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@SchnuHdizzle
@SchnuHdizzle 2 күн бұрын
Wasnt aware of that Video :) - Thanks man! Nice Commenting
@AndrewChumKaser
@AndrewChumKaser Ай бұрын
Late response but the "teal" of the shroud's color scheme is just part of shroud's natural coloration/sceme, like silver grey for humans and rusty browns and iron for beta, or the jet black for goo Ooze. The shroud is playing as what is the yellow color for armies.
@AndrewChumKaser
@AndrewChumKaser 2 ай бұрын
I have no idea why shroud didn't immediately invest in detection after he got his entire army wiped by dwellers. You'd think he'd learn his lesson. By the second, third... fourth time.
@thegeneralscall
@thegeneralscall 3 ай бұрын
I'm so glad that I re-found this game recently. It's so different and nifty, but could use like a graphical update mod.
@pharaohthutmosis7803
@pharaohthutmosis7803 3 ай бұрын
what was the beta player doing during that last five minutes? the shroud player just pushed in so many units while the beta basically did nothing, then threw away the hand of ruk. annoying
@GloriousGrunt
@GloriousGrunt 3 ай бұрын
Loved the steam demo for this game, everything I've seen of it gives the impression of a high-quality passion-project 😎🤙 I don't buy new games often but Tempest Rising is definitely on the wishlist. Also subbing for more RTS game discovery!
@zepheth2479
@zepheth2479 4 ай бұрын
A tactic I like to use is hierarchy whenever I run out of resources to reclaim is to use my super weapon because it calls down resources that you can reclaim
@PJMRRS
@PJMRRS 5 ай бұрын
I love and niss this game.
@tomatlars
@tomatlars 5 ай бұрын
This is really cool too having someone that works on the game explain it. A few things I'd like to see is a low power feature and the radar being required for mini map.
@Waywardstrategist
@Waywardstrategist 5 ай бұрын
We have something somewhat similar to this in multiplayer and skirmish. I think you'll like it
@Alex06CoSonic
@Alex06CoSonic 6 ай бұрын
50:54 Whoopsie xD (The amount of times this kind of misclick happened to me as well, I feel your pain lol)
@gethrex4087
@gethrex4087 6 ай бұрын
I just found your channel because i came back to old RTS games like UAW, and to my surprise you just came back to KZbin ^^ Talk about good timing to subscribe. This game looks very interesting too 👀
@bigsmile5476
@bigsmile5476 6 ай бұрын
Is this game will be available on PS5?
@mindsoulbody
@mindsoulbody 6 ай бұрын
An informative video on a game that one would want to see and know about. The "uhhh" part however is a distraction. Remember, for any informative video, where you have to say things and inform the audience, the less "ummm," "you know," "like," "uhhh," etc one hears the better. I played the demo. Liked it, however this video felts very hard to listen to because of the constant interrupting "uhhh." Pause, take a breath, and then speak. Just an informative suggestion about speaking. As for the game and what you've described, it's very good.
@Vitonezz
@Vitonezz 6 ай бұрын
By the emperor! I need to play this!
@GuTTs1975
@GuTTs1975 6 ай бұрын
First 15 min plus you are just staring to the start screen.... how about just start playing and explain while playing.
@SiNKiLLeR_
@SiNKiLLeR_ 6 ай бұрын
Great work bro
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
Thank you so much 😀
@Reaver70
@Reaver70 6 ай бұрын
So basically a Command and Conquer clone with a few minor tree upgrades and meta changes. Your graphics are smooth and the weapon animations are sweet. (esp the flamers). Unit AI looks to have no improvement perhaps work on the formation/ unit intelligence when moving. It is always the problem, esp with mixed units. some of the older games like the Australian Dark Reign worked on unit AI back int he 1990's but it was never really improved..... now in 2024 is seems we have not done anything more. Units just group move in a huddle getting stuck on terrain and the wrong units go forward and get massacred. 30 years on and nothing has changed.
@adams13245
@adams13245 6 ай бұрын
I like it when you went over the doctrines and arrnory. I hope Tempest Rising does well. Also it's interesting that you can double distribution mode your buildings- sounds like something that might need a bit of a nerf. Thanks for the video.
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
What makes you think that it could need a nerf?
@adams13245
@adams13245 6 ай бұрын
@@Waywardstrategist My thought was a straight doubling of a 20% production/ fire speed bonus sounds like a lot. I suppose a big part of it is that the two distributing power plants probably stack their damage effects, so the boosted building can only stay in that mode for half the time. That and both of them aren't producing power. I'd like it if the effect stacks at least once.
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
It's either far more expensive to double boost production, or you can only keep it up half as long, yes. This also encourages you to commit more power plants to production, which adds to cost as well. Additionally, if you look in the video and pause on unit build times, you'll see that Dynasty vehicle build times are often noticeably higher then GDF build times, so they need to manage that production discrepancy by either building more Machine Shops, boosting a couple of them, or double boosting a few to keep up.
@generalmaxim
@generalmaxim 6 ай бұрын
Cant we have more doctrine like stuff. Like units you can only get or someting like that.
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
At about 25-26 units per faction (see the rosters here: tempestrising.com/ ) we provide a pretty generous array of unit types. I'd considered locking some of them behind doctrines but it seemed better to give players the ability to train what they wanted and use doctrines to change how they think about or otherwise approach the game. If we took more units out of the core roster to put into doctrines I feel like it'd feel more restrictive, not more freedom
@generalmaxim
@generalmaxim 6 ай бұрын
@@Waywardstrategist ooohw heck jeah.
@Kharn-bk6en
@Kharn-bk6en 6 ай бұрын
Is this coming to console
@emanvalles4018
@emanvalles4018 6 ай бұрын
can the game zoomout further?
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
What you see in this video is the current maximum zoom level
@legionreaver
@legionreaver 6 ай бұрын
The dialog details are super cool for an rts like this. Combined with the Doctrine system it's almost like an rts/rpg which is nice since it was always cool to feel like your actually part of the faction your using. Looking good but please let us set the maximum zoom out level in the settings. I'd prefer to have a zoom of 2x what I saw in the demo. It really helps with strategic awareness. The zoom in Supreme Commander was the best but given the scale of this game I don't imagine it would be needed. Simply doubling the zoom that you have it at now would be perfect. Maybe 2.25 what it is max. The game is looking solid but I'd like to see some iteration on the control over your units if possible. For example the units don't spread out and instead clump up a bit too much which is very much like the older styled rts it's inspired by but in those games there were ways of kinda getting around it. For example in C&C:Red Alert if you were attacking an enemy group or base you could move the units into position and then hit the G button for them to guard the area their in and they'd all start attacking everything around them and you wouldn't have to micro manage their targeting. In the spirit of that kind of game play it would be nice to have a button that would cause your units to disperse in all directions so that they can be spread out without all being told to move to a single point. This would be useful for avoiding aoe attacks and helps spread out units to guard a designated area. Being able to set a patrol up off of a production building's rally point would be nice as well such as in supreme commander. A really cool idea would be to have a set of command buttons that would assign a combat stance to the unit. In the past you'd usually choose between something like melee or range or passive,etc. However, to fully exploit the use of these command stances you could create a movement mechanics system called Command Control Nodes. The commander could place markers on the map as a kind of rally point. Once a unit is assigned a combat stance it will move to the marker and perform the assigned task. Think of it conceptually similar to the resource points in company of heroes, in that your capturing a portion of the map, only instead of static resource points their basically nodes that the player can drop similar to the guard area commands from C&C:Generals. This allows the player to assign value to various areas of the map. So basically a command macro of go to rally point with the unit in attack move mode and when it gets there establish a set radius around the center rally point equal to the standard guard radius if you were giving it the standard G command order. You cold prioritize the nodes by their distance relative to the players head quarters. So nodes nearest are priority 1 and then extend out from there. Types of Command Nodes: Scout - Units assigned this command will approach designated scout nodes and move between them while avoiding enemies. If enemy is detected unit will retreat to the last cleared scout node or home base effectively retreating if there are no other nodes available. Guard - Units assigned this command will approach designated guard nodes and disperse over the area spreading out to avoid aoe. If one unit comes under attack all in the zone will come to it's aid. Limited pursuit range on hostiles should they retreat. Assault - Units assigned this command will approach designated Assault nodes and fight to the death in a full attack. If no enemy units are detected they move to the next node and shift between them until all areas are clear or units are dead. Skirmish - Units assigned this command will approach designated Skirmish nodes and attack units but will retreat to the nearest Medical Node or Headquarters once they reach 70% health. Once their health is restored they attack the nearest skirmish node again and repeat. Repair/Medical - Units assigned this command will approach designated Repair/Medical nodes and will repair nearest friendly units or if damaged will move to this area to be repaired/healed. once unit is healed unit will remain at the site to guard it. Loading Area - Units assigned this command will approach the designated Loading Area node and will enter into the nearest vehicle/structure. Deployment Zone - Transports once loaded with infantry will move to the nearest Deployment Zone Node and deploy their units. They will stay and fight for 5 secs then retreat to the Deploy Zone for more troops and repairs. Having a set of nodes to semi automate movement commands is something that I think the RTS Genre should have gone more into but never really did. Instead they went into having to micromanage everything and it got overly complex for those looking for games that could be played out longer than the micromanagement games. What the old CC games needed back then were more robust movement mechanics and controls which would allow the player to dynamically assign value to areas of the battlefield based on goals and priority in the form of a semi automated mechanic. Which I think they came close to but never achieved. Supreme commander did a good job of it but it never really caught on and the scale is very different from this game. But by utilizing a guard area styled command similar to the one in C&C:Generals combined with a rally point and patrol system it could go a long way towards making movements more easily managed while still allowing the player to take control whenever they like. It could also help with managing really large maps in skirmish mode so you could really spread out using a system of nodes with commands set with the push of a button. This could allow the player to focus more on the visuals of the game, while keeping an eye on the minimap for strategic targets. It's obvious this game is a labor of love for the older styled rts's but movement mechanics were one of the things that came a little too late in the genre and I believe it's one of the reasons it's struggling as a genre now. Iterating on a more robust set of movement mechanics similar to those purposed or taken even further with additional creative effort could potentially make the game an even bigger draw than already anticipated in my opinion. I'm really looking forward to this game either way but if the extra effort is put into improving the movement and control mechanics it will go a very long way.
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
Current levels of clumping will be addressed.
@ShishakliAus
@ShishakliAus 6 ай бұрын
This look lush, instant wishlisting. One bit of feedback I have... I'd love to see the destruction be more dynamic and visceral. The bullets and firing effects look fantastic, but the "impact" on the enemy doesn't reflect how violent the attacks appear. I'd love to see more shrapnel coming off damaged vehicles, like they're being ripped to shreds, and blood effects, flesh and gibs on the infantry... really make the player feel like hell has been unleashed. It's a minor thing... but somehow I don't mind getting my arse kicked in a battle if there is carnage to go along with it. C&C Generals was a good example of this in the day... compared to the competition (of its time), those battles felt much more messy
@NakamuraRTS
@NakamuraRTS 6 ай бұрын
Thanks for the betas, great to see all the progress! Looking forward to the multiplayer as well.
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
Looking forward to showing it off!
@ArceaGuard
@ArceaGuard 6 ай бұрын
The game appears well, but I have a lot of nots regarding it. Among these notes is an illustration of a soldier from the GDF side who beats up a tank with his stick. You could easily replace that crazy concept with anything else. I saw this unit in the first demo, and I don't like this unit.
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
The Riot Trooper doesn't hit tanks with a stick. He has a Riot Baton which he uses to slow enemy infantry units and render them unable to attack; and can swap to an EMP Grenade which he throws at vehicles to shut them down while he's attacking them. We have yet to feature the Riot Trooper in a playable build, but he's one of my personal favorite units :D
@ArceaGuard
@ArceaGuard 6 ай бұрын
@@Waywardstrategist Oh! That makes more sense, indeed. The grenade thrower is another feature of an infantry unit that I would like to address. I think that Tiberian Sun and other classic RTS games had this concept; they were good in the past. I believe that if you allow any infantry to throw a grenade that is, Just like the infantry unit in real life, the grenade itself must be so large that one infantry unit specializes in throwing it. That my guess
@zero_otr
@zero_otr 6 ай бұрын
I want to play the full version now 🥲
@MDIRFANRASHID
@MDIRFANRASHID 6 ай бұрын
ok.....will there be a level editor ? So i can create my own custom campaigns & levels ?
@luluxx11
@luluxx11 6 ай бұрын
Pretty nice demo actually good job I like the campaign so far 👍
@RocketCatRTS
@RocketCatRTS 6 ай бұрын
Don't listen to this guy! The true purpose of the support bacon is to cook it in the opponent's base to assert dominance!
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
More bacon more better 🥓🥓
@matsu11177
@matsu11177 6 ай бұрын
Its a great game man, hope the mp will be great too
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
Working hard on MP as well :D
@matsu11177
@matsu11177 6 ай бұрын
u back ?
@Waywardstrategist
@Waywardstrategist 6 ай бұрын
Hopefully!
@JessYoutubeAccount
@JessYoutubeAccount 7 ай бұрын
Thank you so much for making these videos! I remember playing this when I was a kid an was saddened to find out, like basically all console rts games, it never created a significant esports scene. It is so great to see that someone has gone through the effort to immortalize this game and its incredibly unique game design through these videos. Even if you can no longer make these videos today or don't want to, I am none the less happy that you did.
@anirudhnair9322
@anirudhnair9322 7 ай бұрын
This map favours Masari with its scanty reaources
@TurKlack
@TurKlack 8 ай бұрын
I can't help but think a lot of the Hirachy players play the hirachy the wrong way. The Walkers are not meant to be *the* Battletank. They are the support. That's when they are most effective. Use Grunts to soak up damage, Tanks like that Hover Tank or Defilers to deal loads of damage and the Walker as the Rear line Weapon plattform that dishes out additional damage.
@EisenKreutzer
@EisenKreutzer 9 ай бұрын
Goo v Advent is weird.
@haonsuni8146
@haonsuni8146 10 ай бұрын
this showing up in my algorithm feels like a sign to find this game again. Been a whole ass 15 years since I played this
@YourDoctor1810
@YourDoctor1810 4 ай бұрын
we have a discord dedicated entirely to this game
@lieutenantfrost-sw6zk
@lieutenantfrost-sw6zk 10 ай бұрын
man i loved this game, i played it so much
@MICROKNIGHT3000
@MICROKNIGHT3000 Жыл бұрын
I wanted this game to prosper further ( not the pvp match, grey goo game itself )
@MRjmaren
@MRjmaren Жыл бұрын
Its been 2024 and still no grey goo 2 or a story comic. WHAT!#?!?!#?!?!?!
@patric_patric_patric
@patric_patric_patric Жыл бұрын
Good game. More miscontrol
@johnfree2833
@johnfree2833 Жыл бұрын
Bongworty info dude😮😮😂
@johnfree2833
@johnfree2833 Жыл бұрын
Title had me rolling a few fatties and getting blunted,thanks man😊
@liamberthou-lochet6880
@liamberthou-lochet6880 Жыл бұрын
Is it just me or Wayward sound exactly like the radio guy in diamond city in Fallout 4?
@Dragonborn1178
@Dragonborn1178 Жыл бұрын
i love this game i really do but when kanes wrath has had like 5 or 6 community patches as well as a 4k patch and in 2022 got its big major patch its safe to say uaw is in need of a good patch to balance the game seing the entire map without any effort is trash stepping on buildings without any upgrades is trash novis needing a fragile network to survive is bad 1 point in the network breakes its over you need to fix it all the time walkers seriously need fixing
@TurKlack
@TurKlack Жыл бұрын
I see a lot of potential in a UaW Sequel. But it would play a lot different than the typical Petroglyph way.
@zylaaeria2627
@zylaaeria2627 Жыл бұрын
Man, this game. I loved the hell out of this game. I think I still have my physical copy laying around. The Hierarchy player here was very meh. Against Masari, there is a glitch with brutes that lets you instakill the Masari heroes. Can't remember if it worked on the 1.3 version though. Using figments, you can rush Hierarchy very quickly if done right. Since everyone starts in the same places in every map, it can get pretty disgusting.
@redjacc7581
@redjacc7581 Жыл бұрын
where are the phase tanks?
@redjacc7581
@redjacc7581 Жыл бұрын
a mistake i see hierarchy players make all the time is relying on the walkers to fight. They can spam some really good units like the saucers that can both attack and heal units, as well as the defilers, phase tanks, brutes grunts lost ones and monoliths! why dont they use these other units and bring the walkers up behind this wall of spam?
@hustlerespect
@hustlerespect Жыл бұрын
no more remastered ?
@shelbyingram4539
@shelbyingram4539 Жыл бұрын
ive always sucked at this game so its nice to watch people that are actually good at the game play, and your commentary is super helpful in allowing me to keep up with exactly whats going on. Not to mention your ive sdtarted using your mini map tell on all these kinds of games now lol.