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 - TehMud

Pages: 1 2 [3] 4 5 6
31
Gameplay Feedback / Re: This weekend feedback (29-30 July)
 on: July 31, 2017, 07:20:31 AM 
Regarding more lives that's not needed, even with an Antagonist.

It would be way too easy otherwise.

32
Gameplay Feedback / Re: Harec weapons
 on: July 20, 2017, 05:37:20 PM 
The Ignis is my favorite by far. I basically call it the quickscope rifle as it's speed helps alot for quickly getting shots off. It stands out heavily if you're using a more offensive playstyle. A headshot with the 2x damage does enough to kill most players.

33
I understand the bar just fine, but I would say that having options to adjust the HUD would be great. Whether it being able to move the bar, or break it into the sections and move the, to different parts of the screen since different players have different preferences.

34
Spacelords Universe / Re: The Elephant in the Room: AFK Players
 on: July 17, 2017, 10:30:20 PM 
The "Vote to Kick" option does have issues as it can be exploited in the long run. Not so much right now in Beta, but once the game is released and there's enough players people will just vote either to troll or because they "just don't like someone",

What I would like is for the AFK solution to be fixed so that they have to actually play the game in order to not get kicked. While I like a vote, I learned from other games it can be easily exploited by jerks.

35
Gameplay Feedback / Re: Host choice
 on: July 17, 2017, 06:50:04 AM 
Yeah for me I've been chosen as Host a few times, but I know my connection isn't great and am unsure if it can handle it. I basically just hope we complete the mission as I've got no real feedback on how my teammates are connecting,

I'd really like a quick pop-up tab showing everyone's stats and ping, especially ping so I know what's going on.

36
Gameplay Feedback / Re: Reward system needs overhaul.
 on: July 17, 2017, 06:45:05 AM 
I feel overall if you gamble on a BP and lose, you should get SOMETHING.

 Even if it's just like 50 gold. We spent 20 mins getting there, we want at least something.

Otherwise it's fine for me. I just think the rewards should be a bit higher.

37
I really have had no issues with the third configuration. It's pretty easy to just run around and grab the Aleph boys even with an Antagonist. Unless you're Kon.

Anyway it's the last Monolith so I'm guessing it's supposed to be a bit longer, but it's really no big deal. It's only seconds in difference.

38
I'd say no at this point simply because it's really hard to judge due to the variety in skill level. A good Antagonist will be able to crush a ragtag group of newbies, but against an experience group of players that stick together it's much harder, and even a hint of confusion goes a long way.

In a traditional even PvP I'd agree, but given it is 4v1 it's a bit different. For example Invaders in Dark Souls initially glow Red, but can equip a ring to look the same but when it's 3 or 4v1 it's very difficult to win.

39
It seems like the only effective uses for a shotgun are softening an enemy up for a punch (so they'll won't have as many chances to dodge), grinding down beholder tentacles, or doing some amount of damage against an enemy immune to melee.
I should probably see if an elite's charge can be stopped by the default shotguns, but I have my doubts about that,

Well I know in the new mission the big brute elites can be stopped by Lycus's guns anyway

40
Gameplay Feedback / Re: 1v5
 on: July 08, 2017, 05:14:20 PM 
Well you may have just not fought a really good Antagonist yet. Antagonist requires you to know each char's strengths and weaknesses, how each mission works, how to read your opponents in melee with the RPS mechanics, when to push with the AI or pullback, etc.   

 It takes practice for players to learn how to play that role. I love doing it and have succeeded a number of times in the past, and lost a fair amount too. Haven't done any this weekend yet though.

41
Spacelords Universe / Re: Free or not to free?
 on: June 27, 2017, 06:09:13 PM 
No release date yet. We have no clue when that'll be a thing.

42
Gameplay Feedback / Re: My experience in a nutshell
 on: June 27, 2017, 06:08:23 PM 
Don't forget that if they aquire Aleph and use it to go supersaiyan, they are immune to strikes and grapples as well. Put a few rounds into them, that will cancel their buff and you can proceed to kill them as usual. Unless they have multiple Aleph charges, you probably will have to wear them down before you can kill them.

Oh yeah that's a big one that alot of players aren't aware of.

If the Elites shout and jet sparks and stuff around them they cannot be melee'd or grappled until it's gone. So either shoot em to hell and back or run away until it wears off.

43
Gameplay Feedback / Re: My experience in a nutshell
 on: June 26, 2017, 11:30:56 PM 
Well clearly I figured out that bullets don't stop grapple, that's the main thing I'm complaining about here. Which is a stupid "feature" that should be rethought.

And again stating the obvious, Elites are difficult. I know they're supposed to be, they're called Elites. But I'm saying that at a prologue mission, a 1 vs 1 against an Elite should not be that outrageous.

My bad didn't mean to come off like that. Was in a grumpy mood.

Anyway I get what you're saying, but Elites aren't too bad. 1v1 you can pretty much just spam melee and kill them as well as counter their grabs. With another player you both can just wreck them. I dunno I just tend to kite them backwards while shooting then go in for the kill.

44
Gameplay Feedback / Re: My experience in a nutshell
 on: June 25, 2017, 09:02:04 PM 
No. Bullets don't stop Grapple. Melee does. It's on you that you're not punching to Counter their grapple. That's  the way the game is designed. It's really easy to just melee an Elite's Grapple.

EDIT: In addition the Elites are meant to be scary strong. They're supposed to make you stop and think twice about what you're doing since they can easily kill you.

45
Gameplay Feedback / Re: hanging by a thread spawn
 on: June 21, 2017, 11:25:57 PM 
I admire your attitude towards this, but objectively speaking, having to have a certain loadout to push out from your spawn area is bad design. Now couple that with an antagonist who can one-shot you like Harec. I've been on both sides of this situation, it's not a pretty sight.

I've been on both sides, and as Antagonist am absolutely relentless with shoving raiders into their spawn at that chokepoint.

As for being a Raider, the only way to really push through is to have all 4 Raiders together, pick off some enemies, and then push through at once to murder the Antagonist and just have map control again.

The problem with that is we can't communicate very well yet. Ideally we'd have voice or text-chat and be able to form a plan, but right now it's really difficult to coordinate unless all the raiders are experienced at how to push through a choke-point and know what to do.

Pages: 1 2 [3] 4 5 6