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Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 4:52 pm
by zakblood
testing place for those who like me are taking part in the open beta

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new options are good, but fast movement imo is far too quick, on a good medium to high end pc, it's like lightning and just far too fast, maybe half this speed is fast enough, how it is makes it look and feel rather off and strange and more like a Benny Hill movie than a game, i could be wrong, so others need to have there say and form there own opinion
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:05 pm
by zakblood
tutorial tested again, no errors found

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Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:06 pm
by zakblood
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:12 pm
by zakblood
zoom in and out and also first person view now all enlarged and imo better

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this is somewhat a personal taste in views, so having more of any is always better than less imo
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:14 pm
by zakblood
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:17 pm
by zakblood
melee action now has to options, and again imo is much better

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Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:22 pm
by zakblood
new tool tips on offer

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while there good, i'd like the option to permanently turn them off also
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:40 pm
by zakblood
you no longer get a option on where to deploy the drop pod, imo this isn't a step forward but a step backwards, as it takes a way options from what side you wish to deploy, without this, it's no longer a deploy, it's a reinforcement only imo

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others may think differently, but this is my personal opinion on it as my feedback
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:42 pm
by zakblood
alt tabbing in and out to do these screen shots and comments has also left this on the display now as well

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which hasn't happened so far in the game for me anyway, clicking on the event cleared the screen as well for me without restarting it as well

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Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:44 pm
by zakblood
log for above
logs.zip
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Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:50 pm
by zakblood
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 5:53 pm
by zakblood
best not to watch or post my kill list too often i must remember

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i'd still like this screen to be bigger, as the icons shown can be rather small at times

Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 6:07 pm
by zakblood
now onto combat, my opinions on unit balance are my own, so won't be sharing them here, that's for others to comment on, as i have tested this to death and already have commented too often in the past on the subject, now on and released, others will have to do this, my testing now is for stuff that is new and different or isn't working maybe as it should in this one as yet

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reaction fire, is still only one weapon used, if a unit has 2, imo the best one for the max damage for the attacking unit should be used, as in real life you don't throw stones if you have a grenade handy
so metal micky was approached and did one reaction shot before melee, not great but at least got one off, i would have liked either an option for which weapon type to fire, or the AI to pick which one would have been better, maybe flame? maybe not.
the next one, is now there locked in melee, i attack twice with my first, and twice they hit back, nut no hits are shown, but metal micky rocks back twice after the blows, so did it hit or not?
as it wasn't shown as a hit, no number were shown? so why does he rock back after the blows which do no damage

Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 6:12 pm
by zakblood
now grenade damage, seems to have been tweaked somewhat in this beta build

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how can i tell
well thrown it twice now, both times at the same unit types, first time had another medium unit in the blast range, and the scores or damage it did was well high, not saying too high, just a opinion on it's been tweaked i think, nothing more, nothing less, if you compare it to metal micky pee shooter, i'd love the option to upgrade him to a grenade launcher, as he is well under powered compared to a grenade now
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 6:20 pm
by zakblood
on ending the turn, my drop pod has again been given the ability to pretend it's a unit, so if you press on the button which says what hasn't moved etc, it now comes up, even though it can't move, fire / shoot or do anything at all

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Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 6:23 pm
by zakblood
Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 6:38 pm
by zakblood
new update installed

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tiny file size, no idea what's altered either, but installed all the same
seems date and build number are the same as well

Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 6:48 pm
by zakblood
just totally my opinion again now, but some base designs just don't make sense and are of no use if you can't use the defenses in them

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3 in a line, when 2 are useful, 3 means on the last one is, and the other 2 can't be, as you can't get there
so either turn the middle one around so it gives flank protection, or remove it altogether, which is an even better option imo

Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 6:53 pm
by zakblood
as with almost all my plays and testing, if i can deploy, i deploy high and to the right, don't ask me why, it's just what i've found to be best suited to a reaction shot then less ground to cover, unless they have trucks, then retry and go for cover, as imo still trucks are the most OP units in the game still

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not going to do an AAR on every level and move either, just starting the ball rolling until someone else joins in

Re: Sanctus Reach Beta Update v1.0.8 feedback
Posted: Fri Feb 03, 2017 6:59 pm
by zakblood
reaction shots still not happening as designed, so for me the test has ended here, others will have to carry on from here, as if you put units in a line, they fire, if a given unit doesn't fire, there must be a reason why it doesn't, again only 2 units fire on a approaching Orc unit who wishes to do melee, and instead of having 4 units do reaction shots on it, it has 2 only, so the unit it is attacking, again still doesn't do a reaction shot, but has the ability to?
but doesn't, and the unit at it's side, so for me this still isn't working as designed imo, sorry

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unless you can explain why only 2 out of 4 in range, well there's more tbh, but 4 firing would have been better than 2
last picture above, unit in red, has the ability and range, but doesn't fire?
the unit the Orc is attacking, seeing it coming, has the ability to do a reaction shot, in range, facing correct, but again doesn't do it, this is basic design and not working for me, so reported as such.