Core Destruction - Status Accumulation Cannon

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Which will win, Red or Blue?

[App]
Unity

[Music]

1.
Track: Lensko - Let's Go! [NCS Release]
Music provided by NoCopyrightSounds.

2.
Track: Facading - Take it Down [NCS Release]
Music provided by NoCopyrightSounds.

3.
Track: Spitfya x Desembra - Cut The Check [NCS Release]
Music provided by NoCopyrightSounds.

4.
Track: Warriyo - Mortals (feat. Laura Brehm) [NCS Release]
Music provided by NoCopyrightSounds.

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To the ones who didn’t understand the concept-
Each team has 5 cannons
The circle in the middle selects which cannon should be triggered
As soon as the marbles come out of the circle, they get assigned by the numbers
0 - It sends the Quantity, Durability, Explosion and Child to the 0 cannon
1, 2, 3 and 4 do the same thing
All - It does the same thing, just for all cannons.

Quantity - It increases the quantity of the ammo which is going to be released by the cannon.
Durability - Increase Hp of bullet
Explosion - Makes a small explosion
Child - It will keep producing children till how many numbers of child there are.

They all first make a chain to the cannons.

The bullets are released when one cannon touches the release marble.
Below each team, there is a circle where the release marble is selected.

That’s it

dcornerofficial
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Blue at the start: oh no I’m taking so much damage
Blue near the end: hey red, how bout I take 90% of your health
Red: fine but what if I take 100% of your health
Blue:

ASmartEnderman
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Nice match, but once again the "crisis mode" seems to be just a bit overpowered, though to a much lesser extent than previous versions.

Gochen
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Crisis mode is usually a good balancer, but it didn't do that at all in this game. The problem was that blue was getting slaughtered for the entire match, draining their HP every time. By the end, they were almost dead, and when they finally gained the upper hand, it triggered red's crisis mode, which just ended the game right there since blue was already almost dead. It's pretty telling that blue was never ONCE ahead of red in HP, aside for like half a second at 4:50.

Owen_loves_Butters
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At the start, I actually didn't understand what's this video is about, but I understood it now. This time, the crisis mode is much too powerful than the others. I really like the line which is created by the marbles. Nice video as always, keep going man!

marquinjeffriesjavier
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Crisis mode works better here than in many of the other game modes because it largely allows the player receiving it to rebuild rather than letting them make some kind of overwhelming counterattack. This prevents them from being immediately wiped out, but doesn't end up meaning they're actually better off than if their opponent hadn't attacked them.

Real eureka moment when you realize the wires are actually part of the playing space. Kinda like the fortress destruction where the buttons were physically part of the fortress and could be smashed to prevent the opponent from using them.

Interesting_Failure
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I love this, so I saw mikan some where in January this year and ever since I've been addicted to watching it, so listen.

Mikan!
just recently my dog died and your videos have been helping me through
thank you for not stopping
I don't know who you are
I don't know where you are
but thank you
for everything.

Oake-Joe
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Liked this one a lot! Crisis mode seems extremely strong like before, but was much closer to being a more balanced catch-up mechanism. I think less duration on crisis would've made it a little bit more reasonable

zemgad
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I think this race was less determined by crisis mode, and moreso the uneven mechanism in the circle in the middle. It has to start off moving _some_ direction, which combined with the biased method it distributes the balls in, pretty much leads to one side getting 99% of the balls. Could've done something a little less blatantly biased depending on which direction it's spinning, I think.

curlybrace
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Very nice concept! Only downside was crisis mode almost entirely flipping the game from fair loss to crushing win.

Bladster
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Goddamn Mikan, the timing on Wariyo is just so absolutely perfect. Im so glad to hear it again

ZeketheZealot
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There's something so satisfying about blue's death being in sync with the beat drop.

Logoofx
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nice race, l0ve all the variations you give us but like for me the same set with a different outcome would also be great and then that time with improved graphics on the objects. Keep it up!

BigTi.
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“Quantity”
“Durability”
“Explosion”
“C H I L D”

LeetleToady
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12:19 pm will not stop me from watching core destruction

Cirylxlyn
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I think crisis mode tries to fix an underlying flaw in the design - once a team attacks it takes away the other teams ability to attack. This means the game is built on snowballing from the start.

gazeros
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Plentiful, durable, explosive children... great.

Naynfluff
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A lot of the times a team makes a comeback with "Crisis mode" and it makes you think twice before you choose the winning team.

Meisapro
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This is without doubt the most tense and exciting one yet, holy moly! wow!!!

TestarossaF
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Crisismode was way too powerful. You probably should make it end as soon as the side having it on deals core damage. Maybe a cooldown would also be an option since at one point blues crisis mode ended and just a second later turned back on. Or a limit on how often it can turn on in general, with it having a fixed duration.

Phoenix