Overload Early Access | Patch #3 & Fourth Impressions

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Published on ● Video Link: https://www.youtube.com/watch?v=jH1liTib2_w



Game:
Overload (2017)
Duration: 38:37
153 views
4


some highlights:
1:15 : Triple primary spawn: def not liking this — muddles/ruins the strat of weapon avoidance in the early game when building kills for upgrade chains.
3:27 : Physical feedback — was this tweaked or can I not remember properly? Knockback is insane and screen flashes are brighter. Feels like all damage is SERIOUS EMERGENCY damage when it often isn’t.
4:28 : Event spawns are still pretty not great at all. Too numerous, triples come too often, etc etc,. One idea I came up with in my next/other video is to have a ticketing system for supers and cap the number present on the map to like 3-4, only making triples available to spawn when all 3 from the previous triple has been finished off.
6:57 : Flak — formally suggesting the old napalm gun as a tweak/replacement. Slightly lower base damage, widen the hit profile, and add a stackable (stacks capped at like 4) DoT effect for like 8 seconds (-.5 per difficulty down to 6 on insane), where the damage equivalent of one half of a driller shot is dealt every second and a half. Upgrades to range and heat (damage dealt over time). Def room for tweaks there, just spitballing.
7:15 : Pipeline First Impressions
8:55 : Kiting and prefiring
9:47 : Super goblins (death to one at 29:57)
10:52 : Armor timeout — can we remove the despawn timer just on armor? Or make it really long? We’re gonna use it in CM no questions asked.
12:02 : Cyclone/driller pickups — would it be possible to get a different model or halo for one of these? They’re way similar.
13:05 : Outrunning missiles
13:25 : Triple super spawn
14:08 : Triple super spawn
14:45 : New driller sound
15:45 : Invulnerability +50% duration: a bit confusing imo. ALSO, IMPORTANTLY: can we get the bar for invul/OD to flash blue at 25% duration remaining, a louder noise for OD ending, and both ending noises to END coincident with the end of the powerup, rather than START coincident with them?
17:01 : goblin prefire
17:30 : super, 17:40: ambush, 17:54: super, 18:20 super, 18:38 super, 18:43: 3x super
19:20 : 500 ammo
19:45 : discussion on upgrade unlocks — perhaps revisit those available, rebalance them, and limit CM runs to using 3 that aren’t weapon unlocks (fusion and devastator). +25 max shields, +100 ammo, and +burner speed, for instance.
20:32 : super, 20:53 super, 20:55: 3x super
21:06 : many-nova-launch test
22:00 : lighting pass
23:23 : dank shot on a super titan
25:27 : missile bug with afterburning (best example 29:40): boosting and secondary-firing for long enough launches multiple missiles. neat bug — can this be turned into a feature or ignored? I don’t enjoy/use smash so it’d be cool to have this replace it instead, maybe as an option switch, and have both available in SP. I’d imagine damage and such is pretty comparable to it too, since it really only stacks once or twice.
26:01 : titan prefire & AI discussion
27:37 : impulse changes
28:35 : quickscoping super titan
29:30 : I say look at the giant creeper launch, but did anyone else see a golem spawn literally inside my hitbox?
30:08 : bugged text, graph needs more clarity and events?
32:10 : ‘been gettin’ really good with…getting fucked over by scorpions’ — I never come back to this thought lol
32:35 : wyvern discussion
33:27 : super resources!! these would be great.
35:00 : super titan prefire
35:20 : AI engagement distance — might need tweaks, might not? if they react to long-distance engagement, this might be fine, but they don’t pick fights when far enough away.
37:29 : ambiguous prefire
37:50 : no-name on leaderboards??

hohohoooooo my god I thought I'd be dead wayyyyyy earlier than 330 kills on that hotshot run

audio is perpetually messed up, maybe someday I'll figure it out







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