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.


Topics - LordDraco3

Pages: 1 [2] 3 4
16
Suggestions / Alicia Jump Cooldown
 on: August 12, 2018, 03:33:02 AM 
So we all know Alicia has been possibly the #1 discussion ever since the R&R glitch caused it to take over the pvp scene. That gun is still spraying obnoxious fire on what feels like 90% of matches.

Refer to threads:
Alicia Players
https://www.spacelordsthegame.com/community/index.php?topic=1688.0
R&R needs a nerf
https://www.spacelordsthegame.com/community/index.php?topic=1649.0

Anyways my proposition is a little different. I've played Alicia with R&R in the high 60 MMR range, and she's weak there, where it takes all of her ammo just to kill wardogs. Nerfing R&R itself would only further keep her from viable high level play.

The main reason I'm sick of fighting this weapon in pvp, is because she's just constantly in the air. All the time. She can move super fast up there, making her hard to hit, but she has a very easy time shooting you. It's not hard to predict when she comes down, but as soon as she touches the floor, they ALWAYS just jump right back up.

My suggestion is a 2 second cooldown on her jump. Hans can't jetpack out of CQC, he has a startup delay on top of his long ability timer. Ginebra can transform and escape any situation, but she has no offense during that time and has a delay to change back. Rak has to charge his mobility power. Alicia has no drawbacks on her extreme mobility, while flying around with a powerful, easy to use weapon, that murders players in a couple of shots. If she couldn't spam her jump, it would give players a chance to catch her. In high level pve, enemies just shoot you down out of the air anyways, so there's not much lost in that regard.

Also, buff her other 3 guns, they need to all do more damage. Novera hits single-digit numbers until it crits for like 100+, there is no reliability in such a weapon. Eager dumps its ammo with every shot, it should be quite deadly for a one-shot weapon. Daisy needs the shot speed re-evaluated as well, it shoots so poorly that it's hard to even call it a gun.

17
Spacelords Universe / Indie game feedback
 on: August 08, 2018, 02:06:32 AM 
Was just reading this interview with several recent indie hit developers, seemed like good food for thought and a friendly reminder to be constructive. Bugs, glitches, and balance issues aren't worth making a bunch of people who are working hard to bring us a game that we love feel like crap  ;) That said, here's hoping I finally get a Patient Boy tonight!

Of course MSE is way bigger than a 4-man dev team, but they are still independently handling this game from the ground up.

https://www.pcgamer.com/the-daunting-aftermath-of-releasing-your-dream-game-as-told-by-the-devs-of-stardew-valley-owlboy-and-more/?utm_content=bufferbec69&utm_medium=social&utm_source=twitter&utm_campaign=buffer-pcgamertw

18
Fan Corner / Shy gameplay
 on: July 26, 2018, 08:56:09 AM 
As someone who has loved Hive since she came out and enjoy her as one of my mains, I have to say this is now my favorite weapon in the game.

Raider play, Fistful of Sand:
https://www.youtube.com/watch?v=_jEYHj01oJs

Antag play, Enemy Within (vs. Tolchok):
https://www.youtube.com/watch?v=rSwUuxcte_4

19
Fan Corner / Finally got Shy!
 on: July 25, 2018, 08:30:23 PM 
Hans does it again!
I almost felt bad making 2 players quit the match, and the other 2 surrendered.... but then Shy FINALLY dropped so oh well. Added the 2 that remained later since i've been fighting with them almost constantly since Shy, they were good sports about it :D

https://www.youtube.com/watch?v=RTc_iqC6sA4


20
Fan Corner / Our community's favorite topic: Antagonist!
 on: July 24, 2018, 12:58:35 AM 
Just uploaded a bunch of antag games while looking for Shy. Been through some brutal MMR-imbalanced games, because my MMR always seems to be higher than the raiding group, doesn't matter if i'm at 60, 50, or 40.

Rak antag with 10% MMR handicap
https://www.youtube.com/watch?v=Tr9kJJr5roQ

Rak Berserker (again) smacking those pesky raiders up with my BEAR HANDS
https://www.youtube.com/watch?v=jcUGUOdYfFA

Weapon from the Past (ugh, I hate this map) as Konstantin
https://www.youtube.com/watch?v=B1zgMe9DkfI

Hans on Enemy Within.... always an awful map to play, but this old man's still got it! All you pesky R&R's and Tolchoks need not apply
https://www.youtube.com/watch?v=NSMo5b8pebo

21
Short Fused glitch that causes instant-loss if you kill the extractor before the timer appears, is still here. Glitch has been around for a loooooooong time, but I don't believe I've ever seen a video posted of it.

https://www.youtube.com/watch?v=8t8gU0T8BZo

22
Bug report & Technical Support / Iune Angelic card
 on: July 11, 2018, 02:14:53 AM 
Hey guys! This has been an issue ever since the card was nerfed back on 17 January 2018 -- Patch 07 -- Angelic's effect was reduced.

Well, ever since then, Ritual has made Angelic completely pointless to be in the game. Since the cards were recently buffed, this is still the case.

Ritual has a better cooldown effect than Angelic, both common and rare card versions, and it works with all heals, player and non-player, whereas Angelic only works on players. Ritual is also Iune's default starting card, making it instantly accessible, but you have to draw Angelic from the deck, which has pretty much the same effect but weaker and with more restrictions. I feel like this may have been an oversight when it was nerfed because it was considered "too strong" but it has no purpose to exist in the game under the current numbers.

23
So I never play Alicia and haven't even picked up R&R since the Hades update happened, mine is at lv 0. But because it's like the #1 topic EVERYWHERE now in this game's community, I decided to investigate and found the problem in about 1 minute of solo play.... the gun will sometimes score multiple hits with a single shot. Has nothing to due with lag either since this was on solo. Also has nothing to do with bouncing on terrain, as this was a head-on shot while I was wounded, I just pointed it at the bad guy, shot him, and it hit 3 times.

So everyone kindly stop going on about the R&R needing an unnecessary nerf when it's clearly duping damage and no nerf will ever make that an ok thing for a gun to randomly double or triple its damage.



Mercury Steam, please check into what could be causing this. The gun is completely balanced in my personal opinion from hundreds of hours in this game, if it works as presented. But if it randomly triples damage, that's likely what is causing all of the complaints about 1-shotting tank characters such as Lycus, Schneider, and 5th council.

If the multi-shot is intended, I would rather see it removed and have a reliable 90 damage shot, every shot, than 40 damage that might hit 80 or 120 randomly. It's annoying to accidentally kill elites that you shoot at when this triggers.

24
Gameplay Feedback / High MMR Antagonist
 on: June 01, 2018, 05:54:11 AM 
So I played at 70 MMR as antag. After it took around 30 minutes to find a game, the match was populated with enemies with no health, and very low spawn rates.

The map was Enemy Within, and it took longer for me to spawn in for the first time than it did for the Raiders to kill the first squid. I was still materializing while they were taking control of the point.

Squids died in seconds, and council offered no real resistance either. Once we got to phase 2, no Acolytes spawned, or if they did, they died as soon as they were shot at. Based on the attacks, I estimate they had maybe 100 or 200 health.

Even with Tolchok and outleveling the entire team (which this community seems to think will make you an unstoppable force), there was no way to win in a true 4v1 situation when the map was clear of all hostiles except me.

Not only does a difference in MMR cause the game to become too hard for the raiders if the antag is lower MMR and raiders are high, but if the antag is too high and raiders lower, the antagonist is on their own because the game overcompensates for the situation.

I won my previous game by just killing the protector on Fistful of Sand, as all antagonists know to do these days, and my MMR did not go up. But lose on Enemy Within 40 minutes later, and drop 2% MMR? The formula seems to have some issues.

26
I present the greatest tactic to grace the game. It will make you a better player. I'm not sure I should share such a powerful combo, but here it is

https://youtu.be/OY8NwpcM_U8

27
Suggestions / 1v1 arena
 on: May 16, 2018, 01:24:46 AM 
After Council Apocalypse of course...
I would love to see some kind of Raider vs. Uras Acolyte 1v1 arena!

Allow for a lobby of X number of players, where a certain number of lives or kills had to be scored to be the winner, possibly by selection. Maybe some x5 Rotters spawn to feed aleph in some manner. Let us go toe to toe with a player of our choice, just for the fun of it! Or some degree of reward, if it would be made possible

28
Spacelords’ Advice / Weapons and reward attributes
 on: April 19, 2018, 10:32:37 AM 
I made a basic spreadsheet containing all of the current weapons, and which ones have bonuses to blueprints, gold, or faction points. I also indicated which ones have a pair of these traits, and there are 3 guns total right now that have a gold+faction combo.

https://cdn.discordapp.com/attachments/315765053364109312/436361932144902144/raider_weapon_traits.ods

FYI- level 104 is Forge 18, lets you max 2 attributes at 15 points each

level 150 is max forge level, with a total of 37 points to allocate.

29
Suggestions / Idea to balance Passive skills
 on: April 17, 2018, 08:25:47 PM 
The new big complaint is levels and passives vs. balance. This makes low level players feel cheated by the system when they have to fight against higher levels.

I'd like to toss out the idea of changing the level up passives from their current combat-oriented flavor, to the Treasure Hunter, Bounty Hunter, and Affiliation (blueprint, gold, and faction point increases). This would require re-balancing the scaling on enemies, which currently feels way too high as it is, but this would make it less of a grind as you play more, and also help reduce complaints about mission rewards and blueprint drops.

Also, Forge levels are currently making it very difficult to pay for reconfiguring weapons at a player gets higher in levels, a forge level of 20 costs over 50k gold to make a rare weapon  :-\ Our costs go up as we level up, but our rewards currently do not. So a natural increase in rewards as your costs also go up makes sense.

My team has been playing with all weapons including these passives and we can definitely tell them make a difference, the tooltips just seem to be confusing. But the gold rate vs. blueprint costs seem like something that will get to be a real problem fairly quickly, and even gaining levels does not scale in rewards. You gain 2000 gold when you reach level 2, and you still gain 2000 gold when you reach level 150.

This would, of course, require rebalancing (weakening) all enemies to some degree to deal with the loss of these combat passives, which they currently seem built up to counter.

30
Bug report & Technical Support / 3 More glitch videos!
 on: April 16, 2018, 11:11:41 AM 
Hey guys! Got some more things to report. Two new ones (to me) and maybe something to help for an old one:

Loaht got stuck changing back:
https://www.youtube.com/watch?v=rL-tjj0014Y

Ginebra got stuck inside the ground after a Hollow One dropped onto her cat. Couldn't respawn, my death spot still drew aggro and enemy shots:
https://www.youtube.com/watch?v=X3YxdFc6bX4

Tsiklon looks weird as client.... the glitch where it doesn't do the right damage unless you are host is still going on. What I never knew until now was that a client watching the host shoot it, it LOOKS like the gun overheats and starts spitting out the slow bullets. I asked Woody if he was letting it overheat and he said it was never passing 2/3rds heat up. In this video clip you can clearly see 2 enemies die to invisible bullets that clients can't see but the host can.
https://www.youtube.com/watch?v=ts1CCpu7cEI

Pages: 1 [2] 3 4