Another Planetary Annihilation Internal Playtest from Uber Entertainment. Showing off only a few small changes to the game, but some pretty important changes.

  • Experimenting with Metal Extractors being HALF the cost (300 metal down to 150 metal). This would be an interesting balance that would not only speed up the early game but would also drastically increase expansion speed.
  • Naval is still slower than it used to be, but still very powerful due to its massive range and high damage.
  • Units seem to prioritize walls higher than they aught to.
  • Commander Changes:
    • Commander’s range is increased
    • The Uber Cannon now has an alternate fire button and can reach as far as it can shoot
    • The Uber cannon uses power to shoot
    • The death explosion is lessened – not sure if that’s in range, damage, or both
  • Formations to apply to aircraft. Bombers don’t seem to change with their bombing runs, but fighters stick around in a grid formation
  • The AI has been improved. Seems to expand and attack more
  • Walls are still very prevalent. Uber seems to want us to use walls to turtle and to redirect enemy movement.
  • Meta is saying that naval seems to be not viable, due to expense. We’ll likely see some changes to it, maybe in cost. If there’s a cost reduction, there’s a likelihood of unit strength reduction or something. Who knows. Too difficult to predict, but we’ll see some further changes at some point.
  • “Navy is not balanced.” Of course, the entire unit roster is not very balanced. But now that they have a more flushed out unit roster, they are going to be focusing more on balancing.
  • Their goal of today’s server test is to have a long game with a lot of units in it so they can analyze the server loads and make improvements to the server optimizations for large scale long games. Very exciting optimizations to be made here very soon. The match lasted for longer than an hour. So not an uber long game (see what I did there?). But with 8 players over the course of an hour and several planets, that’s definitely large scale.
  • New Combat Fabricator Model
    Planetary Annihilation Combat Fabricator
  • Spectators can see pings now. Pings still sound like a planet smashing, but I imagine that won’t take too long.
  • Pings are in the team player color.
  • The Tank Commander was in the playtest – so that’ll probably be added in the next build.
  • Formations are coming across great. They have a very nice balance between staying in formation and breaking formation to move around terrain
  • Some bugs
    • Commanders still can’t hit doxes that stand right next to it
    • Units (seen doxes and bumblebees do this) will move around as wereckage even after they died. Can’t tell if they shoot, or just move around.
    • ChronoCam is broken! Again… 🙁
    • Hornets flew off into space.
    • No strat icons for interplanetary nukes.
  • The new sniper bots are really good at taking out Commanders
  • (Uber devs need to learn how to expand…)
  • Formations don’t yet order units by strength. But they do have units all stick together based on the speed of the slowest unit. That’ll keep combat fabricators from running out in front of your tanks. Gonna be a nice addition.