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Messages - CaimZheit

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Gameplay Feedback / Niblen Mortar
 on: February 17, 2020, 12:03:05 PM 
 Since everyone is venting their grudge against certain weapons let me join the wagon. The niblen mortar could be my favourite weappon in all the game, but even I can see it does too much damage. Used against a fifth council drone it kills him in a matters of seconds, with few shots, while killing the explosives miners to.  My biggest problem is in pvp, after Rak shot with it you can't contest that position. If you go in melee you have few seconds to do win or you are at 0, its like old plague HIVE since you take damage while dodging. The only way to get him is to spam punch before he shoot, and even in that case if he is able to shoot between dodges you lose the engagement anyway.

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Suggestions / Re: The most important button in spacelords
 on: February 13, 2020, 11:46:10 PM 
I think that it can be easily overlooked and it appear one time. Giving direction mid action can go so far, it's impossible to know what the player is doing while the banner appear. And the info button give a lot of usefull information, like the character ability and build.

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Gameplay Feedback / Re: Epic Forge: Kill points need to be fine toned
 on: February 13, 2020, 11:22:55 AM 


    The stupid thing about kill points is that the best way to farm them is not use them. But having a mechaninc that reward palyers for killing ads is more than welcome for me, it should be the first concern anyway. This system with many other rewards certain character over others, and for that reason I think this game assist should reward kill points. I wouldn't however necessarly reward damage to boss like entity because you would risk to have the opposite problem. Immagine having three snipers and long range in your team focusing the boss while being swarm by ads, and someone has to try to keep them alive. A change I would do is to give 20 points for engineers and looters, it isn't hard to kill them, but it is good reinforcement.

    The score system is a bit shallow hovere. The best way to get a good score is to get a good team score, and do the mission fast with few death as possible. Also some parameter are a bit stupid, raiders extracted is quite arbitrary. But the biggest offender is the survival score, getting trought a survival isn't a feat unless you play a native, and in orther to get a good survival score you need a bad resistance score.
   
     To get an high score at the end of the month you need to have an high mmr, and to get high team scores over personal score. To get kill points you need high spawns rates, and so you need an high mmr. There is no way around it and the game should tell you.

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Suggestions / Re: Display mission difficulty when chosing character
 on: February 13, 2020, 11:05:03 AM 
  A good compromise is to show the average mmr of the raiders, it is a good indicator of the difficulty. It doesen't accounto for antagonist, but it wouldn't show in character selection anyway. It would also help me to understand if I can pick what ever character or if I need to carry this match, right now I choose based on rank.

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Suggestions / The most important button in spacelords
 on: February 13, 2020, 10:01:36 AM 
  A thing that would go a long way for the game: ensure that the tutorial explain how the information key work (d-pad up on controller 1 on keyboard). It could be that at the beginning of the second section the game stop until you press that button. As of right now most of the time the mission is explained by Cortez's dialogues, and in some cases (Short Fuse, In Shock) it's not enough. Also some times new players don't know what their character does, and this would help to.


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Gameplay Feedback / Re: New toxic scheme
 on: February 13, 2020, 09:53:16 AM 
    The problem isn't team composition, I can do the mission and could the rest of my team. The problem was that one of our teamate was basically afk, and we couldn't pull his weight to, especially because the antag had a perfect positioning. We were overrun by ads, and we had to let slip something so it was the thing that didn't immediatly kill us. I actually think that the antagonist and the afk natve were the same guy, using the vision of one to get the upper hand on the rest of the team.

    Also I don't like to use the redemeer this way, because then I have a limited number of times I can miss a shot before I have to redo the setup. We hadn't the time to breathe, this strategly would have been way to convoluted.

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Gameplay Feedback / New toxic scheme
 on: February 12, 2020, 07:20:28 PM 
   I wouldn't write about this if it hadn't appened twice to me, and the first time has been one of the worst game I had. Both games were in the mission "Low Blow", both times I had a low level (tier five) Kostantin antag with an O.shtorm (not shure on the weapon), and in both cases the rest of my teams were two puprle rank and a native raider (the first time rank four the next rank one like me).
   The first game was orrible, the kostantin was quite tough to fight since he could down a rider incredibly fast. We were able to contain it, but the problem was that nobody was kiling engineers so we got stuck in the fisrt pressure segment. The whole time I saw the Doldren sitting behind cover near a spawn, there was no astral projection around and his aleph reciver was off for the entirety of the match. There was no extra healing and my stress meter was on the entire time (played as Loath). He wasn't clearly helping and initially tought that was scared from the antagonist. Toward the end I walked to him and when he noticed I was watching him he slowly walked into action, while I was shadowing his steps. He played a little and did pretty well, we almost got the fisrt segment while he was playing. After he died he returned behind cover doing nothing and we lost at the start of the mission.
    The second match started in almost the exact same manner, the only difference that was an Harec instead of a Doldren. This time I didn't let him do nothing so I followe herc trought the first section this time. The rest of the game was quite fun, I played again as Loath. After the first section Harec was often behind and died a lot, but only the first section having a slaker is game ending so.

  It's not the first time that I see this kind of behaviour, but in "Low Blow" the first section require at bare minimum that everybody kill ads. So watch out if you play that mission.

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Suggestions / Antag endscore once more
 on: February 08, 2020, 07:51:08 PM 
   Everibody who begin playing spacelords and starts to know how antagosist know have the same suggestion/question, why the antagonist has to win to get a decent score/rewards/etc...? As I get to know the game better I understood a little bit why is this the case, and why after all this time antagonist have to win to earn something. But while I was scrapping to get a 1.1 more on my adventure path to get those weapon skin, I start to put some thoughts in the interaction between those two aspect of the game.

   In a week I can relaiably get a score of at least 8 in all mission, with most be 9. If from today I queue only antagonist for the rest of the month, maybe I can relaiably get a 0.6, the antag role is hard. If I want those juicy adventure path I need much more. The only way to get an high score relaiably as an antagonist is to hunt noobs and lowering your mmr, this might not give you scores higher than 7.8-8, but it give much more on the adventure score than just do raider or try to be an antagonist fairly.  As it stand right now, the win or nothing rewards for the antagonist with the adventure path reward a behaviour that hinder the growth of the playerbase.

   I also have a series of gripes with the antagonist system that I foun entangled with each other so let's begin. The raiders can give up a mission if the majority want to, the antagonist must endure wathever the matchmaking serves him. Especially considering how much more frustrating antag is than raider, true the raiders would get a free win so my next gripes is that. It make no sense than if the antagonist run the raiders automatically wins, there still is a level that would not complete itself antagonist or not. In this times if an antagonist run, it wasn't very influencial on the match to bengin with. It's not chess the pieces will still moves even if the opponent isn't there, unless we talk about the mission altered difficulty wich can be altered during cutsene (Indeed the game already do that in small amunt). But I have a bigger gripes with the altered difficulty, little annectode first:
  "A breath of hope" my mmr at the time 44%, I have a friend with me of mmr 36% wich is also the average mmr of the team. There is an antagonist of mmr 20%, the game set the difficulty at 40%. The antagonist was awful, but the two other members of my team (and my friend to) start to brack like toothpicks for the sheer spawn rate. The antagonist leave after the first monolith is acrtivated. He could have stayed in a corner doing nothing and we would have lost the mission.
  There should be a cap on the maximun difficulty based on the lowest or second lowest mmr (or it could be the ighest difficulty at wich the second lowest mmr won a mission). You can introduce an lower cap as well.

    In general I think that every palyer should have two mmr one for raider the other for antag. The reason is my current mmr is valued at how good I am to carry noobs as raider, because I mostly avoied play as antag. And this can be said for most of the newer playerbase. If I start mathcmaking as antag however the skill required is to 1v4 people with my same skill (at least in theory), you can't expect that a 40% mmr raider behace like a 40% mmr antagonist.

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Gameplay Feedback / Re: Elites Again
 on: February 08, 2020, 06:44:55 PM 
  After a while I learned how to deal with snipers, quite relaiably. My problem was, and still is, "no reservation". In the final section it's hard to snipe them so much that neither them do so, they mostly run around the map. Even picking a sniper means haveving a non so great time in the barges sections, as you have to fight in close quarters against  melee elites with area of effect damage around the place, literally the snipers worst nightmare. In the last section of even if I bring the most efficent sniper killer, valeria in my opinion since she can spawn camp them, I must do so with very little error margins. The worst part is that the error in question is most of the time a noob that try to yolo it, and then lose 3-5% mmr because someone didn't let me di my job.
   I can carry noobs, as long as they at least try to help I can do it. It is the first thing you learn in this game and what I did most of the time in this game. But I can't carry noobs while they are actively decremental to the mission.

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Bug report & Technical Support / Re: Aneska cloud of death
 on: February 08, 2020, 12:44:52 AM 
I know that bewitch dosen't work in three meters, but sometimes it makes no sense. In certain cases enemy shoot me while bewitched, but it was around the three meters threshold. But just today, I bewitched 3 melee elites and ran away behid a cover, with no stress signature, and they still would follow me. I don't use bewitch much so I don't have much data, but those few times it kinda work half of the time. 

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Gameplay Feedback / Re: Elites Again
 on: February 06, 2020, 01:04:05 PM 
Follow up on the knockback: Try to do a melee finisher on a downed fifth council melee elite, when the other is at a slighty higer position than you.

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Bug report & Technical Support / Probable aimbot
 on: February 06, 2020, 12:43:17 PM 
 I didn't want to make a post about this, but since I just got paired twice with thye same antagonist in 3 mission. But my recordings are too big yo send, and I keep losing loot and rewards due to this. So the thing is simple, if my antagonist is a Iune she kills anyone on my team as soon as she have line of sight with us. I once get out of cover and slide, and still get killed with a single salvo.  The weapon I saw used with this were the base weapon (oath I belive is called) and sigh. Suffice to say I lost  all missions when this happen. The only time when I was able to kill such antag is while they were killng my teamate, or with long cover cheese if the map allowed. If they make more than 3 meters of distance, it was then impossible to catch with certain characters. Even if everthing was legal still this has next to no counterplay.

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Gameplay Feedback / Re: Stress cahnges aftermath
 on: February 06, 2020, 11:31:47 AM 
Normally patience and weapon pressure cards.

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Gameplay Feedback / Quality of like fix on Antag
 on: February 04, 2020, 11:37:01 PM 
  I speak from a prospective of one who mostly play raider, and do some antag mission only for adventure rewards. I think taht the pvp aspect of the game is quite odd, it's mostly matchup knowledge and gain that knowledge it's painfull. For example I didn't know that if you dodge against a Kuzman you die, or that Alicia can kill you  with a dodge. And I don't know the counterplay to the previous strategy. The point is pvp can be a completely different beast, and you can go pretty far without knowing  any of this stuff, my mmr is 40%. Yet if I try to be an antagonist I get paired up with groups at 50% mmr who definetly know mostly the pvp.
  I just got in a match when they culd just shut down all my engagement, because I didn't know any of the matchups. I could try to do that mission, or spend around the same amount of time in a soft ban. I understood how they shut down me at the third failed engagement, and there was no point continuing other than make me incredibly salty. Yet this soft ban make my expirience at learning the pvp even longer, than it is.
  I don't understand why the antagonist get a ban for forfeit. If I leave as a raider there are 3 person who have to pull my weight withuout the lives I wasted. In other hero shooters I get a ban for forfeit, because the rest of the team will lose most of their engagement. But who hurt an antagonist that forfeit? The ads? The elites? If I get matched against some of the best players of the game do I have to be their punching bags or get a ban? Those details escape me.
   I think there are some quality of life improvement that could help the antag expirience. Have two separate mmr for raider  and antagonst, so at least if you played raider to high mmr you can try to swith to antagonist. it would also help to find people who lower their mmr in order to bully noobs,  as the two mmr would differ greatly (at least they would have to lower two mmr instead of one). Also remove the forfeit penalities, it would make antag more accessible.

EDIT: Just did a game. We were in 3 people, one of us was a kuzman rank 6 who wuldn't be able to do the mission normally. We got paired with a purple rank 1 one rak. I struggle to almost get even with him, the rest of the team got demolished. Thatas what the current adventure path results.

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Gameplay Feedback / Re: Elites Again
 on: February 04, 2020, 10:32:15 PM 
I to find snipers, but there are only two of them in the game. i don't use harex and when I rolled the mods for Shae I didn't find attractor. I can outsnipe a sniper, but most of the time I have to sacrifice the aleph. And even when I make a list of character that can deal with sniper relaiably it's not that long. Consider this if I punch a snipers and she dodge, there is nothing I can do to catch her or stop her, if she walk toward me while I'm chasing one is the same.

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