Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lehi

Pages: 1 ... 3 4 [5] 6 7 ... 12
61
Gameplay Feedback / Re: ennemy within.
 on: July 27, 2019, 06:51:50 AM 
The green things have been slightly faster than raiders, at least to me.

62
That’s one of the best idea.

By the way, I cannot detonate mines sometimes. That makes the gun very unreliable. I place mines in front of me, and press down the L3, and nothing happens. Most of the time mines detonate at the 2nd one. But usually no detonation even at 4th shots. Please note i place and trigger a mine slowly.
I like The new concept of the bubble gum, but please revert it back because you cannot achieve the concept with this p2p comm.

63
Gameplay Feedback / Loaht's Bubble Gum cannot reach far anymore
 on: July 02, 2019, 09:54:55 PM 
It looks the mines disappear around 30 m from Loaht. The mines was used to reach very far by looking at detonation. For example, in Low Blow, 2nd phase (the 1st elevator) and the last phase, I was able to shoot AIs at the turret far back.
Now I cannot. I tried to detonate it, but still nothing happens.

Please fix this bug.

I am on PS4 pro, 15Mbps (lol) DL, the ping was around 140.

64
Spacelords’ Advice / Re: Doldren build
 on: June 21, 2019, 03:25:47 PM 
Test it yourself, dude.
It does not tell "your next punch" if I remember the card correctly. If you don't shoot, the damage boost stays.

65
Spacelords’ Advice / Re: HIVE
 on: June 20, 2019, 10:41:18 PM 
What counter can you think for Hans? He is one of my nemesis, so I just simply want to learn how.


Based on the card's explanation, Spore takes effect when you bring her down. Because there is slight lag in pvp, you might have seen you are down instantly. Gotta shoot her in the head.

66
Spacelords Universe / Re: Uras-Beherit Questions
 on: June 20, 2019, 10:30:14 PM 
Is this the language that Hive speaks?

67
Spacelords’ Advice / Re: HIVE
 on: June 20, 2019, 10:20:22 PM 
Hive has obvious weak point: she cannot give meaningful damage if she cannot get close to you. So, shoot her in distance, in group, and run away from her.

I rather consider Hans is overpowered.

68
Gameplay Feedback / Re: Forced cross-platform
 on: June 12, 2019, 06:11:06 PM 
It's not a problem because he can turn it off by setting.

69
Gameplay Feedback / Re: An Open Letter to MSE
 on: June 11, 2019, 05:19:52 PM 
If I remember correctly, there was an individual mute button in the voice chat. In a game, on PS4, press option button. On the list of the teammates, you could mute individually.
For some reasons, it was removed since Spacelords release in the last August. In anyway, I still can disable the whole voicechat in the game if getting annoyed.

I'm against Chat system. It's too wordy, and I do not want to populate the UI by stupid chat like thousands of repeated p-words and f-words. You know, SL is now F2P, so a lot of kids can enter this game.

I rather search for antag before he finds me. The current guidance system is already annoying because it is placed on the center the of screen and blocking the aiming.

By the way, I think this Dev really listen to their customers, but they still have their goals and reasons.

70
Gameplay Feedback / Re: Sudden Death Makes no sense
 on: June 06, 2019, 06:03:29 PM 
In anyway, Sudden Death is ok to me, and it is a part of "team-up or die" concept, but it needs some adjustment.

MSE better to add some incentive for the raiders to gather around.

I want to ask you guys that which options do you prefer?
As an Antagonist, I like Sudden Death because I do not have to chase Ginebra forever in Breath of Hope.
As a Raider, I feel frustrated when I cannot protect team good enough.

So, what to you think of the following options? Also, please tell us why you choose the selection if you like.

A. I do not like the features in the patch 15, new commands, short wounded time, sudden death, etc. Please return to the previous state.

B. Remove Sudden Death completely. I believe it does not help the concept Teamup or Die.

C. Keep Sudden Death, but increase the amount of lives. For example, 16/16/12

D.  Keep Sudden Death. Modify wounded time feature such as, shorten  wounded time (-2.0sec)  if your non-teammate is in the close proximity.

E. Keep Sudden Death. Modify wounded time feature such as:
- Revert the wounded time back to 5.5sec.
- Recover the wounded raider when non-wounded team mate is in close proximity.

F. Combination of the above

G. Your opinion

71
Suggestions / Re: Suggestion on new Sudden death
 on: June 05, 2019, 04:22:54 PM 
I thought suddent death kicks after Raiders run out of 16+12+8=36 lives. However, it kicks in after 16+12, and the raiders fail the mission when the last 8 lives are depleted.

In anyway, Sudden Death is ok to me, and it is a part of "team-up or die" concept, but it needs some adjustment.

MSE better to add some incentive for the raiders to gather around.

- Activate short wounded time if your team mate is in the proximity, say 8m.

or

- Revert the wounded time back to 5.5sec.
Recover the wounded raider when non-wounded team mate get closer. Say, 25% chance to recover from wounded when your team run towards you at 8m distance, and 75% chance when your team is at 5m distance.
(Wow, Herec leader can rescue people)

72
Me too. Matching is more frequent than before. But constantly I’m kicked out by server.

73
Gameplay Feedback / Re: Can we Have our Levels Back please?
 on: May 31, 2019, 03:41:41 PM 
I think this is something important for a group of people. People do not continue playing games, like a MMORPG, just because it’s fun. Sometimes it’s because of Hierarchy and achievement.
“999” is better than “Max”

74
Gameplay Feedback / Re: Sudden Death Mode
 on: May 31, 2019, 12:04:05 AM 
If an antag can easily exploit lowbies, and you and your teammates cannot prevent it, does it matter if you have 36 or 48 max lives? When you are matched with lowbies, difficulty tends to be low. With antag, it's even lower. Then, it's easy for you to carry them.

With sudden death, I expect shorter que time also. I cannot estimate it unfortunately... MSE???

Jumping off the cliff in a losing game?? I never imagine that.
You come up with it just because you do.
When I was a lowbie, I could not wait for a next game even though I lose to the last game. If waiting time is short, it's better.

75
Gameplay Feedback / Re: Sudden Death Mode
 on: May 30, 2019, 10:07:54 PM 
Well, 16+12+8=36. This is not that bad. This sudden death stage only reduce a chance to have a game longer than, say, 25 minutes.
Usually, I can finish a map at 12-15 minutes with 4-5 casualty, at 40-50 difficulty, 8.0+ score. With antag, casualty can be 10-18, and 20-30 minutes, 9.0+ score. With a hard antag, this can be extended to 40 minutes, 7+ score. Some games end by defeat and 4-6 score.

Say, if I can play 4 games in 1 hour, expected total score is 8.5+8.5+5+5=27
Comparing to the current status: 1 boring no antag game, 1 easy antag game, 1 hard antag game. 8.5+8.5+5=22, sometimes, 1 easy antag and 1 hard extended antag game, 17.

I want shorter matches, and it helps me grinding. Long matches tend to give me low reward because a lot of death and stretching hour. I prefer quick death than extended suffer with a burden of being tier 1.

However, what people say here is, why we raiders have to get those negative (extended game hour, high casualty, etc.) caused by antags?

My idea to balance this, to change the compensation slope. Currently, the system adds additional difficulty to the higher MMR party. Make it like:

If antag has higher MMR, steep compensation to Raiders.
If raiders have higher MMR, mild compensation to antag.
If raiders have the same to slightly higher MMR, very mild compensation to raiders (no kidding, antagging is supposed to be a challenge).

To improve newbies experience, let them play a few solo games. Exclude them from antag game till they hit level 11. Or, allow their death not consuming the party life.

Pages: 1 ... 3 4 [5] 6 7 ... 12