airmechstrike strike要加速器吗

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Includes 91 Steam Achievements
Title: AirMech Strike
Genre: , , ,
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Release Date: 30 Mar, 2018
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We could probably stop the patchnotes right there. It feels surreal to be finally getting ready to push that button to leave Early Access on Steam. I believe we will go down in the record books as the game in Early Access the longest, and absolutely the one that had the biggest evolution and active development in that phase. Update number 266, build 73025 was pushed this morning.During these almost 6 years, the definition of Early Access has changed. When we started, it was the only way to do an open beta as F2P was just becoming a thing way back then. And while the game has changed, we have not wiped player data, and only very rarely had any downtime. We have put a lot of effort into operating the game as if it were fully released--because it was fully released.So why stay in Early Access? As Carbon's first game as a studio, and our first shot at F2P, we had no idea what we were doing. We know a lot more now, not sure how much of it is useful, but we immediately saw how tricky it is to find a good spot where a F2P game can survive. When we started out, the goal was simply to make a good game, and we figure the money stuff will just work out. But designing from a traditional point of view was not a great fit for F2P. The goal evolved into &make the best game you can AND try to earn enough to pay the dev team to keep working on AirMech&.We found this incredibly difficult, and in fact found the most success in partnerships to help continue to move AirMech forward. Working with Ubisoft to create AirMech Arena for consoles, then working with Oculus and Valve to bring AirMech Command to VR. Working on these projects was our way to bring resources back to the core AirMech game.The addition of the Warzone map series to AirMech was a significant investment and a new approach to what the game would offer. More PvE content, to see how that would be liked. Feedback was very positive actually, but it further reduced the PvP player pool. We gained new players, but lost old players, and while the player population was stable we found the revenue was significantly reduced. We spent a ton of money making a lot of new content for the game which ended up killing revenue for the game. Oops.This was the inflection point. AirMech either gets &released& at that moment, and probably never touched by us again (because we can't afford to based on what it was making), or we double down and go back to AirMech's PvP roots--in a way, AirMech 2.0. This is AirMech Strike. We gutted lobbies, groups, stripped out progression based power, every aspect was inspected and considered if it was interfering with fair and balanced PvP in any way--and removed if so.All the things that were &removed& of course became quite a large collection of things--enough to make a game out of. The 7 Warzone maps would become the foundation of AirMech Wastelands, which is over 40 and counting, as it is still in the middle of development. Just like Strike was no longer held back by PvE, Wastelands was no longer held back by PvP, which meant we were free to go full RPG with everything becoming about leveling up and getting sweet loot. Parts are &balanced& in the same way they would be in any loot based RPG, where later missions are harder, so you need to level up, find better gear--and reset to the next heroic difficulty level if you make it all the way through. It's really exciting stuff, but I don't want to get too distracted talking about it here.And here we are. So many things not done, yet things are in a pretty stable spot making this a great time to slip out of Early Access ahead of the next big features coming to AirMech--key among them is a new automated Tournament system. We have been working on this for a while, and it's not something we want to turn on if we have a bunch of new players flowing in, but after things calm down we will immediately start running these automated tournaments for players. It is safe to assume that in every region there will be at least one tournament a week, and we may even open up this system for player or Faction created tournaments. Prizes are setup when you create them, along with the conditions to enter, the size and mode, with built in tools to track your status and get you into your matches. I feel this is the crowning component to make AirMech fulfill its PvP promise.Veterans, I cannot say thank you enough for your support to get us to this point. Your feedback, encouragement, and financial support have made AirMech possible. Half of the funding from AirMech has come from the players, and without that it is unlikely we would have been able to continue to spend so much time working on it. AirMech has never been in danger of being shut down--to me the danger is always that we can't put enough developers on it to make it as great as I'd like it to be. Revenue from AirMech will continue to be invested back into AirMech--and there is no limit to what I would like to improve or expand with sufficient revenue.And to newer players, it is great to have you join us. I hope you have a good time and enjoy our community and game. We really appreciate feedback from everyone more than you realize. Either using the ingame tool, Discord, or the forums, all feedback is an equal voice here.Without further delay....PREPARE FOR BATTLE!-James
Below is a catchup of the recent patches from the last couple weeks. We always post patchnotes ingame, but as we have been super busy preparing to leave Early Access we have let posting here lag a bit behind. Post-Early Access, updates will always be posted here along with ingame.As we move into the home stretch toward leaving Early Access, we wanted to give the Player Market one more chance of being opened up. The game has changed a lot in what items are desireable and what affects gameplay, so our concerns about keeping the Player Market restricted to VIPs may no longer be needed. We will definitely be keeping an eye on all things related to the Player Market since we would love to have it open to everyone again if we can avoid the headaches that came along with it.Please be aware that for convenience we allow items that are intended for AirMech Wastelands to be shown in AirMech Strike. As the new Player Market was originally supposed to be exclusively for Wastelands players, this was fine, but it does have the potential to cause confusion. If new players are confused a bit about things which have the Wastelands icon, try to help explain how it works and be patient as we give this a shot.Changes update saucer deathray AOE damage to council numbers (25%, 2-&4 range) allow saucer deathray to target airmode airmechs and air units adding pulsed AOE damage to Saucer Deathray ability prepare market for non-VIP use add market chat tab add Rumble 3 promo banner and billboard merge selling dialog into main market window add more use tips for how to sell on market window make mail close buttons like others in the UI add dedicated Market chat channel add icon shortcuts for inventory/market/friends to info tab Enable PiDay items on Strike/Wastelands don't mark books as wastelands content, since they aren't anymore Added sfx for when unit configuration ui slides open Added sfx when market ui open/closes
add 'Collection' and 'Market' ui nav links Updated AirMech class buttons in customization ui Make it rain Diamonds during a Diamond Roll make chat window not dragable improve spectate hud layout fix display of recalibrated airmech parts in strike animate lobby tree add proper art for Rumble 3 testing game event cards reduce keypress influence to switch from gamepad back to mouse keyboard input.
So you can more easily play with gamepad, and use the keyboard for some commands Added springtime lobby tree
More sound effects hookups for ui
FollowMech: Tighten up the moving target, increase the range where it will settle for when stopped. FollowMech: units more likely to stay put once they get into position. Add Wind sfx to Training level, to break up some of the quiet spots when no action takes place Add additional Sets for missing holidays Add additional themed content sets Move holiday Sets and put them in calendar order Add missing and new items to existing Sets Remove pre-placed stasis mines on lower pathway of Storm, council request
reduce helix missiles activated buff to 2x charge speed (down from 3x) move color chooser above units in lobby Fixed crash bug in the editor related to dragging a tile quickly.
Updated Saucer Abduct tool-tip with activated ability information update saucer abduct activated ability per council input
+100% rate (base and percent) for 5s on 45s cooldown TankFlak/Gorgon hp
per council decision remove activated spinup ability (resets cooldowns)
per council discussion Remove Activated Ability text for Warthog Spin Up ability make 'spectator' UI time controls work in replays fix uplink quest promo display attach email quest used a promo which was in the promos file with stopparse at the top, started a new Common.txt add activated state for saucer's abductability
per Council discussion. 30 second cooldown +1000% base HP rate for 1 second call 'gfx refreshMinimap' from 'onRenderChangeViewport' script white minimap state should be fixed after window resize operations new lobby promo for Pepper (rocket turret) Add JungleRain sfx Allow you to unlock colors from color chooser ui update the generation of the excluded servers list update gun activated ability buf to 25% damage (from 50%)
normalize all cooldowns to 45 seconds and increase duration from 5 seconds at all levels to 8,10,12,14 Display units stats when hovering over the icon in the mini inspect/unlock dialog Adding AES Icon for Saucer Added activated state reveal for saucer abduct abilityBugfixes clear bishop menu on match loading screen, which is only an issue because of promote to top stuff, meaning for almost a year we haven't been clearing it properly...might be unintended consequences from this &fix& so watch out remove tax book popup from clicking on tax rate (causes problems) fixes to various windows focus/close states fix not being able to create market listing Updated &turret drop& in Strike tutorial so that it works better (can be dropped on any socket now to continue) Fix transition when exiting out of a match small fixes to shop background fix some ability trigger input not respecting cooldown buffs Saucer teleport Added different diamond roll effects based on graphics quality Added video option to disable diamond roll effects Added a button to clear the diamond roll effects early
Comment out UseScript for GVIPCube7 and GVIPCube30, since these are no longer consumable items Make &tab& button only cycle loadouts when ui open
Make &tab& cycle chat tabs if loadouts ui is not open
Fix team slot when in custom room and switching to a 1v1 Mark TruckRatters as noTrade to be consistent with other units Hide more chat ui elements when using a gamepad
potential bugfix for Angel being locked out of sniper rifle after in air ability activation of loop fix jerky camera transitions when watching different players as a spectator update spectators to be able to see player cards w/ carried units all the time fix unit pickup/drop scripts to correctly update carry unit UI tab states for update of spectator seeing them all bug fix for collection sets stat display/counts comment out Gorgon's &MeleeDPS& so it doesn't show DPS vs Ground on the stat card Stubbed in faction kudos/xp boost indicators in the lobby ui Hide 'EventDoubleTitleXP' and 'EventDoubleTitleK' if unit customization ui is open Fix unlock dialog not displaying the right icon on the endgame screen Fix unlock dialog and menu3d overlapping on the endgame screen Fix 'TryOutQuit' button placement Fix assert when unlocking heads on endgame screen update attempt for player status cards for everyone when spectating WIP this is much more work than originally thought Some cleanup for settings/pause menu
Small tweak for showing stats in mini inspect ui Remove local build speed display in spectate ui quick and dirty potential 'fix' for stuck special stance state req on market filter change, reset the page count to 1 so you see the top of the list increase get market data defer delay from 0.7 seconds to 2.5 seconds so you are less likely to see the game system notify full screen popup when re-requesting market data, and the backend has to regenerate the universe if there are team 1 bots, do 2P pvp style listing in watch tab rather than '1v1 pvp' remove some old icons from AMS game watch listings (infinite no overtime symbol and ultimates allowed symbol) Hook up 'Market' chat link
Fixup some naming inconsistencies with Player 0-6 in the Editor Fix tryout/try me button hidden state not getting set correctly
Fix for unit stats not showing up when hovering over icon in mini inspect/unlock dialog fix decoupling of rendering state for helix grenades targeting. Add display position slewing.
Moved from SimTickPlayer to VisTickPlayers probably some other rendering in there that should come out.. Updating LobbyEventSpring Update text for &Communication Uplink& Quest, now that reward is back to Diamonds Sword and Snake pets link in chat Some minor fixes for when going in/out of &the pit& Some timing tweaks for map preview ui Pull IntroCam2 on Thar down slightly, so it doesn't display the north-eastern map edges during pans Move starting cameras in a bit on Twin Peaks, to fix seeing level bounds Move starting cameras in a bit on Crater, to fix seeing level bounds Move northern starting camera on Vale in, to fix seeing level bounds Move northern starting camera on Sandrim down slightly, to fix seeing level bounds Hide 'PromoLobby' if in lobby menus Hide 'DailyRewardMaster' if in a simple group Hide &LobbyIconSimpleGroupMembers& if AirMech customization ui is open Fixed going into &the pit& from ranked 1v1 using play sub button Fix spamming of going in/out of &the pit& Fix 'LobbyMenuStatus' overlapping AirMech customization ui Fix gamepad focus for map preview/pregame loadout selection Fix gamepad command press after clearing pregame loadout selection ui
Fix editor issue with pets flickering across the map. Fix challenge continue button bringing up the pause menu Fix being able to see level bounds on both side of Nesthorn during intro camera pans Fix AirMech selection not saving when swapping class/skins Don't swap loadouts when holding down right shoulder to bring up the ability upgrade ui Another fix for going into &the pit& when in a 1v1 ranked lobby use emission start offset on guardians spawn to fix stretched initial spawn (was noticable on the blade guardian) update autoexecsrv for 72028 (desync testing patch) Some tweaks for gamepad build menu Some more tweaks for ability upgrade ui for gamepad Some cleanup for 'SwitchToPad' scripts show/hide correct server locations Possible fix for missing unit name in mini inspect/unlock dialog
Fix selection outline in loadout customization ui only transport the low byte of iparam on PadStartGlide input action move t99 missile fire smoke puff up a bit [HEAT] use M_HashStringCased instead of 'HeatHash::StringCaseSensitive' on literal strings to hash them at compile time instead of run time [HEAT] pfx system
clamp 'maxparticles' to 'stopafterparticle' count if it's & More cleanup of description text for Units (AM-9345) misc nonsense looking at saucer abduction stuff Make left shoulder always bring up the build menu on gamepad Make gamepad build menu show up after a delay Don't swap loadout if gamepad build menu comes up local action state blocking ofr Pad Start/Stop SelfDestruct input actions If brining up the build menu with left shoulder on gamepad, don't do a loadout swap Fixed clipping geo on green sea bomber
Fix 'MinimapViewboxSm' size for spectators
Fix gamepad ability upgrade ui not clearing when swap loadouts is mapped to right shoulder fix for unit shot leading against other units fix 'DetailQuality' to account for the last quality level now being '4' rather than '3' Fix '_OrderMode' not getting reset when using gamepad to swap loadouts
Don't show &GamepadHintDpadIconUpgrade& if not using gamepad add action request blocking state for recycling units
m_isRecyclingUnitReq
so we don't spam start/stop input actions while we are waiting for a delta action to occur. Might clean up some issues that occur w/ net game action rescheduling
About This Game
AirMech(R) Strike is a fast paced Action-RTS game that can be played online competitively or cooperatively. Earn Kudos and Experience in battle and unlock a wide collection of AirMechs and Units while you practice the perfect strategy to emerge victorious!AirMech has recently undergone a huge overhaul to prepare the game to leave Early Access. This includes a new 3D lobby, new Matchmaking and Ranking system, and a return of Custom games and a Lobby browser. This version is actively replacing many of the old systems of the game, so we appreciate your patience while we finish this significant improvement. We believe that upgrading AirMech to Strike is a better approach than making AirMech 2, since it keeps all your current progress.Some of the systems we have experimented with during Early Access which do not fit Strike's PvP focus are coming to AirMech Wastelands, a companion game which does not contain any PvP. Look for that coming soon!Action-RTS Transformed: DotA-style gameplay with transforming robots each with their own unique stats and abilities. Fast paced action and shorter game lengths keep the battle intense!Customize Your Army: Choose your AirMech and your Units to take into battle and help your team claim victory. Also unlock custom Variant AirMechs (skins) to have a unique look ingame.Control Options: Supports both mouse/keyboard and Xbox 360 gamepad. Controls can also be completely customized for personal preference.
System Requirements
Minimum:OS:Windows 7 Processor:Intel i3 Memory:4 GB RAM Graphics:Less than 5 year old GPU DirectX(R):11.0 Hard Drive:2 GB HD space Sound:Yes Other Requirements:Broadband Internet connection
Recommended:OS:Windows 10 Processor:Intel i5 (quad core or better) Memory:8 GB RAM Graphics:GTX 660 or Radeon 7970 DirectX(R):11.0 Hard Drive:4 GB HD space Sound:Yes Other Requirements:Broadband Internet connection
Carbon Games inc. AirMech is a trademark of Carbon Games inc in the United States and other countries.
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