Sipho
thoughts on vagorum
so far? fighting against them can either be pathetically easy, or an absolute nightmare.
playing as one of the melee creatures feels bad, you have no way to tell when the enemy fires their '"grenades", causing almost-unavoidable damage if they were to fire when you attack.

their weapon and utility synergies well with each other, the utility opening up future interesting synergies. i haven't experimented /w the peapods enough, but i struggle to find a use for them a lot, they can feel like a weakness.

their turning is great, but can contribute to the annoyance through fighting
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Dominas  [developer] 30 May, 2019 @ 12:04am 
Thank you for your feedback on Vagorian breed. I agree that they might be too strong against melee, especially since melee builds kill the bombs and they still do full damage.

Peapods HP might be too low, but I think they open up possibilities for more interesting layouts when used with any breed.

I would like to hear more opinions on this breed as it helps to see it from different perspectives and strategies. Vagorians are something that we have allowed ourselves to be crazier with when designing.
Patashu 30 May, 2019 @ 2:32am 
Vagorum:

Fighting against it: Easy for range, hard-ish for melee, there is a technique to it since the grenades don't detonate on contact unless you bite them accidentally. This can be used to bait out most of its attacks. They're frail so if you can get at the structure or expose them, they'll die.

Playing as it, pure breed: Easy but punishing to mistakes. But if you don't make a major mistake, it's smooth sailing. Vagorum either dies instantly or never gets close to dying.

Weapon: Once you get used to it (as well as understanding enemy AI and cornering them) it gets fairly easy to use. The weapon blocks thorns, explodes when melee'd, blows up mines and out-ranges poison, so for this reason, Vagorum is decent against all sides of Frakir and doesn't have a particularly bad match up against nasty Frakir allies like how Cra'Than and Seanus struggle against the spikes and mines of a fully formed mine launcher... The weapon, when you have enough of it, is powerful enough to mess up the pass of Mhajh'tha, the fast way... Oddly enough, the queen is more troublesome relatively, as she has enough thorns to overpower what few grenades you have at this point, blowing them up before they touch her so actually hitting her safely without charging in mid-turn requires precision and timing, while other bosses are mostly just positioning and other technical skills.

Body: Consists entirely of negatives seemingly. It has 1 drag and 1 mass so you can't really spam it with Vagorum's weaker movement, it might not be area-to-cost efficient, its cost does eventually add up and it's frail so even though it's cheaper to replace by itself, the stuff attached to it will drain your storage if it breaks, which it can easily do so to two separate applications of poison. Quite literally, you're using your other items as armour, but that doesn't work against poison, mines, spikes or claws... Since the Vagorum is a ranged class, this structure isn't as crippling as it would be if it were paired up with melee or a mixed breed. In the end, I find that while it is interestingly shaped, its hard to be creative with it.

Movement: Above the average line I would say. If it were faster, it would be OP. But right now, its turning speed is probably an unsung hero, allowing you to fight lots of things at once without being covered in weapons and its omnidirectional nature allows them to be placed anywhere for the same benefit, making them easier to work with in terms of placement just like Radials. Though you could end up placing them in branches that also wield your weapons which could lead to a more compounded loss if the structure gets destroyed. But to compensate, you're using it as armour and it's probably better at protecting you than an exposed structure.

Utility: I find it inconsistent. I try to combo it with the weapon, but I can't get it to always work whether I manually sync it or make the weapons and utilities fire at the same time. It doesn't seem to be necessary or perhaps even recommended for the Vagorum's conquest of the ecosystem.

The breed has many weaknesses. It's not fast, the structure is bad almost everywhere, the utility seems inconsistent in my experience and the weapon doesn't detonate on contact so it can dud... Yet when someone works around the not crippling weaknesses of the weapon, because its a weakness that can be overcome with practice unlike other drawbacks, all other problems dissolve in its long ranged face and its remaining strengths are brought into the lime light; fast turning and flexible movement placement.
Last edited by Patashu; 30 May, 2019 @ 2:44am
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