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Messages - flowone

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1
Gameplay Feedback / Re: Harec Nerf When?
 on: February 10, 2020, 05:00:41 AM 
Again that's his playstyle, not everything should get nerfed or have downsides i'm sick and tired of nerfs and people like you that ask for them

Well im sick and tired of people like you who want broken, unfair, no counter play content in any game just so you can abuse cheese. Again why does everyone else have limitations and downsides but god forbid Harec is held to the same standard. He's not fun to deal with on either side. Nothing is wrong with getting rid of broken, unfair aspects that ruins everyone's time and balancing. Both side losing should be something where you can honestly say that you tried and had some kind of impact or chance. Raiders or Antags losing not because the other side made the right plays but because one side use something that is nigh unstoppable, that the worst play could easily use and abuse.

2
Gameplay Feedback / Re: Epic Forge/State of game Feedback
 on: January 30, 2020, 01:14:11 AM 
Agreed. When you have a Raider team that is really on point and playing the objective efficiently as possible you soon notice that you don't get that many KP. Adding them along with Talent points to the monthly and Level up drops would be greatly appreciated. Or even make it where we can use the Status (Purple) points for something else.

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Gameplay Feedback / Harec Nerf When?
 on: January 30, 2020, 12:53:17 AM 
So when are we going to get a nerf to Harec's Stalk? It's been a very long time and it's amazing that it's allowed to exist in it's current state. Its a complete unfair ability with virtually no downsides. There's a reason why a lot of vets use him, cause he's so easy to abuse.

Everyone has some kind of limitation or condition to their ability. Why is it that other Raiders have a high cooldown limitation to their ability like Hans, Mikah, Schneider (sans a card that can help it but its a card you have to dedicate to it), but Harec can spam it constantly if he's only sticks briefly. And that's the only method people use so of course that's what happens. The transition has no wind up, the range is practically infinite, and the initial jump has INVULNERABILITY FRAMES. So good luck stopping him if you have a not so optimal connection. You shoot, he immediately presses it, shots go through him while he does his spin before the jump, he goes far enough where 70% of the cast cannot hit him due to their weapon class range limits. Already aiming shot while transitioning so all he has to do is pull the trigger as soon as he lands. Body shoots you. Comes back down to melee if you're close enough or jump immediately again and shoots you again. Repeat until win.

You need to do something about it. Make it have larger costs on usage no matter how long they stay. Have it have a wind up with no invulnerability frames. Range limit, cooldowns, something. It's kind of gotten worse with the new system. Build a bit of toxin, go for body shots and the toxin damage will kill everything for you.

4
Spacelords Universe / Re: Doldren is too OP
 on: July 31, 2019, 08:59:28 PM 
Doldren is a noob smasher. Those players who don't think, analyze, group up and/or adapt quickly just get destroyed by him. It's sad but when you're with incompetent players who constantly make the same mistake 10+ times and don't change, he's just going to target them relentlessly.  You will lose no matter what you do, as you can't do the objective and take him out. Even if you're the leader and you are using the command system to scream at them to do the objective the new players won't do them. They'll run around, fail at Rambo'ing 3 enemies, and just be more worthless than the Cortez Bros. At least they attempt to suppress enemies and don't make you loose lives.

5
Suggestions / Re: Renting Raiders
 on: May 07, 2019, 06:37:30 PM 
Hi, guys! :)

We're currently working in some system that let players try a Raider before recruiting him/her. I won't go into detail as for the moment, since its a post-Identity update, but I thought it'd be cool letting you know about it. ;)

Nice. Very nice.

6
Ship's Log / Re: Patch Notes 14.0
 on: May 07, 2019, 06:06:51 PM 
Reading the changes making me optimistic, will definitely have to try them out when i get home today. Will be interesting to see how these bonus drops/rewards work out. That's a lot of potential extra resources to get. If everything goes well this would mean that getting gear will be much easier, which is good. And honestly at that point the one other major thing I would suggest is Campaign/Missions. Make newer players play the mission in release order and lower the level unlocks for them. The mission order preferably if the reward system gives more xp boosts to help people get through that first 100 levels faster than we did. New players shouldn't be allowed to choose Council Apocalypse as their first Campaign. Force Aliens, Wardog, Hades, Council order on them.

7
Ship's Log / Re: State of the Game Address #3: A new Roadmap!
 on: March 29, 2019, 08:04:56 PM 
Ok. Where to Start?

-Identity
We've kind of known about this for awhile and honestly at this point I just want to see a release date or better yet the release of it. Most of the stuff already show is nice but there's a few things in it that causes a question here and there on other updates.

-Team Up or Die
I welcome this, we could use some better directions. Honestly the mission objective tab, could be slightly better if you just have the 2nd part of the directions as the default (the text when you hold the d pad button or whatever key is set). It seems like people are, let's say, "oblivious" to the existence of this window telling you what you need to do and how holding down the button listed under it will give you more info.

I still argue that it would be nice to have voice comms. It would be way easier to tell new players to move away from the Lyre Sphere and they are about to get exploded.

-Prizes Galore
Now this is the confusing one. If we're getting the slight extra reward changes as shown in Identity what exactly is this then? Unless this a change to the way we get our dailies as I know I've complained about the whole Timed Rotation. Now if that is address that, super, but at the same time it's a whole update? Is there more to it? Cause the other updates were(or coming ones look) sizable and with the reward changes already coming I don't see what else it could be to warrant a whole update. Or unless these are smaller bite size changes.

-Master of Puppets
I main Antagonist. I know people asked for this a few times. It's now happening. I am happy. That's it.

-Heavy Metal & Epic Forge
I put these 2 together cause it's one of my questions. It appears that these 2 will be drastic overhauls of the forge system. I wonder if its broken up into 2 pieces for size convenience in regards to your development. I'm questioning Heavy Metal and how that would work. One of the key things about this game are the weapons. It's a big deal with weapons as they aren't like other games where 90% its just a stat change, they're complete mechanical changes in terms of function and usage. I know some raiders have weapons that makes it difficult to do certain things (like Hive trying to fight Aneska Mech) and I wonder if that's what's in mind when doing this update.

Not sure what the Epic Forge could be. I would like that we could re spec our weapons at cheaper rates depending on the disparity of the upgrade and whether or not we've built the gun. (i.e. A forge 15 to 16 gun would be cheaper to upgrade than a forge 10 to 16 and of course outright building the gun from scratch). I would like more info on the weapons. Some weapons have crit damage as part of it stat tree but we don't actually know the crit rate for the gun for example.

The other 2, I kind of don't care and/or don't really have any information to work with. So, with them I guess we'll see?

Looking forward to see everything. Bring on Identity!

8
Suggestions / Re: Propose Surrender
 on: February 19, 2019, 09:06:34 PM 
Hi! :)

The surrender proposal interface is being reworked so it's more easily seen and understood by players, being able to vote even without opening the Pause Menu.

We'll let you know when it gets added to a future patch. :)

yes yes yes yes thank you!!!

9
Suggestions / Re: Card Activation Indicators
 on: December 07, 2018, 08:02:31 PM 
Agreed

10
Ship's Log / Re: Spacelords Update 11.3 Patch Notes
 on: December 07, 2018, 08:00:56 PM 
I think the gameplay, as is, is solid. The problems are all quality of life. The stuff that makes new players lose interest. What we need in the next patch is to cut down trolls, timesinks and encourage cooperative play.

Make voice chat default or prompt players to use it.
Make cutscenes skip based on votes.
Make the rewards screens skippable or parred down.
Allow people to surrender without penalty if the half or more disconnect and/or the match has gone on for over 45 mins.
Don't end matches when the antag disconnects.

These are all serious barriers to this game being widely adopted. Most gamers will just quit out the first or second time they lose 15 minutes getting thrashed or doing nothing.

Yes I agree with this. Especially the vote in cutscenes. So annoying that even though I set to skip, with the circle fully turning red and showing that it's about to skip some Lvl 1 player is like "nope I want to watch this even though most definitely the players who saw this 500 times already don't". Green eye in the red circle and we're watching ALL the cutscenes. Seriously? Vote on it and if they want to watch it do it in theater mode or solo the mission.

11
Gameplay Feedback / Re: Low Level vs. High Level rewards
 on: December 03, 2018, 03:41:58 PM 
Yeah I had made a post about this earlier. It's crazy. Not to mention that the whole time table rotation doesn't really give you more runs. It just spaces them out over different segments. We have the same reward amounts but because people who are on the 24 and 12 hr rotations can do theirs with no issue due to the time frames it refreshes. Vets who are above lvl 100 on the other hand have the stupid 8 hr rotation. So we miss out on 2/3rds of the total rotations every time

12
Suggestions / Re: Antagonist play definitely needs some tweaking
 on: November 30, 2018, 06:49:19 PM 
The thing is that some of the stuff you want already exist in the game but on certain maps / progression points. So, it's spotty I guess. You should try to play around that fact, but having more options to mess with Raiders other than flat out killing them would be nice.

The buff I'm on the fence. In the early days I would agree with you but now since I'm closing in on level 140, with my knowledge, passive points, and weapons, not so much. I've been able to consistently win against high level players the higher level I got. Maybe give lower level players a boost but honestly it's something you learn to overcome and will with more levels. Im 132, and I've beaten teams of 200+ from overpowering them, to outsmarting them in melee, to screwing with them (even when they were constantly killing me) to run out timers.

Honestly, Antag is only possible to those who really, really, really know this game. You know everything about every map, you know the raiders and typical strategies they do, and you fully, FULLY, understand the stress, melee, and movement system. And you have to be a sneaky asshole or an aggressive asshole. I've played against some good and bad antags, and the bad ones play so horribly that they would get destroyed on any 3rd person game. Good Antags take advantage of weak positioning, bad coverage, Rambo players who don't have the skills to consistently win 1v1s, Mob spawns. Antag victories are earned, you don't have a lvl 300 trying to power rush the objective while you stand still, shoot, miss every shot, and do nothing. Honestly, they should stay that way.

13
Suggestions / Re: Daily Rewards
 on: November 30, 2018, 06:23:51 PM 
I've read a few, and yeah, I would totally game if we had some kind of Daily Login Bonus. I see that some recommend a model that's very much similar to the one on Paladins and having it give us occasional resources of all types. I would love that.

And thank you for the response Karen!!

14
Suggestions / Daily Rewards
 on: November 29, 2018, 05:01:51 PM 
I really don't like the current system of the rewards/bonus mission drops. When you start out it's actually perfectly fine, but gets progressively worse the high level you get.

 When you get into the final tier and you get those 8 hr rotations, that's when it completely gets horrible. My rotations now only have 3 drops now. 3!!!! In the 12 hr rotation I would have 5 - 6 per rotation. The 8 hr one is just horrible with 3 - 4 per rotation. With the timing of the rotations I can only get 3, at best. And let's be realistic, I won't. I lost 2 of my 3 just yesterday due to noobs just feeding and causing us to loose the mission. Nothing better than low levels making your drop giving you a 2.2 score drop (this is why I antag). I miss 2 of the 3 rotations every single time, and there's nothing I can really do other than a. not go to work or b. not sleep as the 2 rotations fall on exactly those 2 moments.

It really makes leveling up feel like a punishment as it greatly slows my resource acquisitions.

Can we please get this looked at and maybe increase our drops or just put the 12 hour rewards rotations back?

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Ship's Log / Re: Road to SpaceGuilds #1
 on: November 27, 2018, 11:24:23 PM 
I don't know how I feel about this. I know currently when I play as a Raider I take advantage of the 3rd person camera and I'm constantly scanning. Yeah the radar could help new people but its honestly something they should adapt too. And like what Drow said, it could encourage some slight, unhealthy dependence on it. This is going to give us Antags a bit of a problem especially for those Wardog types if they can't at least jump an enemy from behind when they aren't paying attention. If you use Hades Raiders you better get that Cold Blooded Card if you don't already have it. You're going to need it.

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