this game going to be released on steam?
maybe you could make your own team names and custom icons with either a png or just from a choice of icons!
it would be cool. and im sure you would get some extra revenue. just wondering.
It’s not currently set up as a game, but I think there is potential for one if it’s done right
fumble of a lifetime from pegasus
Pegasus fs
At 11:44 the 392 ball falls through the healing funnel but passes through the cannon.
it was at 892 before entering the funnel, this confused me too so i went on the info website linked in the description and it explains there that if a ball is worth more than 500 points the cannon will use 500 of those points and spit out the rest so that's apparently what happened there
@ That makes sense, thanks for the explanation.
Pegasus!!!! 😭
i bet on inferno