Early Access version 47

I’m with you, the absolver beam is too situational, in waves like Dazzling Coordination, Squawk block and other waves where chickens can’t escape and are in tight clusters (preferably long columns), it’s stupendously OP, and it can shred large groups of minibosses with ease if timed correctly. And then there’s the fact that it’s straight up abominable at waves like High Speed Chase, Four Lane Merge and other waves with fast moving enemies.

This is just such an unsatisfying way to balance Absolver, deliberately making more High-Speed Chase clones would piss a lot of the playerbase off due to their unsatisfying nature, aka it robs the fun of Chicken Invaders,

While this would be a decent solution, coding it might be a tremendous challenge.
If it is however feasible to make enemies take less damage when they’re shielded by another enemy, then such a feature should be utilized to better temper the Absolver’s power. Making it so that an enemy behind another enemy takes 3/5th the damage of the damage that the enemy in front of it takes, ans so on would be a good enough sacrifice IMO.

To compensate, the Absolver could use a stun mechanic that would stun fast moving enemies, thus covering its biggest weakness. Next would be an improvement in it’s overheat time. The exact details are not yet pinned down but it still needs an improvement, and lastly make the beam wider but in a way that still makes the fully charged beam as wide as it is now, while increasing the width of the partially charged beams and the uncharged beam.

And jesus, this is the third time I’m saying this but, can it please destroy henterprise feathers at full charge, like, feathers are another one of its greatest weaknesses.

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I also considered this, but there’s a problem. It would probably have to be a lingering effect of some sort, or its effectiveness would be quite limited (it can be fired at 6.5/s manually when uncharged, but since it’s instant and not projectile-based, hitting a moving enemy with it is already made more difficult).
But I might be wrong, and there is probably a way to make it work.

Beam width, destroying feathers, and damage distribution (you can probably tell where I’m going with this rework now) are all things that I’m going to talk about in my post, plus some more.

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Honeſtly, I don’t think that abſolver is OP, but if it were, good wave deſign would be a better way to balance it than ſome of the other propoſals, like making barriërs block it.

That beïng ſaid, I do think that at max power it ſhould abſolve food, even if it doeſn’t at lower levels. Given that the thing obliterates projectiles, it only makes ſenſe.

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Fixed in v.48 :medal_sports: Bug

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Hm, I was kinda thinking. For the Show 'em Who’s Boss fight… Is it possible to give each variant their own name? That is, if it’s possible

1 Chicken: Show 'em Who’s Boss!
2 Chickens: Congratulations, they’re twins!
3 Chickens: Three’s a Crowd!
4 Chickens: Attack of the Clones!
5 Chickens: Five in the Afternoon (I couldn’t think of a name, so I used a film name)
6 Chickens: Strength in Numbers

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it looks buggy in some ways ._.

I don’t see it’s buggy there. it’s all fine.

how am I supposed to damage it before it got damaged
Weapon using: Plasma Rifle
another one:
How to do it? Shoot right when you pause it:

What do you mean? This is intended. When you pause the game the moment you fire, this happens. Not a bug. It is already damaged.

this happen when you press pause right after continuing a mission, replacing them with “0” is better

It doesn’t matter ma boi. Blank or 0, it’s the same.

The Runaway Five, or The Axem Rangers (mario reference)

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Currently, the wave title must be determined way before (c.f. Wave Insight) the wave is created (at which point the number of bosses becomes known).

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Hm. Isn’t Show Em Who’s Boss kind of determined by difficulty? Perhaps making each variant only appear on specific difficulty levels can do the trick…

Well, I would suggest the same thing for the UCOs too. Are they technically 4 different waves? (I would use the CI3 UCO names for them if that’s possible)

UCO #1: U.C.O Encounter! Unidentified Chicken Object
UCO #2: Another U.C.O Sighting! It’s definitely hostile!
UCO #3: Close Encounters …of the chicken kind!
UCO #4: U.C.O approaching! Don’t back out! (there’s no “Don’t back out” in the actual fight, but I figured I’d toss it in. The Subtitle would reflect on what to do for the fight.)

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I remember CI3 Sweater Chicken in the first and second encounter, it dies before we can strip away all of it’s clothes. Maybe making these variations for lower difficulties?

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Planetary Egg City’s Laser hitboxes seem larger than they appear. (This is with a BX-9)
Screenshot (1721)

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I have noticed that too. Their hitbox is pretty big and in combination with very short warning, they become pretty hardcore to avoid, especially on bombers.

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uh, @InterAction_studios, you forgot to fix that (The text is wrong because I haven’t put in a name)

Edit: and also this

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There are no variations for this wave – it’s only one.

Yes, these are 4 variations and they can each get their own title

Added to v.48 :medal_sports: Idea

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Each U.C.O. variation how has its own wave title

@InterAction_studios You mean “now”?

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So I noticed that Plasma’s AoE isn’t affected by damage amplifiers, so the AoE is distinctively weak compared to the main beam.

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Shouldn’t the ‘I’ and the ‘B’ in Ion Blaster’s description be capitalised?

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Is it intended for the laser sources to not stand in the laser pods of egg cannon? (the lines that i drew are the distance the lights are away from the laser pods)

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Why idea?

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Huh. It goes all the way back to CI2.

Fixed in v.48 :medal_sports: Bug

Because I made a mistake. It’s correctly listed as a bug here: Known bugs & new features

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