At the end there I really thought green was finna get the Postmortem Victory there lmao. Almost though, if that 108 didnt go in that would've been a postmortem victory.
Well, back again to comment on some of the changes here. First, I will say that it's nice to see the return of the stormtroopers back to the frontlines, if a bit hard to judge them or others considering the smaller data set of this video. The camera change is novel to see all the units in detail. I do think some tweaking is required since it's hard to see the planes and zeppelins at times tho. Zeppelins and tanks feel a bit more balanced, but hard for me to put a finger on other than the base can shred through the blimps like knife through butter so they're only good at cleaning through enemy armies. And that's most of my thoughts albeit I do have one special one that I wanted to write on the last video but, being far too tired made me incapable of doing that since I wanted to write that small essay as fast as humanly possible. My idea was one of the ultimate throwback episode. Bringing back most of old units and concepts from past episodes, like grenadier's, light tanks, shields, artillery, all advance order and possibly even how the first episodes had units unlocked not by timer, rather via the marbles pushing it to physically unlock it. I can't imagine this would be a fully balanced idea, but I thought it could be novel as an anniversary video for the series.
You could replace the first tank with a small, light tank and the second tank could be that heavy version but at a slightly higher cost. I love these videos.
I think the new angle is awesome bc you feel much closer to the action. Only downside is not being able to really see the flying units most of them time or only seeing them partially.
I think the angle makes it too hard to see flying units properly and the barrage loses its wow factor. Maybe zoom out when they get closer to center and a zoom out when the barrage is launched.
I think, whenever you make a change, you should list them in the description of the video. EG: changed Split Marble to Copy Marble and moved it this is really just because I like to see what little balances and additions are made, though.
Was gonna wait to post this on the next one to come out, but just gonna post since it's on the mind, any thought about Flamethrowers or gas/chemical units? Flamethrowers could be a short range, high damage option that are better when flanked by other marbles, and unlike others that use single projectiles, the Flamethrower would create a sweeping flame that arcs across an area in front of it, which enables it to clear whole areas real quick if it can get in range. Might overlap a bit with machinegunner, but I was mainly thinking about the visual variety of an arc vs bullets, as well as being a more close quarters type unit. Heck, if we keep semi-permanent bodies that slowly dissipate, Flamethrowers could immediately clear bodies. The other thought, Gas, could honestly just be a barrage altenative or a unit, but it's main gimmick would be Damage Over Time in an Area Of Effect. Units would deal more local and individual damage, and might be preferred over a barrage that would severely hamper the opposing side with a large swath. Also, any thoughts about reintroducing Anti-tank or artilley options? If artillery, maybe make it equal in cost to the tank, but given it's bigger range, faster, more accurate explosion (mortars often miss their initial target, which is fine, but this gives the artillery more usefulness), at the trade off of health/armor, I think with small if any adjustments they justify themselves and serve a nice middle ground between Mortar and tank. Maybe some kind of anti-armor or even Anti-air for unit variety, heck, I even recall seeing a sandbag/fortify unit in the past. And though I'm not huge on the idea of snipers, perhaps, as unfitting for ww1 themes as it is, some kind of railgun or something could make for an interesting high damage, target piercing option, that could strike multiple targets in a straight line and deal high damage to armor, at the cost of a long time between shots. Maybe nothing permanent, but rotating different options in and out, including old ones could be fun. Just some ideas cause I've been enjoying these and curious about what else might be worth trying, and the way this series activates my brain cells makes it easy to keep going and going. Addendum: And if you're concerned at all about balance or reception, honestly, as long as it isn't too much of a pain to render, I don't think most of us would mind seeing a few runs, like a best of 3/5, and that might help get you more data/response. Idk, just various thoughts. I enjoy this series a bit, feeds my brain in a way I can't really understand or describe, maybe it just takes me back to watching AI battles in games + my dev student days, but keep up the great work!
@@lostmarbles3d No problem. I was actually looking back in the early uploads recently and realized you had a ton of stuff there already, and figured that might be the case. Honestly, looking back has been fun seeing how it's evolved, definitely like seeing the shift with the marble selection leading to more consequential waves and the ways different units have changed. Honestly, only suggestion than would just be if you ever bring back AA, maybe something more akin to the 4 barrel rapid fire variety that could maybe switch between land and air (where it would have more range), as the previous iteration completely hampered air combat (likely why you removed it) and had little effect on land. With all that said, definitely know what it's like to be burdened by time, so best of luck with everything and no rush, just make whatever you enjoy!
These are by far my favorite marble videos
At the end there I really thought green was finna get the Postmortem Victory there lmao.
Almost though, if that 108 didnt go in that would've been a postmortem victory.
The world record for salto jump at 4:45 made me laugh
I like how how the mables spin in the air when killed - hillarious!🤣
Well, back again to comment on some of the changes here. First, I will say that it's nice to see the return of the stormtroopers back to the frontlines, if a bit hard to judge them or others considering the smaller data set of this video. The camera change is novel to see all the units in detail. I do think some tweaking is required since it's hard to see the planes and zeppelins at times tho. Zeppelins and tanks feel a bit more balanced, but hard for me to put a finger on other than the base can shred through the blimps like knife through butter so they're only good at cleaning through enemy armies.
And that's most of my thoughts albeit I do have one special one that I wanted to write on the last video but, being far too tired made me incapable of doing that since I wanted to write that small essay as fast as humanly possible. My idea was one of the ultimate throwback episode. Bringing back most of old units and concepts from past episodes, like grenadier's, light tanks, shields, artillery, all advance order and possibly even how the first episodes had units unlocked not by timer, rather via the marbles pushing it to physically unlock it. I can't imagine this would be a fully balanced idea, but I thought it could be novel as an anniversary video for the series.
Love seeing so much advice being taken
You could replace the first tank with a small, light tank and the second tank could be that heavy version but at a slightly higher cost. I love these videos.
Genuinely surprised and impressed by that speed run victory,…
I think the new angle is awesome bc you feel much closer to the action. Only downside is not being able to really see the flying units most of them time or only seeing them partially.
Have you thought about having a grenadier that can hurt the tanks more then a normal infantry man by throwing a grenade at it?
I did suggest in the last video that the AT could return to counteract tanks, so I am surprised that they haven't.
I think the angle makes it too hard to see flying units properly and the barrage loses its wow factor. Maybe zoom out when they get closer to center and a zoom out when the barrage is launched.
I think, whenever you make a change, you should list them in the description of the video.
EG: changed Split Marble to Copy Marble and moved it
this is really just because I like to see what little balances and additions are made, though.
i don't remember if this has been done before but trench war but friendly fire = on
i think that plus the marble corpses would be good
I feel like machine gunners should be a x2, they feel super underwhelming when a large number goes to them.
1:48 Christmas 1914
how did anything survive a 232 barrage?
Was gonna wait to post this on the next one to come out, but just gonna post since it's on the mind, any thought about Flamethrowers or gas/chemical units?
Flamethrowers could be a short range, high damage option that are better when flanked by other marbles, and unlike others that use single projectiles, the Flamethrower would create a sweeping flame that arcs across an area in front of it, which enables it to clear whole areas real quick if it can get in range. Might overlap a bit with machinegunner, but I was mainly thinking about the visual variety of an arc vs bullets, as well as being a more close quarters type unit. Heck, if we keep semi-permanent bodies that slowly dissipate, Flamethrowers could immediately clear bodies.
The other thought, Gas, could honestly just be a barrage altenative or a unit, but it's main gimmick would be Damage Over Time in an Area Of Effect. Units would deal more local and individual damage, and might be preferred over a barrage that would severely hamper the opposing side with a large swath.
Also, any thoughts about reintroducing Anti-tank or artilley options? If artillery, maybe make it equal in cost to the tank, but given it's bigger range, faster, more accurate explosion (mortars often miss their initial target, which is fine, but this gives the artillery more usefulness), at the trade off of health/armor, I think with small if any adjustments they justify themselves and serve a nice middle ground between Mortar and tank.
Maybe some kind of anti-armor or even Anti-air for unit variety, heck, I even recall seeing a sandbag/fortify unit in the past. And though I'm not huge on the idea of snipers, perhaps, as unfitting for ww1 themes as it is, some kind of railgun or something could make for an interesting high damage, target piercing option, that could strike multiple targets in a straight line and deal high damage to armor, at the cost of a long time between shots. Maybe nothing permanent, but rotating different options in and out, including old ones could be fun. Just some ideas cause I've been enjoying these and curious about what else might be worth trying, and the way this series activates my brain cells makes it easy to keep going and going.
Addendum: And if you're concerned at all about balance or reception, honestly, as long as it isn't too much of a pain to render, I don't think most of us would mind seeing a few runs, like a best of 3/5, and that might help get you more data/response. Idk, just various thoughts. I enjoy this series a bit, feeds my brain in a way I can't really understand or describe, maybe it just takes me back to watching AI battles in games + my dev student days, but keep up the great work!
Hi, thanks for the comment. I have planned to add those for a while, just haven't had time to do so.
@@lostmarbles3d No problem. I was actually looking back in the early uploads recently and realized you had a ton of stuff there already, and figured that might be the case. Honestly, looking back has been fun seeing how it's evolved, definitely like seeing the shift with the marble selection leading to more consequential waves and the ways different units have changed.
Honestly, only suggestion than would just be if you ever bring back AA, maybe something more akin to the 4 barrel rapid fire variety that could maybe switch between land and air (where it would have more range), as the previous iteration completely hampered air combat (likely why you removed it) and had little effect on land.
With all that said, definitely know what it's like to be burdened by time, so best of luck with everything and no rush, just make whatever you enjoy!
Wooot another one! I look forward to every upload
its been five months since the last Space War. how's that going?
No updates, might just record another one with the same settings
@@lostmarbles3d glad to hear it! can't wait :D
Will you ever make this game public? If so, on what device?
can you add a POV screen for a random marble? like in space wars
Ono I'm addicted to this xdd
good helmet ❤
name of game?
YESS THE BODIES REMAIN
first?
Seems you were second.
@@KalijahAnderson so sad