Apologies for the low energy in this video. As I get better, that energy should return, on another note! Join me on the 15th over on Twitch and RUclips for Skull and Bones Closed Beta! Watching just 1 hour on Twitch grants you access to the beta yourself!!!!
I think infantry in silica should have more supportive roles. Let infantry players make small fortifications, let them repair vehicles, give enemies weakpoints only foot soldiers can hit, make ground2air an infantry task, make indoor or cave areas where vehicles can't easily go, etc.
@@Gebunator i solely mean human infantry here. AI infantry are fine as is, but I think there should be some improvements to make player infantry more doable into the midgame.
I second on that repair thing. Human vehicles should be repairable via infantry and alien units should have ways of regenerating their health themselves (maybe from eating killed soldiers)
Knowing that I can plant infantry on the catwalks of those harvesters only further reinforces my idea of a War Harvester. In which it harvests aliens instead of balterium. The mental image of infantry scrambling along the catwalks and roof to fight off smaller aliens while the harvester chews through the bigger aliens with the grinder and provides some fire support with it's three HMGs..
fell over this game by coincidence, and damn i am impressed, the feeling off movement, shooting etc. the base for an amazing game is already very functioning ^^ so much looking forward to this games future :D rockets seem to need a lockon off some sort, as a heavy you are hitting nothing with rockets at the distance every firefight seem to be :P should be really cool if they were like stinger guided missiles; you laser mark your target then shoot it into the air to clear an Los and then it will fly/guide itself and explode above or towards the target in a devastating explosion ;D aliens could all spawn a handfull off smaller ai controlled aliens to follow players, especially the smallest aliens which is never really used bc its too easy to get a bigger one (the price off a lightning tail is double off a crab, but it is vastly superior to a crab; and everyone loves shooting fodder and see them die in masses; weaponries that are generally unit spawn based would be super cool as well, give those humans something to shoot at when they are just standing there looking cool ;D the one silly small thing i love in killing floor is when your reload upon already being reloaded; it checks the mag and do idle animations in a nice way; it gives me something to do while moving instead off spamming jumps xD and it looks really polished with such cool small details ;) a kind off creep, effect on ground where your nodes are put down would be cool, especially with a positive effect for aliens fighting on it or above it; maybe something that obscure vision from big tower like alien buildings etc. also a lot off the rts controls, queu, shift commands, etc are still a bit lacking; though still very playerble; as said been very impressed with how smooth, movement and combat feels on both alien and humans. maybe instead off paying per unit as aliens each building slowly produce up to a max off x unit off its type, as in a lessor spawner would produce 5 crabs, 2 lightning tails; the lower amount off units the faster production, always maxes out on lowest tier unit before higher is produced (this also counter act the issues off macro management off unit building and it makes it feel very swarmy; could give an upkeep on structures when in production to balance resources ^^ could just be very cool to see more diverse armies with tons off smaller units fighting as well ^^ super cool and well done project :D looking forward to its future
I think the unarmed transport should serve as a mobile class terminal. Otherwise, it will probably be a campaign-only vehicle, similar to the trucks in 'Halo: Reach'.
those ground vehicles look so good but the air units need a bit of love, they feel like a lidl version of a 80's scifi movie/store bought assests. I know its just one dev but you gotta admit your limits and let someone with expiriance design your vehicles :). Awesome game, kinda better than Helldivers. EDIT: also those rocket launchers on the rocket truck looks so stupid XD cartoony sized
I just got this game. How did you make your graphics so clear? Is there any way to get rid of the film grain, chromatic aberration, depth of field and other stuff? It hurts my eyes and textures look great without it.
@@ludovich1284 ruclips.net/video/QF8ZVa_mFe0/видео.htmlsi=DDuzPmwK3ibwMpKV Use this video as a guide to the Command Console for spawning stuff in :) hope it helps!
Apologies for the low energy in this video. As I get better, that energy should return, on another note! Join me on the 15th over on Twitch and RUclips for Skull and Bones Closed Beta! Watching just 1 hour on Twitch grants you access to the beta yourself!!!!
I think infantry in silica should have more supportive roles. Let infantry players make small fortifications, let them repair vehicles, give enemies weakpoints only foot soldiers can hit, make ground2air an infantry task, make indoor or cave areas where vehicles can't easily go, etc.
Heck, most human buildings make great fortifications already. Only if AI could could figure out how to get on them and fortify 'em properly.
@@Gebunator i solely mean human infantry here. AI infantry are fine as is, but I think there should be some improvements to make player infantry more doable into the midgame.
I second on that repair thing. Human vehicles should be repairable via infantry and alien units should have ways of regenerating their health themselves (maybe from eating killed soldiers)
Knowing that I can plant infantry on the catwalks of those harvesters only further reinforces my idea of a War Harvester.
In which it harvests aliens instead of balterium. The mental image of infantry scrambling along the catwalks and roof to fight off smaller aliens while the harvester chews through the bigger aliens with the grinder and provides some fire support with it's three HMGs..
fell over this game by coincidence, and damn i am impressed, the feeling off movement, shooting etc.
the base for an amazing game is already very functioning ^^
so much looking forward to this games future :D
rockets seem to need a lockon off some sort, as a heavy you are hitting nothing with rockets at the distance every firefight seem to be :P should be really cool if they were like stinger guided missiles; you laser mark your target then shoot it into the air to clear an Los and then it will fly/guide itself and explode above or towards the target in a devastating explosion ;D
aliens could all spawn a handfull off smaller ai controlled aliens to follow players, especially the smallest aliens which is never really used bc its too easy to get a bigger one (the price off a lightning tail is double off a crab, but it is vastly superior to a crab; and everyone loves shooting fodder and see them die in masses;
weaponries that are generally unit spawn based would be super cool as well, give those humans something to shoot at when they are just standing there looking cool ;D
the one silly small thing i love in killing floor is when your reload upon already being reloaded; it checks the mag and do idle animations in a nice way; it gives me something to do while moving instead off spamming jumps xD
and it looks really polished with such cool small details ;)
a kind off creep, effect on ground where your nodes are put down would be cool, especially with a positive effect for aliens fighting on it or above it; maybe something that obscure vision from big tower like alien buildings etc.
also a lot off the rts controls, queu, shift commands, etc are still a bit lacking; though still very playerble; as said been very impressed with how smooth, movement and combat feels on both alien and humans.
maybe instead off paying per unit as aliens each building slowly produce up to a max off x unit off its type, as in a lessor spawner would produce 5 crabs, 2 lightning tails; the lower amount off units the faster production, always maxes out on lowest tier unit before higher is produced (this also counter act the issues off macro management off unit building and it makes it feel very swarmy; could give an upkeep on structures when in production to balance resources ^^
could just be very cool to see more diverse armies with tons off smaller units fighting as well ^^
super cool and well done project :D
looking forward to its future
6:27 Light Buggy
7:27 Heavy Quad
8:51 Light Armored Car
9:33 Heavy Armored Car
10:26 Rocket Launcher
11:27 Hover Tank
12:40 Pulse Tank
13:44 Railgun Tank
15:26 Siege Tank
17:07 Harvester
18:26 Gunship
19:32 Fighter
20:45 Dropship
21:49 Bomber
23:20 Elite Aircraft
I think the unarmed transport should serve as a mobile class terminal. Otherwise, it will probably be a campaign-only vehicle, similar to the trucks in 'Halo: Reach'.
I really like the old harvester and unarmed transport models, hope they get some use sometime in the future
Great video! Thank you Lycan!
23:18 the first seen tech off the third great race;
:D imagine controlling something akind to an archon xD
those ground vehicles look so good but the air units need a bit of love, they feel like a lidl version of a 80's scifi movie/store bought assests. I know its just one dev but you gotta admit your limits and let someone with expiriance design your vehicles :). Awesome game, kinda better than Helldivers. EDIT: also those rocket launchers on the rocket truck looks so stupid XD cartoony sized
10:50 chemtrails confirmed to be from rockets all along!
I could see the Elite Aircraft being re-imagined into a mecha-style unit, maybe late-game tech for infantry, turning out exo-suit grunts.
I didn't know ALT did that. Now I'm gonna use it, and be accused of hacking, lol.
the buggy always sounds like a RC car to me
It does indeed haha! It's why I want a little meep meep horn for it,
@@LycanMB like the horn on the RC in toy story lol
I just got this game. How did you make your graphics so clear? Is there any way to get rid of the film grain, chromatic aberration, depth of field and other stuff? It hurts my eyes and textures look great without it.
Not at current, no however I'm not sure if you can use Nvidias own filtering, or even reshade
I find this game on its most recent update to be at its best ever but they need to fix pathing for air units
how did u get into that training thing?
This video should help with the command console ruclips.net/video/QF8ZVa_mFe0/видео.htmlsi=F6hvMDLLJW-5dq4A
When will this full version be released??
Estimated around October this year!
As technically impressive as the game is, it is just full of unblanced game design decisions that make it pretty unfun.
Like what, is it worth buying
Why i dont have transport unit?
They can only be spawned via cheat mode right now
@@octahedron2064 how can i active the cheat mod?
@@ludovich1284 ruclips.net/video/QF8ZVa_mFe0/видео.htmlsi=DDuzPmwK3ibwMpKV Use this video as a guide to the Command Console for spawning stuff in :) hope it helps!