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Messages - Alex2199

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106
Suggestions / Blueprints while fighting an antagonist
 on: July 27, 2019, 06:44:46 PM 
Can we make it where if a player is going for a blueprint there is no chance to get an antagonist? I don't mind fighting an antagonist I really don't. I feel it adds some challenge to the game. However, If I am going for a blueprint and I get teamed up with low tier players I feel like I should just surrender at that point. That or change the blueprint system. I shouldn't have to wait a whole day just to get another chance of most likely getting a duplicate anyway. Also perhaps change some of the guns damage output? I shouldn't be one shot by a Hans whenever he misses. I always found that as bull, you can get kills just by firing randomly? That's on par with Valeria's Shakura yet no one complains about that.

107
Gameplay Feedback / Lycus's Spinning Coin could be better
 on: July 27, 2019, 07:36:04 AM 
So I don't play Lycus often. In fact, he is my least played raider because I saw him as weaker than the others. Now I realize it was more so how I played him. I still feel he could defiantly use some buffs to his kit but he isn't completely useless like how I thought he was. However, I feel like his gun, Spinning Coin, is lacking. The damage of it just seems way weaker than any gun I have played with in the game and I have played with almost all of them. The gimmick is great! The fact I could target one enemy to do extra damage or have it spread out to hit multiple is amazing. But what is the point of hitting targets if it isn't even gonna hurt them? I don't know if its just my luck or if the rest of the community agree but I really wish Spinning Coin was better.

108
Spacelords Universe / Does MSE read EVERY post?
 on: July 27, 2019, 05:01:00 AM 
So I made a post awhile back, The post was of a raider concept that I made up that I feel would be a great addition to the game (With help from others with weapon ideas and art).

The reason I bring this up is because I just thought of something. Spacelords is a growing game and with that more people join the forums. Does MSE read everything that is posted? I have made a few post were MSE_Ojuel comments (bless him <3) but only on the ones about gameplay compliments or questions about certain things. MSE_Karen (I believe is her name on here) has also been found on the forums as well. Just a general curiosity because I think it would be super cool if it turned out they do check the forums daily, even if it is for only a few minutes. 

109
First off Aneska does have powerful guns and if she was using a "hate ball" she had to be using her rare weapon which is (by the fan base) her most powerful gun. Secondly I get where you are coming from and I believe that the system should be changed to were if you lose the pot then the left over rewards should go to the next pot. I have never lost a pot although I gotten pretty close a few times and it is the most stressful thing ever.

Also You and your team could always destroy her mech too. The same with Sooma's redeemer orbs. For some reason some players just forget you can do that? Not judging, I sometimes forget too especially with Sooma.

110
Gameplay Feedback / Re: Card system needs to be changed
 on: July 26, 2019, 08:02:03 PM 
Thank you Ojuel for the info <3 You are amazing

111
Gameplay Feedback / Card system needs to be changed
 on: July 26, 2019, 03:02:47 AM 
So I don't know if I am the only one or not but the card system is a little...annoying to deal with. Even more so with the change of faction points into talent points. I do enjoy talent points because now I don't feel so restricted whenever it comes to playing the game. However, there are a ton of cards I have been trying to get. For example: Ginebra's card "Thrusters". I haven't even gotten the common version. Sense there are SO many cards with the so many characters it is difficult to actually get desired cards. I find myself getting the same exact cards way too often as well.

I think a good way to change the card system is making the cards purchasable like the guns in the games. Say rare blueprints are a 80k talent points while the commons are like 12k. The numbers of course not set in stone MSE can change them to whatever they want, the point is rares cost more than the commons. I don't believe this would break the game because it gives more wiggle room with experimenting and it will make getting cards less of an annoying chore.

112
Hello Ojuel! This is a great addition, however, I find the issue being I am constantly getting duplicate blueprints. Back to my trouble getting short nine, I am having bad luck even finding a rare blueprint and whenever I do I always get a gun I already have. My last resort is to hope I get it at the end of the month.

A way that would help with this is giving a higher probability of getting the weapon you don't have. No a guarantee but a higher chance that way it is still a gamble.

113
So I only play with Harec on certain missions. "In Shock" is one of those missions and I noticed something interesting about two of his guns. So the only two I ever use is Aura Mortis and Ignis Fugit. Aura Mortis with headshots does around 1165 damage (with a max charge shot as well) and downs an antagonist. However, Ignis Fugit shows only 401 on a headshot (and mac charge shot) but straight out kills the antagonist? Is this a bug or part of the gimmick?

114
Sense I have almost every weapon in the game, the whole "one blueprint a day" doesn't really effect me as much as it would a newer player. However, it is pure insanity that I have to wait a whole day to get a rare blueprint IF I even get one. Through the entire prize galore update I have only seen 3 rare blueprints. I'll blame this on my luck. 2 out of those 3 times I have tried to get Ayana's newest rare (Short Nine) and constantly got her first rare (Makilium). My Makilium is maxed rank with the points exactly where I want them. Getting a duplicate is nice for the extra gold but NOT whenever I am trying to get a gun that seems almost impossible for me to even get because rare blueprints are so hard to come by. Again, I am a maxed rank having trouble getting one rare gun. Cant imagine what newer players have to go through.

115
Spacelords’ Advice / Descriptions of some cards.
 on: July 23, 2019, 09:40:37 PM 
I know that the translation of some cards are a little weird. I also know I will probably get a message saying "Don't ask the forums just test it out". But with the factions points now being universal talent points Its hard to test out the cards I have questions for rather than just settling with the cards I like. Which isn't bad, however, I feel left out of some builds that could be better. For example: I didn't realize how good of a card "electrical bypass" was until Hihsasuke made a video about it.

The whole point of this is because I read a card for Sooma "Temperance". The description reads "If you do not have active protections, your pain bar empties 5% every second. If you have an aleph super boost, your protection are 80% more powerful". The first part sounds great sense I don't care much for increasing my personal damage. I wanna support. However, I get confused with the aleph super boost part. What does it mean by 80% more powerful? Other cards say "25% more health points" so is it the same with a differ word? Does it mean that the shields will apply more pain to your pain bar? I would like to know before I use the talent points trying to get it.

116
I actually came across the same thing as Aneska with her bombs. The Sooma's redeemer bubbles sometimes act like solid objects. However, it was only in some games? I tested it 5 times and 2 of the 5 it blocked my shots. Not to say this isn't a bug and even if it isn't one I say it should be changed because its annoying

117
Gameplay Feedback / Mikah's decoy bug?
 on: July 23, 2019, 12:01:29 AM 
So I was antaging as Mikah and whenever I antag as her I usually use her decoy for one of two things. To secure a grapple or cqc kill. Or to get away from cqc and use granny to snipe from a mid to long distance. Just depends on the map.

However, I noticed that whenever I recall my decoy successfully and then redeploy it the decoy just gets instantly destroyed and I have to wait like 30 minutes to reuse it. I never noticed this in the past and at first I thought I was just recalling it too late but there were some moments were the raiders were no where near my decoy and it was behind cover so there was no way of them destroying it. Is anyone else experiencing this or am I just crazy?

118
Spacelords’ Advice / Re: Sooma shield chart?
 on: July 22, 2019, 06:58:12 PM 
Last night I shielded the transformed acolytes and I noticed that it doesn't seem to matter? The shield doesn't seem to break. I don't if this is a visual bug or if it actually shields them or not. They still seem to be dying and my pain gauge doesn't grow but this could just be the fact the shield is only 50 hit points.

119
Gameplay Feedback / Re: Sooma's gun (The Last Vial)
 on: July 22, 2019, 10:22:26 AM 
I use redeemer more so to compliment my cqc the most. I shoot a wall near the enemy/antag then rush. Cath although powerful I find the secondary fire mode too pin point and not really useful (to me) in high stress situations which I find myself in a lot.

I feel id enjoy her base gun though after some buffs to it which is the whole point of making this post

120
I believe they already know of this. However, I learned that guns/abilities that does tick damage like Kuzmann's trap, Sooma's redeemer, Aneksa's mech, and any other raider that does this does not instantly hack the terminal

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