first, it’s not a wave supposed to appear at high difficulty, second, iA denied “Chickens n’ Chicks” wave in my suggestion so there’s no way this wave will be applied.
I’ve made a pass and made some slight adjustments. I did not change most of them, because there is a reason for some enemies to be easier (e.g. on “It’s Your Birthday”, the ribbon is made out of easier enemies to stand out.)
Yes
That makes no sense. If there’s no stereo panning, then sounds should sound exactly the same wherever on the screen they are.
Wing guns are either Gatling or Laser, and they always fire 3 times.
The pilot is a random enemy from the miniboss pool. If it’s a Gatling it fires 3 times, and if it’s a Laser 1 time.
Changed in v.156 Idea
That’s not easy to answer. My 17-year-old GTX260 can handle this just fine, but I suspect there could be more recent integrated GPUs that have worse performance even though they’re much newer. I estimate that any discrete GPU made in the last 10 years should have no problem. But the only way to know is to actually test it on that particular CPU.
Also consider that on waves with many enemies and a lot of projectiles, collision checks might take up a significant amount of the time, so the frame rate much actually be CPU-bound rather than GPU-bound.
They disappear.
Bubbles vanish whenever there are still bubbles but no enemies remaining (the same rule applies to Barriers)
Bubbles disappear whenever the enemy/enemies they “protect” are all killed. They also disappear if they are on a periodic timer (e.g. Bubble Rings)
Note that a bubble can “protect” an enemy even if that enemy is visually outside the bubble. On “Bubble Bath”, the bubbles actually protect the ring of chickens outside them (as well as the enemy inside them)
Yes. Due to the wave’s construction, the bubbles must form straight lines when placed side-to-side rather than being placed perfectly centered on the enemy (centering would cause bubbles on Saucers to appear higher up than other bubbles). So they can’t perfectly inherit the enemy’s position, which can cause the enemy to move outside them.
Assuming this interpretation is correct, this particular shaking is not cosmetic – it’s an actual gameplay element (i.e., a handicap for getting hit) and hence will not be affected by Pro Gamer mode.
I think this is the only position where Lasergun fires differently than Gatling Gun.
Honestly just make it extend for whole 3 months.
Claw Machine wave: can you increase the speed of the claws? It is very slow in low difficulties and also needs speed increase in high ones.
The Tree of Life wave: sometimes the eggs at the bottom doesn’t rise up enough for the player to shoot it. In the image below the egg can’t rise up anymore:
If I try to shoot it like that then there’s a chance the chicken in it will hit me as soon as I break the egg. I try to hit it with the tip/side of the weapon but I don’t think that will work for low fp players.
See the 2nd clip here:
The Trampoline wave: can you add more enemies? So wave doesn’t end quick.
Can you also remove initial firing delay from chick heavy guns at Trapped!, Weaving Through Traffic, Poultry of the Caribbean & Panzer Strike waves?
The Sky Lift wave: make lift speed depend on difficulty so enemies stay longer on the ride. They mostly get destroyed at the beginning of it.
The Teleporter wave: make enemy teleporting speed increase depending on difficulty.
Tic-Tac-Toe wave: can X speed increase depending on difficulty? If it already does that then make it move faster because it’s too slow at high difficulties.
Cluckwise-Anticluckwise wave: can enemy speed increase depending on difficulty?
Fishing with Dynamite wave: can fish speed increase depending on difficulty?
Spawn O’Clock wave: wonder if you can make distance between enemies and portals because Ion Blaster cannot hit bouncing chickens in one row because the portals block the bullets.
Chicken Multiplicity, The Henperor’s Apprentice & Chicken Exponentiality bosses: can spinning laser direction be randomized?
The Loom wave: can electric fences speed increase depending on difficulty?
I know you said you won’t increase speed on Gashapon Machine wave because low fp players could get trapped but I recommend thinking about it again. The wave is currently very slow, if I don’t have Absolver Beam I have to wait for all enemies to slowly come out of bubbles which is boring. I suggest to increase its speed in all difficulties. Players can’t really get trapped since enemies chase you slowly and also if you move slow you can easily get them since they track player’s position.
The Egg Cannon Cannon Cannon Cannonade boss: make boss attack quicker depending on difficulty. Also remove the delay before attacking at the beginning of each phase.
Chicks ‘n’ Chickens & Chickens ‘n’ Chicks waves: can center enemies be selected from miniboss tier?
Laser Matrix wave: there are positions where player can exploit to avoid getting shot such as standing close and between chick laserguns and between lasers. To prevent this I suggest to decrease the distance between chick laserguns by adding extra one to both horizontal and vertical lines.
See 3rd clip here:
Pancakes wave: make lifters + pancakes speed increase depending on difficulty.
Choo Choo! wave: is it possible to make chick heavy guns act quicker? They mostly get hit without gets a chance to fire.
Worms wave: make worm speed increase depending on difficulty.
I can’t accept adding more enemies on both sides taking up space in the middle with no way to dodge bullets if encountering all minibosses no small enemies. The current wave is already full of enemies.
Attempts count in Races are different, they meant how many times you finished instead of how many times you tried
Can you make it the same as other comp progress?
I just noticed that when you kick a player at the same time that player rejoin the room. The game won’t kick that player out until they left or click the kick button again
Is that a bug? I wonder