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Messages - Angeles2099

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61
Fan Corner / Spacelords Gifs
 on: July 04, 2019, 10:51:14 AM 
I'm bored so I thought Id find gifs that describe or are related to some of the Raiders or just Spacelords as a whole.

Mikah:


Uras - Beherit:


Ginebra:


Doldren:


Low level Antag vs High level Raiders be like...


Hans Emoting




Thats all I got

62
Gameplay Feedback / Re: Doldren is still too powerful
 on: July 01, 2019, 11:14:02 PM 
I cant remember the player that humbled me but I only remember the fact that he/she was one of the more well known SL players....not that that narrows it down at all lol.

and lol I think Shae is more of a Discount Harec than Doldren is. Doldren is pretty damn Unique.

63
Ship's Log / Re: Spacelords Roadmap
 on: June 29, 2019, 08:16:07 PM 
Hi Reza Karimi

64
Gameplay Feedback / Re: ping
 on: June 29, 2019, 08:13:47 PM 
well bad ping is technically a bug but yeah I agree, Ill be coming back for more every time.  You'd probably like Dark Souls lol

65
Gameplay Feedback / Re: ping
 on: June 29, 2019, 04:21:06 AM 

You gotta love when that happens right. The only solution I can think of to solve this is having Dedicated Servers put in but that's likely to be very expensive.
Id imagine the funds that there getting are being funneled on skins, new mechanics, fixes and well anything else besides Dedicated Servers.

66
Gameplay Feedback / Re: Doldren is still too powerful
 on: June 29, 2019, 03:56:34 AM 
Yeah facing Doldren with this "Build" is particularly tough. Honestly when ever you see a Doldren you need to put in a lot more Focus to whats going on behind you at all times while he's alive. I've personally seen a player that actually amazed me the Entire match when I was using this very specific "Strategy". His team were all around the same high levels but they couldnt adapt to Doldrens method but this one Loath player, man, his reaction timing was on point, so much so that if I warped in to go for a Punch he would strike before my own punch lands.....Every single time.


I was being a pretty crap player at the time so used exploits to get him, if he was on a slightly lower platform id appear on the one slightly higher so his punch will miss even with his ridiculous reaction time and id grapple him or wait till hes focused on enemy AI and appear than. Thats base Doldren right there without considering weapons....it sucks to be on the receiving end.

So yeah squad up and Always keep your attention behind you even if AI grunts or even elites are attacking you. If the Ping is good and you look for the Blue fog or sound queue, you'll be able to react fast enough. Unfortunetly you cant depend on Randoms to do the same.

67
Suggestions / Re: Merchandise?
 on: June 27, 2019, 08:30:39 AM 
I was just thinking that too, I dont really stream but if I did Id rep a SL T-shirt or something.

68
Ship's Log / Re: Spacelords Roadmap
 on: June 26, 2019, 10:44:42 PM 
 ;D And we love you !

69
Spacelords Universe / Re: New Aleph Drop
 on: June 25, 2019, 10:09:14 PM 
That Antagonist aspect was my primary concern with the new change but that sets me at ease

70
Spacelords Universe / New Aleph Drop
 on: June 25, 2019, 05:41:19 PM 
Congrats they heard you and have responded, Aleph drops have now returned and now drop directly onto you and not the floor, and now you have the option to either drop them for a friend or use them as mines which only hurt the enemy.

MMR, Antag Sytstem and Sudden Death seem to take longer to find a "Fix" but like other past problems things were adjusted for the better. Hopefully the aforementioned 3 get fixed sooner than later.

71
Suggestions / Re: antag desertion
 on: June 25, 2019, 05:21:49 PM 
thats a good point, Antags should have there own option to surrender. Its only fair. Except leaving in this fashion shouldnt end there mission right away as it normally would. (I think thats a good idea??)

72
Ship's Log / Re: Spacelords Roadmap
 on: June 25, 2019, 05:15:57 PM 
lmao (actually laughing)

73
Ship's Log / Re: Spacelords Roadmap
 on: June 25, 2019, 05:44:09 AM 
That review is out-dated, and not by a little, they called the game Raiders of the Broken Planet (Thats how you know). Whats the point of posting that? Did you actually try the game (Recently) or are you just bashing? 

74
Spacelords Universe / Re: Not much to do
 on: June 22, 2019, 04:17:15 AM 
Also real quick, A good idea for future levels is to take a page off of warframe and Dead by daylight, in such a way as there levels are always generated differently each and every time, even if its subtle. In DBD the maps have there Totems, Killer's Basement, Hooks etc, all place in random computer generated spots to keep things fresh, Warframe does that too but goes beyond that and creates whole missions where the layout is generated one tile set at a time and within those tiles have minor random placements  like grunt patrol paths, lootable crates and so forth.

Food for thought : )

75
Spacelords Universe / Not much to do
 on: June 22, 2019, 03:51:12 AM 
I'm currently in the phase where I'm playing other games while waiting for something to draw me back into SL's. So in the mean time I've been playing Dead by Daylight and after playing that for a while me and a friend hopped on to SL's for a bit to mix up the games.

What I came to realize is how different one game (DBD) operates and makes you experience PVP as appose to others. There, You have to fight for survival right from the start and you have to use your wit and cunning to stay alive, all the while pushing for victory. Its quite intense even if from the aggressors perceptive we completely dominated it was still thrilling, having everything hang on the balance like that. But that was how that game operates.

After starting map after map where I've already memorized the safe-spots, Routines, what to look out for, etc. I found myself yearning for excitement. Then when I saw I had an Antagonist in my match I was like "Finally!" and my mindset went from here we go again to Lets kick this guys ass ...and we did, and they quite or stopped spawning and things  just returned to normal.


The first thing that came to mind here was that EVERYONE is extremely powerful in ONE (maybe two) aspects. I saw a HIVE with a plague who only learned to drop the Parasite field ...thing to instantly infect others and just melee till they drop, if that fails run till it cools off. Second match Shae with Sa Dhu just waited for one good moment to wreck one unsuspecting Raider instantly.

You cannot have fun when everyone is overpowered, its just too one-sided at times, theirs no stakes, and that goes for AI as well. which on that note, I suppose I get it, to answer how to stop a team of 4 potentially overpowered Raiders you would need an Overpowered solution, which comes in the form of a single Grunt who can two shot you (one if you a Local) combined with a fairly high MMR. 


When MSE_Karen mentioned on the New Daily Rewards video (Youtube) that the average player only plays 2-3 missions a day I thought to myself "Damn..., that's the average?" Which was unfortunate to hear really. I think this game has allot of style and some powers are fun to use but perhaps the focus should be shifted a bit towards a more grounded on reality perspective.
* Re-evaluate the Stress Mechanic
* Lengthen Wounded time a bit but Allow allies to pick each other up after a period of medical attention (uninterrupted).
* Grapples cannot outright kill you unless you are wounded, it will instead bring you from a healthly state to a wounded state.
* apply accurate hit boxes which can allow difference in shot damage depending on where you were shot (Arm,Leg, Head, Torso. etc)
* Fall damage
* Charged jumps (Fifth Council)
* Running long jumps (Everyone else)
* Grunts cannot passively zone in on your location automatically when there is no reason for them to know where you are.
* Grunts can only take so much damage during there Kamikaze-Suicide sprint before they are staggered in there tracks.
*add an exhaustion mechanic
*Reconsider the rock-paper-scissor mechanic
* Add Dedicated Servers

I don’t know,….This game is making strides towards a great final product especially when you consider how things were in the beginning. As it stands the current focus is creating incentives (Prizes, Rewards and Goals), New ways to Configure the perfect weapon and finding and testing new ways to make playing and losing against an Antagonist more balanced and fun. 

I hope way way later down the line perhaps on the second Road-Map the games core mechanics can be revamped, Keep all the style and flash but tone down the damage, and more maneuverability or something, more power isn’t always more fun.

As always, ill be around and pop in when something is added in the mean time keep it up guys!


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