|
Post by Space Borders on Oct 15, 2012 3:58:29 GMT -5
|
|
|
Post by Clinkzbone on Oct 15, 2012 8:19:56 GMT -5
Ok. I finally finished the campaign in the previous build BTW. I didn't find any other problems Fighting the alien mothership was actually really easy though.
|
|
|
Post by derezz619 on Oct 15, 2012 8:27:29 GMT -5
lol. What are the changes for this version?
|
|
|
Post by Clinkzbone on Oct 15, 2012 9:23:24 GMT -5
What I can see:
Missile range decreased to 650. Repair turret range increased to 800.
What I'm guessing:
Starport One fixed (hopefully) Bonus for destroying all ships in Deep Space Mining changed.
|
|
|
Post by Clinkzbone on Oct 15, 2012 9:26:43 GMT -5
Oh yeah a question:
Why do some ships have stats but others don't? For example the Aegaeon has max speed, mass etc displayed but the Hydra and Cerberus do not.
|
|
|
Post by derezz619 on Oct 15, 2012 10:33:06 GMT -5
I think the missile range, where it's at now is fine. All in all missiles are supposed to have a longer range than any other weapon so yea.
I don't know what other people are talking about for Starport One. The first beta I received from him worked fine for me. Maybe others are just slow at scanning or multitasking which by no means am I dogging anyone for being a slower player but I'm just saying, it worked for me.
Looking forward to this going live, would love to play this on my iPad lol
|
|
|
Post by Space Borders on Oct 15, 2012 15:15:49 GMT -5
Hello everybody, this is the last chance for us to do fine tuning before the actual release. @all I'm kind of worried about the new missile range, the alien mothership should not be an "easy" enemy. Although 50m doesn't seem like a lot more, it has a great impact on the game's balance. Basically missile equipped ships get several shots more, without taking any kind of punishment from the enemy. I think we either change the range back to 600 or slightly decrease the damage amount of missiles... ClinkzboneYeah, you're right. This information should be available for all ships. derezz619If you want you can send your iPad's UUID as well. In fact, there's currently no beta tester with an iPad, so it would be a great addition. Just remembered: Did I ask you about whether the turret rotation command functions properly now?
|
|
|
Post by Clinkzbone on Oct 15, 2012 17:38:14 GMT -5
The Alien Mothership was easy because I ran away and killed it with mines, fighters and artillery. That's why it was easy for me. Can you estimate how many shots more the missile launcher will be able to fire with the new range than the old range?
|
|
|
Post by derezz619 on Oct 15, 2012 19:01:58 GMT -5
@spaceborders:
I will for sure do that. Im at school right now. Keep that spot reserved for me! haha
Yes I tried the turret rotation function and it still acts up. Also the last time I tried it the turrets rotated and faced the rear of the ship every time.
If you can't come up with a fix, it's honestly no big deal. I just through I'd bring it up just to have everything out on the table.
|
|
|
Post by Clinkzbone on Oct 16, 2012 10:50:12 GMT -5
Ok now my ships have a problem with turning when assigned as wingmen. The fly into position like normal but I can't order them to turn. Turret rotation is fine, everything is fine except that they can't turn.
|
|
|
Post by Clinkzbone on Oct 16, 2012 10:56:01 GMT -5
About the missiles, how about keeping the new range and damage, but decreasing fire rate? Maybe from 18/min to 16~16.5/min?
|
|
|
Post by derezz619 on Oct 16, 2012 11:28:59 GMT -5
Yea the decreased fire rate should even everything out a bit?!
|
|
|
Post by Space Borders on Oct 16, 2012 16:16:13 GMT -5
Estimating how many shots the missile launcher can fire before being attacked is almost impossible, since it depends on the ships involved. Increasing the reload time of missile turrets would solve the problem, just as much as decreasing the damage, but it would also decrease the amount of overall special effects in combat scenes. If you don't mind that, then the firing rate could be decreased, but there is really no mathematical difference between the two. What do you think? ClinkzboneYeah, it's normal that wingman leaders have full control over their followers. When wingmen get very close to their following position, they change their heading to that of their leader, so once the leader starts moving they don't have to waste time turning around first. I completely understand that you would like to have more control over this, but changing it will have to be done with great care. This should definitely be postponed. derezz619I'm extremely surprised that you still have the turret rotation problem. I really don't get it. It works for me all the time, with wingmen, when enemies are nearby and especially when idle. Thank you all for your input.
|
|
|
Post by derezz619 on Oct 16, 2012 16:43:21 GMT -5
Yea I'm not really worried about the turret rotate command, just as long as they shoot at the enemy when they come into range.
|
|
|
Post by Clinkzbone on Oct 16, 2012 17:52:23 GMT -5
@space Borders
Sorry if I was unclear, but that's not what I meant...I meant that the ships fly into formation but don't turn to follow the direction the leader is facing automatically. When I tried to make them turn to face the direction the leader was facing they didn't either.
|
|