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File: Dust Front.jpg (38 KB, 460x215)
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The Demo for Dust Front is releasing on Monday, it seems youtubers have gotten early access to the Demo already.
Here's the video for the Demo Trailer:
https://youtu.be/q4m_KvHLXuo?=TCE2cwyT1BlW6YpR
Actual Gameplay + an Overview of the mechanics:
https://youtu.be/vnSMPsap4zQ?=UN9CTTohNnOhJXoA
And it seems that Dimon got his hands on the guy who did the music for Terminator Dark Fate Defiance:
https://youtu.be/tDetWO0yhhQ?=xht3P9JvS55moYvD
I have been waiting for this game for a very long time, it seems to be better than I initially expected.
>>
i can't believe this isn't vaporware. it looked way too fucking good. furthermore i can't believe it dropped a playable demo before DORF. can't wait to try it. i hope this means a release date is in sight, though the guy always talked about there being an overmap and this looks like just the rts part
>>
>>2428962
Yeah I thought it was just gonna be endless teasers but here we are, it does seem that the Overmap will be campaign only and we just fight a Skirmish against either the Bandits or the Muties. It looks like it actually comes out in less than an hour for me but I gotta sleep, I can't wait to play it in the morning.
>>
>>2428962
cant believe this supposed to run on a potato as well
we'll see
>>
>>2429207
>cant believe this supposed to run on a potato as well
Why? It looks nice, but there's nothing particularly groundbreaking in terms of visual tech.
>>
I hope my dream of WWI style RTS comes true. I want to see massive scale war of attrition where getting troops up into the trenches is key, where breakthroughs are crushed by massive strategic armored reserves. Where the front line creeps forward, perhaps leaps forward when new tech comes online at scale, only to stabilize once countermeasures are deployed. All in a bleak grimdark setting.

Hoping bros.
>>
>>2429209
Nowadays games that look like they could have been on the PS1 require 64Go VRAM and enough CPU power to brute-force the Riemann hypothesis.
>>
>>2429222
true
>>
https://steamcommunity.com/app/2610770/discussions/0/564785528365520417/
brehs...
>>
>>2429252
Wouldn't the dev, as a Russian, risk being thrown in jail for opposing the war as a public figure? Clearly he supports it but what did they expect, for him to risk his life and livelihood so they could feel slightly better about playing his game?
>>
>>2429252
>https://steamcommunity.com/app/2610770/discussions/0/564785528365520417/
holy fucking based
>>
>>2429252
ok now I'm definitely checking the demo out once it comes out
Z
>>
>>2429252
>>2429276
>>2429281
Him being a zigger is known fact, but someone was spreading info of him liking gore of pregnant women and children, now that’s something actually worth digging into
>>
>>2429290
that just sounds like slander
>>
>>2429292
I think that too, but I have learned of this in the context of him being a zigga
>>
>>2429295
do tell
>>
>>2429298
The same person within same conversation told me both things
>>
Chat, I am very concerned about all this important information coming in right before the demo, I think we should spread the word and cancel the ruskie subhuman on X(formerly twitter) ang bluesky.
It is very important to keep the converstaion on this topic only, instead of talking about the game. As a thoughtful but impartial observer I simply felt the need to speak up.
>>
test
>>
>No keys remapping
FUUUUUUUUUUUUUUUUUUUUUCK, I have to move the camera with arrows
>>
>>2429316
>move the camera with arrows
what year is this lol
>>
File: 6 MILLION DEAD BANDITS.jpg (662 KB, 1920x1080)
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It's actually peak, this game has been very damn fun against the Bandit niggers for the moment, gonna commit Total Mutant Death next.
>>
>>2429404
Kek, my game time was about the same, just finished too. Battles can turn into real slog in this one.
The best part about bandits is their super fast fallout raider mega trucks that you can rez and use for yourself. Now I just want to play as them.
>>
>>2429430
Yeah the slog caught up to me, I didn't realize you could build a mobile construction crane to slowly creep up buildings so that delayed me by about 10 minutes.
I basedfaced when I saw that you could rez them, those trucks they have are useful too.
>>
>>2429457
>I didn't realize you could build a mobile construction crane to slowly creep up buildings so that delayed me by about 10 minutes.
YOU CAN WHAT? I just reiforced straight from the base via conga line. Fuck. The priveleges of low difficulty, won without expanding.
Also the bio-engineered auto-spawning albino dudes seem incredibly useless. I guess you just stuck them in buildings and have them act as spotters.
>>
>>2429252
>>2429281
I was hesitant to buy it 'cause my backlog is bigger than WW1's death toll, but now I *have* to buy it just because I fucking hate this kind of "let's see what happen to your career" dipshit.
>>
>>2429463
You most definitely found it in the Defense tab but yeah that thing is real nice for setting up advance bases and the like.
Against Mutants you really do need those Interceptors initially dear lord.
>>
Unit cap, no zoom, and the huge ui are really annoying otherwise it plays great

>>2429252
Fuck I'll have to buy this then.
>>
Exactly what I envisioned from the trailers, good shit.
>>
quite like this but the controls are so ass
>>
The controls are absolute ass and the perspective at max zoom out is weird as fuck. It's very low off the ground and pointed at a very flat angle.
>>
>>2428355
>Too many buildings that don't really do anything
>Supply building gives a pathetic amount of pop (meaning you need to constantly build them to/while expanding)
>Controls are SHIT
>Population is shown as "People" icons in the supply building menu, "Fuel" icons everywhere else
>"Infantry" units costing anything
I thought BAR had shit economy management but this is a completely different kind of shit.

I want to like it but it needs a near complete overhaul.
>>
some parts work well, some don't. anons here have pointed out everything that's wrong with it, most of it seems easily fixable though so good thing the dev put out the demo even though he seemed reluctant, now he knows what he has to fix, assuming he wants to and isn't a horrible autist with a giant ego.

i'll also point out there's awful readability on the building selection screen, at first i thought i couldn't build anything yet and it was all greyed out. and there's a weird film grain that really doesn't need to be there.
>>
game is FANTASTIC, that said there are some issues.

A: my main problem is that enemies stream across the map in a "line" instead of a "wave", the only cool fights is RIGHT when you disturb the hornets nest in a base

B: the SUPPLY system is really really bad, 1 tank is 15 supply but the supply depots give 5 food so you need to build 3 for every tank... once you get to 5 factories its almost impossible to keep up production without spamming the BIG supply depots. its impossible to maintain without pausing every 20 seconds, my base is 3 screens of supply depots and 5 factories

C: really hard to find a purpose for soldiers compared to just tanks, other then having like 1 soldier in a building for spoting they are kinda usless. I think letting the basic infantry dig trenches would go far to make them useful.
>>
Given it a couple hours now. It's alright.

Retreading points already covered in the thread but the game is a bit obtuse in some areas:
>Army Supply/Unit Cap
Your ACTUAL Unit Cap increasing buildings (Small/Large Warehouses) are hidden off in their own build menu inside the Supply Depot building. Should be added to the main build menu and just have said depot as a requirement. Other buildings in the demo so far already function like this.
>Redundant Structures
Not sure why they aren't just tech structures with upgrades to research, instead of what we have now with "build me six times for 30% more damage dealt".
>Connecting Production Structures
Very nice feature. Only issue I have with it is that it is a little too restrictive on the distance, could do with a 1-2 tile expansion.
>>
>>2429881
>Army Supply/Unit Cap
the reason its like that is so you can click your 10 supply depots and build ten warehouses all at once instead of needing to build 10 cranes. my only issue is that they dont give enough supply.

>Redundant Structures
I actually like it, since you have limited gears you have to choose what you want to build and its cool that if you lose them you also lose your upgrade. Maybe in missions you can kill your opponents foundries as part of your strategy? Its just a different way of doing things I don't think its bad or good.

>Connecting Production Structures
I wanted way more of this, I like it when there is more to building bases then just slapping down buildings.
>>
>>2429252
>>2429281
Were both of these removed?
>>
>>2429894
guess so. it was a guy calling for a boycott of the game and posting a screenshot of the dev's discord server where he said he supports the russian invasion of ukraine. it was also on the first day of it, when they thought it'd be over in a week, so i bet he feels silly about it now.
>>
>>2429878
>I think letting the basic infantry dig trenches would go far to make them useful.

True, were it for me I would also add a system like what star wars empire at war gave you, the chance to put your infantry into a crawling stance trading speed for resilience.
(Also the fact that they put one guy with a portable AT weapon in each squad made infantry waves viable.)
>>
demo is really fun and game looks promising. shame it'll be a while more before release since it really only has one developer
>>
So if rebels are fast and mutants are melee, what are robots gonna be? Extreme range?
>>
File: units.png (1.66 MB, 1232x840)
1.66 MB PNG
Bandit units are cute.
the mono-wheel bike thing(not pictured) especially.
>>
>Dev is a Zigger
and that's a pass from me. looks fun but I'm not fond of supporting monsters if I can help it
>>
You all know this game is based on one short cgi movie made like 15 years ago, right?
>>
>>2430135
Dev just liked the short to he modeled the bomber after it, he says as much in FAQ. No deep lore there.
>>
>>2430135
Your point being?
>>
File: deepfry.jpg (11 KB, 594x626)
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https://steamcommunity.com/app/2610770/discussions/0/564785528365612783/
>>
>>2430216
>Ivan in charge of not fucking up
leave it to the ziggers kek
>>
>>2430216
>Gone with the Blastwave in the comments
I love this boomer genre but I wish it would stop reminding me of how old I am...
>>
Are there just no anti-infantry vehicles?
>>
Almost excellent but it's a single dev so guessed as much it wasn't going to explode
>Ortographic view only
>No production menu hotkey
>Noise and filmgrain cant be removed
>Maps are the same, no variety on biomes
>No MP

Eh it's alright, hope he does well
>>
>>2430277
I find BTRs and the upgraded Armored cars to a decent job, Spotters aside.
>>
>>2428355
https://www.youtube.com/watch?v=nWCmnR9W6eY
https://www.youtube.com/watch?v=nWCmnR9W6eY
https://www.youtube.com/watch?v=nWCmnR9W6eY
>>
>>2430346
Based Nellop lmao
>>
>>2430277
lvl 3 tanks get a machine gun thats also anti air, but honestly the tank shells do a million damage to infantry too. Lastly, the machine gun defence turret can actually be uprooted and placed anywhere. the missle launcher units SHRED units and leave fire behind but you can only get them at the embark screen and not build them in game
>>
>>2430352
Sadly we can't build more of the MLRS, I do see in the trailers again that we are missing at least two flamer units that we will definitely get in the full game.
>>
>>2430352
>you can only get them at the embark screen and not build them in game
Yeah, it seems there are a whole bunch of units missing. Like this thing that got posted in 2023. https://x.com/RtsDimon/status/1723400105796002083
>>
>>2430139
It is pretty much the whole setting (but it's ok)
>>
>>2430355
i never actually checked if the APC unit can upgrade the to flammer like in the trailer
>>
>The mobile Crane can get a medical center upgrade
I feel like a retard for creeping up bunkers with those now. I also noticed the Supply Depot upgrade at the same time too.
>>
>>2430219
Funniest part, discussion was started by an ukro-zigger who wants to be sodomized by Russian liberators with his whole being, and in spite of him loving everything Russian, he hates the zigga on dev with his soul
>>
Tried 3 difficulty mutants with max base size, 4 mega artillery starting squad to defend my base and had an excellent RNG buildings spawn all around my base, every building filled with infantry.
Immediately got overwhelmed by the first wave.
>>
>>2430312
Orthographic view? Which one?
>>
>>2430653
Get gud
>>
>>2430680
Dimetric
>>
>>2430312
>No MP
you can't be serious
>>
>>2430697
i am serious, and don't call me No MP
>>
>>2430697
a tiny indie RTS is never going to get any multiplayer going anyway
>>
>>2430697
Neat.
Now we just need it to sell more than Stormfail for the message to start sticking into devs' mind.
>>
The game is fucking amazing but how do you earn parts?
>>
>>2430747
You don't. From the description it seems like it's going to be more of a campaign map level mechanic.
>>
>>2430748
I guess I won't feel bad about raising starting parts a bit then
>>
>>2430222
Last time i checked five years ago Gone with Blastwave was still going.
>>
>>2430653
Mutants might be disproportionately hard in the demo with the flamethrower units and anti-infantry vehicles missing.
Flamethrower turret is pretty good.
>>
File: thanks hannibal.jpg (1.06 MB, 1920x1080)
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>almost finish the mission
>only 6 enemies to find and kill
>can't see them anywhere
>keep looking at the minimap to see if anyone found them
>suddenly notice my supply is mysteriously going down
>check all the sides of the base even though there are no attack pings anywhere
>enemy still nowhere to be seen
>supply is still going down
>start frantically checking the whole base
>find this in a fucking corner that you can't even see on the minimap
I must have lost like 50 warehouses because of this. I didn't even know the ai can do that.
>>
>>2430359
They have literally nothing in common aside from that bomber model and the overuse of dull colors.
Which is a shame, because that CG short had a really cool premise that deserves to explored in a vidya of some sort.
>>
Does anyone know what's responsible for the mini-tentacles that emerge from the ground to thrash my troops? Its like the big tentacle 'turret' in the Mutant bases but they are untargetable. Is it the attack animation for the giant floating brains?
>>
>>2430982
>Is it the attack animation for the giant floating brains
yeah
>>
Are the bandits gking to be playable or are they just NPCs to beat up?

Also is their any point to massing any thing other than Tanks+arty? Combo seems too stronk.
>>
>>2430381
So....basicly gay cattyness
>>
>>2430381
I don't get this obsession with homo sex from both sides. Faggots and crypto faggots on both sides.
Can't you just be normal and civilized and just worship negroes?
>>
>Bring assault infantry units bc it says its anti air and i got tanks and arty
>Some bugs bomb my arty and kill my juggernaut
>Couldnt do anything because the assault infantry don't actually do anti air and i couldn't bring up armored cars soon enough to keep the bugs away
>>
>>2431233
The dev has said his focus is on getting a campaign playable for the Empire for the game's release. Other factions being playable in skirmish/battle mode possible and so are alternate campaigns as other factions after release.
>>
>>2431233
As >>2431261 says. The dev wrote that they plan for the Rebels to be a minor 4th faction, with the Empire, Robots and Mutants being the core three factions.
I guess the Rebels are just a bandit analogue for a generic trash faction to fight for neutral territory.
>>
>>2431233
>Also is their any point to massing any thing other than Tanks+arty?
Nope. Infantry seems useless as fuck by design. I think dev even said something that the building that produces brutes used to give upgrades to infantry, but it wasn't "in the spirit of the faction", so it now makes trash units for free instead.
It appears empire late game is always vehicle blob.
Although idk how global map will change the dynamics. Imagine having to do a skirmish with 200 parts and no global map initial troop package or something.
>>
>>2431233
*An armada of mutant rocket flies buzz merrily.*

Always dilute your army with a couple of APCs or AK-50 turrets, you can always call in fighters.

>>2431289
>Infantry seems useless as fuck by design.
I would argue with this, but I'm too lazy.
>>
>>2431304
>I would argue with this, but I'm too lazy.
they certainly work as meatshields and spotters. it's always nice to have them take the brunt of the enemy's damage and gain a few extra seconds for your artillery to pound away and your tanks to go on undamaged
>>
File: file.png (802 KB, 743x651)
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Kind of a shame that the difficulty is all front loaded. Once you stabilize your defenses the enemy doesn't have any curveballs to throw at you and its just the slow inevitable grind of your tank treads.
>>2430952
This happened to me too, but I had my warehouses laid out in a perfect grid with no spaces and learned that not even infantry can get past them like that to go deal with the bastard.
>>
>>2431320
This gave me a cool idea. If you use a fighter as a spotter you can cripple enemy unit production by sending bombers directly to his base. After I took out his "factories" all he could send at me were mutants and worms.
>>
>>2431320
>Kind of a shame that the difficulty is all front loaded
every strategy game ever
>>
>>2428355
>your units are red, the enemy units are yellow
>you are green on the radar, the enemy is red
...
>>
>>2428355
Kinda fun but more like some fancy tower defense right now. The colors, or lack thereof, make it a bit confusing sometimes. I wish I could zoom out further.
>>
>>2431417
Bomber call ins have like 4sec cooldown so actually and younca just use a bomber as a spotter since its tankier, and chain bombers over and over again. DId that fora few bases in a 10/4 playthrough
>>2431420
Somewhat true but front loaded usually doesnt mean the first 10 minutes and then its just the inevitable occuring. Other pve rts games have had pretty decent solutions to make it interesting.
>>2431435
kek yeah ui is a bit off
>>
>>2431487
Yeah but if you want to hit things on the other side of the map you'll need to send a fighter to give yourself vision first
>>
>>2431507
Well no, you can just spend a bomber and have it angle from whatever side of the the map you want. Thats what that timer number indicates, how long it takes to come in a straight line from whatever direction you call it in.
>>
>>2431510
But then in order to hit an enemy on the other side of the map from you you need to waste a bomber somewhere else. So why not just use a fighter that's going to stay on the other side and keep giving you vision for more bombing runs?
>>
>>2431516
In my experience a fighter is worth more than a bomber because i can have him hover over some irrelevant area i didnt bother to build an AK turret in. Sending them to contested areas usually ends with either enemy aa sneezing at them and killing them or eating rockets from my own artillery.
Also like i said earlier you dont need anything there at all for more bombing runs, it takes longer for the bomber to pass over the target than it does for the ability to come off cd.
And yeah generally fighters are good spotters but you dictated 'need' to do thing and I provided an alternative in this very autistic and semantic rant.
>>
>>2431519
>>2431516
>>2431519
>>2431516
Don't forget the Radar tower building. Very handy. It works with a cooldown reveal anywhere on the map, it's kind of like Starcraft Terran Comsat statin. Scan, send bomber, and then yeah you can chain more bomber call ins off the other bomber call ins.

It also shows enemy buildings in the fog of war, handy for just artillery blasting everything without even needing a spotter.
>>
>>2431304
>>2431289
I did all infantry vs. the rebels at diff 3 and they are far from useless. In fact, they are literally broken right now at need fixing.
Infantry damage / dps in building and bunkers is super high, some of the best. Normal infantry shred infantry and the rocket teams do great vs. vehicles.
Assault squads eviscerate everything, infantry, vehicles, and buildings. So they are defensive kings, especially on a budget and for buildtime/setup and you can just repair the bunker and garrisoned buildings for ever, so good in the long run for money efficiency and unit retention.

But also for some reason right now, the AI besides dedicated siege unit just tends to completely ignore garrisoned buildings (this is the broken part), especially the rebel AI. You can just slap your dudes in a building and the AI will just meander around it dying.

I also cleared the entire map with just reinforcement assault squads. They are very very strong and it's easy to mass infantry. So yeah, they are pretty squishy, especially the starting infantry, but assault squads have bonkers dps and good armor. I would say assault infantry backing up tanks is probably the most efficient strong pushing force that can be built quickly and doesn't require the premium parts resources, if you want to do something other than slow creeping artillery across the map.
Tanks are surprisingly squishy and require a lot of micro to pull back and repair if you want to keep them alive. The Reverse key/button is invaluable for that.
>>
I do wonder how the parts will be gained on the global map. Will it be like total war gold, per turn income? Can you be forced to do a skirmish with only 200 parts, since you spent them all on some other fight in the same turn?
>>
>>2431574
I think it will be something like. And the reinforcements are also something you spend money/income on before the battle so yeah.
And I'm assuming this demo is a kind of later mid-game level of economy and tech, skipping over the poverty and early game phase.
>>
>>2431583
>Starting every skirmish WITHOUT 2 giant artillery tanks
Holy shit the full game will be unplayable
>>
>>2431587
Dreadnoughts are so OP right now I ran several missions using none. Game still works well. AI just cannot handle them.
>>
>>2431558
>Scan, send bomber, and then yeah you can chain more bomber call ins off the other bomber call ins
That's a great idea. I didn't want to use the radar because it costs parts and I didn't really care about revealing buildings but scanning is definitely worth it.
>>
>>2431560
>Tanks are surprisingly squishy
This is true, but for me they're also the only units that would hit high ranks from kills, so they lasted longer than I thought. You really need the mobile repair platforms for them. I think more of mine died from being hit by my artillery than enemies. Infantry work a lot better against rebels than mutants. The only thing broken in this game right now is how powerful artillery is on both sides.
I also wonder if there's ever a reason to put infantry in the apcs.
>>
>>2431839
By broken I mean the AI behavior.
I didn't try much with the APCs, a big problem is that when structures or vehicles with things in them die, everything in them is just gone, so for pretty squishy apcs, that just feels real bad.

>You really need the mobile repair platforms for them.
Yeah that's what I would do, just pull back the injured ones to right behind the frontlines and fix them.
Artillery is really squishy so you can just run in with fast units and kill them, but they definitely require your attention more than anything else.
The tentacle eyeballs are also a real pain, and they are also tankier, and artillery has a really hard time hitting them because of how their hitboxes float off the ground.
>>
It looks cool and the dev should be proud but I can't handle more than 2 games of this turtleslop
>>
>>2431839
while trying to use one to ferry around a Spotter (couldn't get its spot to work) I found out that inf can shoot out while inside. A couple with AssInf could be a decent idea for very mobile firepower (not that the game ever gives a reason for that).
>>
Are mass infantry as good as assault infantry? Not sure why there's mass, assault, and AT when they all are anti-machines to some extent.

>>2431983
Same feeling. I like it and it is fun but it feels like a slog from the start. It's not even that I don't want to play it, I just feel winded when I start thinking about what I have to do. Hopefully the full game is more motivating because it looks great when things are fighting.
>>
Brems should auto repair something that parks next to it
>>
>>2432052
this is one of the biggest things i hope he changes. also make the game a bit faster cause it really feels like a slog to play.
>>
>>2432052
Use the repair platform crane thing
>>
>>2432075
Mobile rig is by far the MVP. Gives you infinite build space for a small one time investment of parts, lets you insantly move up with your army and slap down barracks/factory/defensvie structures to cement a position, heals vehicles and tanks, it's great.

I usually go one crane for my base to expand the build area and get two construction queues, and the one mobile rig, and that's covered my building needs.

Acid storms are fucking brtual though, I build brems for those.
I really don't' like acid storms, it's alot of micro to not just get fucked over by the tick damage. Lightning storms aren't so bad.
>>
The brute buildings are really weird, there's a cap but you can increase it by building storage next to them but the cap is local at least visually, so you get like one that can build 40 and one that can build 20 but the overall cap is shared so it's not even like you can have each build 20. They also increase the overall cap per the number of them you have which makes further weirdness.

Is it possible to queue buildings? I thought it wasn't but I noticed you can drag a line of trenches and have them built. I wish I could do that with the jillion power plants you need.

>>2432112
I can't say I've noticed weather. Is it rare? Or do I just not notice because it's only on part of a map?
>>
>>2432139
>I can't say I've noticed weather.
Doesn't trigger every mission, and I've never had more than one weather event per mission. It's map wide, and there is no way you miss it. They announce it, and the acid screen is green mist covering everything while the other is very visible lightning strikes.
>>
>>2432139
>Is it rare?
Last game I played it triggered after like an hour and half.
>>
>>2430124
some of those tanks are giving me ft-17 vibes
>>
>>2428355
too many instructions 0/10
>>
>>2432444
Bait used to be good.
>>
>>2432456
I'm not kidding, it showed me like 14 black screens full of crap and just no son. I don't have the time to learn all that shit I'm not in high school
>>
>>2432461
There is an option to turn of the tutorial, it's prominently displayed.
>play RTS
>have to think
>have to read
>videogames.jpg
>>
File: bc.jpg (159 KB, 1200x1809)
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>>2432464
>correctly calls out low effort bait
>still replies
>>
>>2432464
the best games imo are the ones without tutorials or with actually playable ones. Good examples: Super Mario Bros, Age of Empires II, etc. Walls of text on your face as soon as you load the level is just not the right way to go. It's overwhelming.
>>
>>2432465
That's not me, I sure didn't reply to him after that lol
>>
File: 16113454687.jpg (1.26 MB, 1919x1079)
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Why does my game look like this? I can't see shit. Verified my files, reinstalled and it still looks like this.
>>
>>2432502
PC too toaster. The game seems to have some weird issues. I lagged like hell at first in the menus but once the game started it was fine. Maybe it's a similar reason that was causing the menus to lag but all I can suggest is to change graphics settings.
>>
File: image.png (66 KB, 1241x120)
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>Supports the war
>Didn't enlist to fight against the enemy he so claims to hate
downright peculiar
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>>2432511
I don't think my pc is toaster, and the integrated graphics aren't being used when playing. Oddly I also get lag in the game, and changing the graphics don't really help. Guess it's kaput :/
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>>2432539
Your wester PC is simply too weak for the almighty powerful Russian goym
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>>2432539
>>2432547
1st person I've seen not be able to run it right and I think the game is supposed to run well on weaker machines so some fucky interaction is going down here. I haven't really seen any mention of issues running it on the steam page.
I'm running it on a less powerful rig and it runs flawlessly for me.
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>>2432502
Some fucky driver interaction? I'm on 3070 and it's perfectly fine. Unironically try switching to the integrated graphics card for science.
>>
>>2432551
>>2432558
Turns out all I needed to do was to update my graphics drivers. Never really got around to doing that because I used to have Event ID 153 errors. Works fine now.
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>>2432561
nice
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>>2432561
It do be really like that huh
>>
>>2428355
https://www.reddit.com/r/RealTimeStrategy/comments/1u9z379/problematic_behaviours_by_dust_fronts_dev/
https://www.reddit.com/r/RealTimeStrategy/comments/1u9z379/problematic_behaviours_by_dust_fronts_dev/
https://www.reddit.com/r/RealTimeStrategy/comments/1u9z379/problematic_behaviours_by_dust_fronts_dev/
>>
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>>2432589
>read replies
>"the discord is a private one with almost every RTS studio in there."
>>
>>2432608
You know, that actually explains certain background things that i have been suspecting about all those new and "indie" RTS games of the recent
>>
>>2432589
redditors really are clueless
every russian is 100% zigger, how is this news?
>>
>>2432589
wtf I'm buying 10 copies now
>>
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Looks like you can see some of the vehicles not in the Demo already. Some cool units here for instance, I hope the BMP will get to be like a real BMP with a good ole autocannon and ATGM
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>>2432915
Seems there is a vehicle that can heal infantry in a radius and also act as another AA unit?
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>>2432917
Oh hey! We get to have 40k Broken Arrow!
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>>2432919
Lastly, an Anti-Tank Turret, the name is hilariously on the nose.
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>>2432915
>>2432917
Glad to see some extra assault tank options in here. Felt kind of weird to only have the light tank and then jump straight up to the Juggernaut.
>>
>>2432917
the mobile crane already heals inf in a radius if you upgrade it. I assume this will be more of a deployable barrack/bunker with healing too?
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>>2432933
It might not cost parts since it's more limited and probably doesn't come with build radius.
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>>2432938
The crane doesnt cost parts either though.
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>>2432956
Oh damn you right. I thought it did, like the construction crane. That's wild, it's the best utility unit. But I'm not complaining.
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>>2432960
Honestly its odd that the only immobile crane is the one that costs parts, theres very little reason to make one at all.
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>>2432964
I consider them essential to build your base at any respectable speed, always make at least one.
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>>2432966
the frontline isnt going anywhere comrade, your mobile cranes can make generators and trenches by themselves
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>>2432967
Yeah but how else am I gonna double pump bunkers and flame turrets and anything else whenever I please? It's a lot of flexibility.
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>>2432970
You could have had another dread, hows that for flexibility?
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>>2432971
Tbh I've been trying to play without them. The best strat is just to use all your reinforce points on them since they don't cost parts there.
Doing Hard Muties right now without them. Makes the base defense a bit trickier, but I've got the hang of it.
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>>2432974
I find its fun to try 10/4 mutants with just 2 dreads you bring in, makes the revive mechanic much more fun and meaningful. In those slog scenarios a crane is helpful to make mass fabricators faster because they take a solid 5 minutes to build each. Still a weak unit though.
>>
>>2432964
It's the only thing that can continue building a base in the area you left it and provides a building zone to build the base. It makes building around the mobile crane and base faster too.

>>2432971
>>2432967
On-demand flame throwers and movable turrets are worth it. The dread is great but being able to shred anything while moving forward is great too. They also repair buildings around themselves. Not having 1 or 2 is like only having one barracks or machine factory
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>>2433006
>It's the only thing that can continue building a base in the area you left it and provides a building zone to build the base. It makes building around the mobile crane and base faster too.
Theres no restriction based upon where the zone is, either you can build in an area or not, everything that can build can build in all zones.
>On-demand flame throwers and movable turrets are worth it
You can build more at once with cranes, but thats all. Simply moving the turrets where they are necessary is faster within your own base.
>The dread is great but being able to shred anything while moving forward is great too
That seems like something the dread does fundamentally better than a crane, whereas you can just build your turrets and walk them forward after you build them without the crane giving you both of these apparent gains.
>They also repair buildings around themselves
Repair isnt free and you can repair as many buildings/deployed units as you like at once so this isnt really anything.
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>>2433107
>Theres no restriction based upon where the zone
You missed the point. The crane has a large enough build area to finish making a base while you move on instead of placing your main vehicle in the front line and only building there or having it build elsewhere in the tiny area of a moving crane.
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>>2433139
>. The crane has a large enough build area to finish making a base while you move on instead of placing your main vehicle in the front line and only building there or having it build elsewhere in the tiny area of a moving crane
What else am I building in main while i move my mcv to fuckoffland? Trenches are covered even better by mobile cranes and turrets move themselves
In my games the mcv just makes zones for warehouses.
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>>2433141
More storage, more foundries and armories, more storage, more harvesters. Maybe more of those brute generators so you can have a bunch of free infantry and build more vehicles. Why the fuck are you even building shitty trenches, assault infantry will just kill the shit you throw it at before it can kill them and if you're using artillery anyway, you're better off being able to see where to shoot.
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>>2432967
Those small generators are garbage why would you build them at all?
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>>2433159
Storage is fundamentally a waste, simply use your money as it comes in. More harvesters is more about having a machine shop shit out combines than a refinery.
>assault infantry will just kill the shit you throw
Apparently were playing two different games where defense isn't actaully necessary and your offensive ability dwarfs the enemies from the get go. Admittedly the game is a demo and lets you choose how you want to play it but simply put assault sqauds just get melted in my games. As for being able to see i fail to see what that has to do with what were discussing at all, were you not recommending cranes? Are you recommending cranes replace recon? This game where you can just build as much of anything you want seems very different from how I play it, where there are tradeoffs.
In a perfect world where you have all that you need, a crane gets you a victory faster by virtue of completing your buildings faster.
In the full game parts are supposed to be a campaign resource that you ration out, therefore i try to play using as few as possible. Consequentially i weigh the benefits having another dread gets me in winning the current conflict over rolling the enemy faster, where i didnt need parts at all and could have instead gone without for another conflict.
>>2433188
If build queue is your bottleneck, then spending some extra squares is ok.
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>>2429252
Wow.. powerful
So how do I wishlist something more than once?

in all seriousness, this whole game is just "Soviet human wave tactics: Tiberian Sun" so idk what anyone is expecting. The only update it would need to keep from being 2026 Russia are drone operators and washing machine scrappers.
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>>2433192
>Storage is fundamentally a waste, simply use your money as it comes in.
So the theory in the other game I'm familiar with, Red Alert and Tib Sun, is that you need a little bit of buffer for larger resource pools as resources stream in. This isn't as much of a problem in games like Starcraft where you have as many production queues as builders, but it's a huge problem for games where your production queue is constrained by your MCV queue, which in those games is only one. Here it's as many as you have cranes. So even then some storage is needed for a buffer once you have multiple bases all over the map, all sucking up resources, right?
>>
Also this dev is pretty based. I haven't followed the development of this game but everywhere is him telling people to fuck off.
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>>2433393
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>>2433395
Oh no, he actually is retarded...
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>>2433400
Don't worry, Russians switched from gang-pressing people into contracts to open busification, we can be sure that soon game become vaporwave
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>>2433413
This you?
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>>2433452
No I don’t use 4dit for political discourse, I have redchan for this
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>>2433413
>open busification
nope, that's hyhyls
>>
>>2433395
based
>>
when does it come out that the demo installed a keylogger on people's computer?
>>
It got updated. What did the patch update with the demo?
>>
>>2433638
>>2433619

but in all seriousness from what I can tell: it's a bug fix for Assault Squads to let them shoot in the air because they were bugged and people were complaining about lack of AA

I don't think people realize that you can upgrade individual plants yet to create things like ZSU tanks.
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>>2433668
The upgrading really needs to be highlighted. It was quite a while before I realized the supply buildings could build warehouses and even longer before I noticed they could be upgraded to build two things at once. I noticed the barrack and vehicle plants being able to be upgraded though. The modified cars are pretty good. But most rapid fire shit is fucking deadly so far.

Contrary to what others said, I think there's too much AA given the only aircraft are flies, eyeballs, and your own called-in planes. Even then the scout planes can effectively shoot down air things. I hope the rebels get like helicopters or gyrocopters.
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>>2433390
My thought process principally comes from supcom and flux economies, but it applies to anything with a gather resources to spend economy. A storage is money spent that could otherwise be spent on units. Money in said storage is money doing nothing as opposed to having it invested in units. You really don't need that many production buildings to use all resources as they come in even from 5 matter converters, so crane queue being your bottleneck seems really odd to me. Lastly unlike other (flux economy) games where resources not stored are actually yeeted into the void your collectors just form a disorderly conga line waiting for capacity to unload, functioning as a sort of shit buffer.
As an autism disclaimer: I am aware its more convenient to have more storage and just makes for a more stress free experience. This is all at a purely theoretical level.
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>>2433684
Different anon, but the practical reality of storage is that your initial pool is so small, if you try to build even one or two expensive things, suddenly you have nothing in the bank for other units or defenses if you need them to respond to something.
So that's a pretty common scenario where even 1 or 2 storage are quite helpful.

The other element is that resources stored in your bank can be harvested and put there while things are safe, and then when the patches your harvesters are trying to get to are now dangerous turf because of enemy attacks in that area, you still have a safety net because you can just pull your harvesters back and ready up an assault and new fortifications without immediately suffocating from lack of credits in the bank.

If you want to also sustain multiple queues of units, you'll also need the storage to even have enough credits to even start multiple productions at once, which is good for quickly putting together armies or for quickly rebuilding when you lose one.

So yeah, you don't always need it, but they are in fact very cheap, so cheap that if any one of these scenarios comes up even once, it's immediately worth it, and if you don't need it, your resource commitment was so low it won't matter.
Also, since you do have the matter converters that print credits, you do also lose out on credits by not having larger storages and so those storages always immediately pay for themselves if you are running and energy economy because otherwise those credits per second are actually bleeding out and being lost.

Now right now it's all kind of irrelevant, trying to optimize, because beyond getting your initial defense setup, there is no chance of failure past that point, so it's pretty hard to debate the theory of what is and isn't a good investment. There's no fail state to punish you or push you to pursue certain tactics, you can't even run out of credits unlike in many C&C style games.
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>>2433690
>If you want to also sustain multiple queues of units
You can just set them to loop build and never think about it agian. And pause when you want to buy something else.
And as for buying expensive things and being empty, you actually have to build some form of storage to buy a dreadnaught, as the minimum is 650.
In a more general sense after looking at the costs i think that they will probably change signicantly, as the current costs all seem rather low and not indicative of cost performance but rather just something costing mildly more than the next thing. Hope they do add more curveball tactics for the AI to throw at you because like you said the only challenge is setting up your initial defensive line, even self imposed challenges don't really change that.
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>>2433693
>You can just set them to loop build and never think about it again.
I was referring to that, but referring to using multiple factories or barracks to actually pump out entire armies in a timely fashion, not a slow steady buildup.

I think a lot of the eco problems also boil down to such much stuff being tied to the Strategic map. Reinforcements, parts, and call ins are all explicitly linked to the strategic layer, tech and upgrades is in some way as well.
So basically we just have this "simulation" as the dev said for how the game will work, but for good reason they aren't putting their heart and soul into balancing what is basically a fake economy system.
Though presumably there would still be a skirmish mode? So it still needs to be considered.
>>
>>2433698
I recall one of his posts saying skirmish was a maybe, and truthfully the demo might be the skirmish mode. Also in the image another anon posted in the thread there are apparently even more layers to the campaign resources mechanic with 'local equipment', so it will be pretty interesting to see how that actually comes into play.
Call-ins, in their current state make me wonder why he would put in a system where you earn more if theyre supposed to be akin to parts in the final game, so i suspect it might be still kill-economy based in the final game but you get bombers when the battlefield is in range of an airbase or some such.
>>
Storage is useful if you want more free troops, as they connect to the complectors and let you have 10 more per. Build a few complectors, attach a couple storages to each along with a power plant, and you have 30+ free sets of guys to take fire your your real units while also being able to hold more resources and not spend any on infantry.
>>
>>2433702
maybe if my complectors werent temperamental picky faggots about what counts for adjacency bonus or not i would
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>>2433679
Yeah it's a tiny little button, and what's worse is that there is a hotkey for cycling build pages but not upgrades, and the upgrades are WAY MORE USEFUL than more build pages.
>>
the visuals are fun, but I'm concerned as to how this game will differentiate itself. There have been many C&C clones over the years, I'm hoping the strategic map elements help with this
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>>2428355
Needs way more color, at least for Your Dudes.
>>
I hate muties
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>>2433772
same
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>>2432921
hysterical
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>>2433816
I dun gedit
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>>2433461
go back to the bunker, troon.
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>>2433881
In bunkers hidden beneath the Earth, in Red Zones in Russia and Southeast Asia, a sleeping army awaits your call. They are the Marked of Kane. They are devoted to the prophecy and have sacrificed their minds and bodies to our cause. Half-human, half-machine, they have been dormant since the end of the Second Tiberium War. They need but one thing: someone to give them purpose! Someone to give them life! Alexa wasn't wrong about you or the reach of your power. Her fear, however, was misplaced, for you are the future! You are the One! You are LEGION!
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>>2430762
And in the last 5 years, he drew 4 (four) pages
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>>2433842
>125
The millimeter cannon that all late Soviet-Modern Russian tanks use
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>>2434649
Hilariously on the nose
>>
damn this game satisfying to play in a way that other RTS's aren't. Blowing shit up just feels so much fun. Really hope you spend a good amount of time being dirt poor and having to use smaller squads in the campaign when it comes out.
>>
Looks like the Demo will be up for another week, Dimon added some new modifier selections to buff your enemies now.
>>2434843
Yeah it's peerless with the type of destruction that goes on here, more satisfying than WIC imho.
>>
What's the point of using the C&C build queue then making random buildings only accessible through other buildings and never adding them to the main building UI
>>
Brood War medics healed on their own in 1999
Engineer IFVs did it in 2000
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>>2435429
unknown technology blyad
send meat to front, meat dies, send new meat
Z
>>
>>2435429
its a wip demo, he has that feature planned
also use your mobile cranes which do this already
>>
the healtrucks should repair things along their patrol routes
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>>2435450
That behavior works pretty well in BAR.
>>
in gc2 there was a cool mechanic to the repair vehicles, you could either have them manually fix up something and it would happen quickly, or you can unlimber them (like what you can do with the dreadnaught) and they repair all vehicles in a certain radius, but much more slowly. still, your attention is a resource as well, etc. etc. something like that would be cool
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>>2435468
>unlimber them (like what you can do with the dreadnaught) and they repair all vehicles in a certain radius
anon i...
>>
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I really like the demo so far.
Initially I was worried I wouldn't be able to see shit and tell units apart but suprisingly I didnt have any issues like that.
I was also worried there would be perfomance issues due to the sheer amount of units but my shitty laptop managed to handle it with no issues.
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>>2435479
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why though
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>>2435488
the genuine reason is zerospace runs like hot fucking garbage
Devs dont even care that it runs like dogshit and thing grass shadows are thing rts players give one flying fuck about
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>>2435488
>ex blizzard devs
geez I wonder where I heard that before
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>>2435488
me is not want anotha fucking e sport
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>>2435488
I remember a video about the death of rts explaining that back when RTS was popular, 80% of the player base was single player only (solo campaing and versus IA) and that maybe the focus on competitive multiplayer was one of the reason it lost its appeal.
Seeing that pic, maybe that argument is true.
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>>2435541
>video about the death of rts
Was it a video by GiantGrantGames? I think, I vaguely recall the video you're talking about.
And yeah, apparently most RTS players dont play multiplayer. Iron Harvest for example has an achievment for playing a multiplayer match (not even winning, just playing) and not even 20% of the playerbase has it.
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>>2435541
Thing is Zerospace demo has more single player content than Dust Front
it's all about aesthetics
>>
What buildings being destroyed lead to your defeat? I see it as the lose condition but I've never had any buildings be destroyed. The enemy has certain key buildings. Is it just if you lose your MCV or do you have to lose the MCV and all construction unit or every building or what?
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>>2435575
Yeah but zerospace from what I see is presented as a competitive rts.
I agree with you with dusy front having a way more interesting aesthetic but I can see player not trying it because they associate the game with strict build order done at the nanosecond and autist calculating the damage/ressource of each unit with excel sheet.
>>
>>2435588
>>2435575
Zerospace also has zero chill and breathing room. You start the game and there is like zero ramp up time (talking the standard match even vs. computers).
Though I will say it seems like they are pushing Co-op with their galactic whatever mode? That seemed kind of fun.
The aesthetics are definitely an issue, the human faction feels like cheap knockoff Mass Effect to me.
But I like their religious cult Iron faction? Whatever they are called is much cooler than the human faction on looks and feel.
>>
>>2435488
The moment I learned zerospace has a demo it was about to end. I'm not going to download a 50gb game just to play it for 2 days.



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