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Topics - Alex2199

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16
Bug report & Technical Support / Heavy Metal Bug?
 on: September 30, 2019, 05:43:07 PM 
So as I was building guns I noticed that every time I try to build or even equip the starter guns for any of the raiders my screen would lock up? Not like freeze but I wont be able to back out, anytime I try to click something nothing happens, and I cant even close the game without having to shut down my laptop. Is anyone else experiencing this or just me? I already sent a message through the trouble shooting just to be safe.

17
Gameplay Feedback / Lore question
 on: September 22, 2019, 01:08:18 AM 
I don't know where else to ask this but I am really curious and get mixed answers. So Valeria believes she in a simulation...but in one of the cut scenes she winks as Konstantin and says "Okay...lets play this 'simulation'" which to me makes it seem like she knows she isn't in a simulation anymore. That or she has the hots for Konstantin and that's her attempt at flirting...

MSE can you clear this up for me? Its not important gameplay wise but for lore purposes I am curious

18
Suggestions / Can we PLEASE get a buff to The Whip?
 on: September 15, 2019, 07:18:53 PM 
I don't know how others feel but personally, I never saw the whip being overpowered. Sure the damage was stupid strong, but the speed at which the sphere moved was so slow that you could have EASILY moved out of the way. However, the damage isn't where my complaints come from. My biggest problem with the weapon is the fact that Thomas (The squid ball that comes out of the bridge...I named him Thomas. Don't judge me) is now borderline useless. You have to be close to the Thomas to even be able to shoot him. Yes this is good at pushes if you follow him but so is LITERTALLY EVERY OTHER GUN IN HER KIT! Even Earthing which has the smallest explosion radius is useful to make a push. Plus Thomas is so slow that its not even a true "push" its more like a causal walking your dog.

Here is what I suggest. Take away the whole "Be close to Thomas to be able to shoot him" thing. If not that at least make it where Valeria has to be close to the bridge itself and not Thomas. There is a reason no one really uses it...That and you made Shakura too strong. Literally nerfs The Whip into the ground the makes a gun that can kill people through walls and not even require Valeria to present. Makes zero sense and I would love for someone to give their input.

19
For the most part host migration isn't a major issue. However, When I am play with people across the world it is a serious issue. On missions like "Mind Over Matter" or "A Weapon From the Past", really ALL of the mission. Host migration starts the entire game ALL OVER!?!

I understand in the past there was host migration exploit but let me explain were players suffer. Mission is A Weapon From the Past and your friend who lives in a whole different country is the host. The Sphere is on the final alter and seconds, literally SECONDS, away from winning. Suddenly your friend's connection dips and it host migrates. Well surprise You have to start ALL FUCKIGN OVER with sudden death with a tier 2 Harec who is slaughtering the tier 6. How is this okay? Why are people getting punished for host disconnecting? Not even purposely leaving. To make matters worse I lost a rare blueprint on my pot with a 97%. So not only did I not win which was a waste of a quickplay but I also lost all my gold, faction points, and most importantly XP because I'm a tier 4 who cant level up because I keep getting teamed up against a tier 1 antagonist. I'm slowly drifting away from the game because I understand the rage and frustration that comes with it.

20
Suggestions / MSE will we ever get custom games?
 on: September 10, 2019, 01:57:43 AM 
I really desire for this game to get a custom game opinion. I wanna be able to antag my close friends without them queueing for one game and I queue for the same one and just gamble that I might join them. Along with custom games I feel like we should be able to manipulate the environment and features. For example, in custom games we can turn off enemy spawns and turn off raider lock ins. This way there can be a team of 4 Shae's and say a Hive as an antagonist. Now you have a friendly game of hide n' seek! I am mostly just concerned on playing with friends though

21
Suggestions / New Fifth Council Raider Concept(?)
 on: September 08, 2019, 05:35:47 AM 
I am working on a Fifth Council raider concept and I am having way more trouble than I had for my Local raider concept (Kiera). I kept focusing on a raider that was a tank like the other Fifth Council members. Then I realized why not another support raider? I know this could be a issue sense we already have Iune and Sooma along side with certain builds that could take the support role like Hive's Storma card or even Kuzmann with L.Horizon but hear me out.

While watching a streamer playing Spacelords he said something that sparked my interest (Don't remember what exactly he said). I decided to take his random ramble and try to polish it into a full concept.

Ability concept: When a teammate is down [insert raider's name here] can teleport to the downed teammate and draw aggro. This ability doesn't need line of sight to teleport.

To me this sounds like it can be a good idea with some more polishing. However, I cannot think of how it would be even remotely useful in the sense of playing as an antagonist sense the only adds that go down are elites and even then they aren't downed for long sense most of the time they are killed in CQC. To add to that I also fear it is too similar to Doldren but just sorta reversed in the sense of needing a downed teammate instead of an enemy.

Another ability concept is a temporary aleph boost. The raider shoots a syringe at a targeted teammate and gives them a temporary aleph boost causing the boosted teammate to get the effect of having 5 aleph but without actually having it. Keep in mind the effect is temporary and there would be a cooldown so you cant just constantly keep boosting them. However, same fear as before I don't know how it would work as an antagonist.

22
Gameplay Feedback / New Enemy Types?
 on: September 07, 2019, 04:22:48 AM 
So I have been curious about this for awhile (after the release of Valeria). Now that Shamash has been released into the present world and is evil plus has an army...I can only imagine MSE will make a new local enemy type. Which makes me question...What will make them different from the other factions? Wardogs rush in groups, Hades are tactical and use cover more, and fifth council are tanks. Fifth council also have fancier toys like the mine layers and drones. So what does the local class have? Well if we look at the local raiders they are stress free but with lowered health...So will the enemy type be like that? If so I have some concerns...

1) Melee elites... If the are stress free that could be terrifying.

2) Will the Local enemy type get fancy toys like the fifth council? If so PLEASE don't add any flying enemies...

3) How low will their health be? I am looking at this in the sense of an antagonist. The antagonist already don't have a lot of add help in high MMR so having a enemy type that is naturally low on health may not be amazing on their end.

4) This is more so of a concept then a concern. I think it would be cool if Uras came back. In the "Enemy Within" boss fight in the cut scene he gets away...so if Shamash is a boss fight why not give him two stages? One stage is just normal Shamash then the next Uras possess Shamash's dead (or weakened) body and turns him into a beast.

23
Suggestions / Card concepts
 on: September 05, 2019, 03:22:53 AM 
I was thinking about weapon concepts for some raiders then that lead me to thinking about what cards would benefit those guns. Then I realized there are card concepts that would fit the players so well yet they aren't in the game. I came up with two ideas (that other players could have said already...I haven't seen any post about this).

Shae: "Reduce the time it takes to lock onto a target by X%. If you have an aleph super boost it increases to X%"

Sooma: "Shielded allies stress meter are X% less sensitive. If you have an aleph super boost shielded allies stress is shut off." OR "Shielded allies stress meter is shut off for X amount of time. If you have an aleph super boost shielded allies stress meter is shut off for X(longer) amount of time."

I will probably add more as I think of them but this is all for now. MSE you can plug in the numbers because I don't know how the numbers work in game. Love you MSE <3

24
Gameplay Feedback / Struggles of a newer player
 on: August 28, 2019, 11:23:28 PM 
I am max level on Xbox, however, a month ago I decided to start over on steam to get the experience of a new player. My main compliant is the MMR and difficultly in the game. Why is my MMR not going lower than 45%? Why am I getting teamed up with Huey and Dewy right out the gate? Why is the map getting FLOODED with adds? I (and two other people) had to fight over 30 adds (to my count could have been more or less) and there was two tier 5s and one tier 2 with Huey (who wasn't moving most of the time). I know MSE plans on making adjustments soon but I want them to know that a tier 5 shouldn't have the same stress they feel when play Dark Souls.

25
Gameplay Feedback / concerns about Sa Dhu's future nerf
 on: August 26, 2019, 10:17:05 PM 
Hello! In the most recent stream MSE has done Ojuel and Vela answered a question about Sa Dhu saying they have noticed Sa Dhu being used a lot more than her other guns (Which I agree with) and then later mentioned how they see it as a little overpowered. Which made me worry sense I don't see Sa Dhu being overpowered. Yes, it is WAY more powerful than her other guns especially in the sense of antagonist play. That being said it is not impossible to counter...it is harder to counter but not impossible. The only things I could see happening to it is making the projectiles slower giving the raiders (or enemy AI's/antagonist) more time to react, for example find cover, roll, etc.

I worry because every time someone mentions something being "overpowered" in this game I have memories of The Whip for Valeria. So many people complained about it being overpowered and now look at it. It has ZERO use in the game. Its damage is weak and to even get the damage from it you have to near it. Not to mention its slow so the enemy has most likely moved out of range before dealing damage to them. Back to Shae, I just worry that the nerf MSE has in plan might be TO strong. I vote we make Sa Dhu's projectile slower or give a little bit more time between each shot so it doesn't instant kill things with the 6 shot.

26
Suggestions / Any future aerial based character?
 on: August 26, 2019, 10:04:36 PM 
So I know raiders like Alicia and Hans dominate the air, however, I am curious if there will be any more flying based raiders. Yes, I know there are other raiders like Harec and Schneider can also be useful when positioning in a higher up but I am talking about a raider who can fly around like Alicia and Hans. Maybe a sort of zipline that the raider can fire off of or maybe like Ginebra and it transforms into a flying drone? I don't know I am just curious

27
Gameplay Feedback / Please address the current state of CQC
 on: August 14, 2019, 10:59:48 PM 
I know a lot of people who are complaining about the current CQC system but I haven't seen any MSE member comment or bring it up in a previous stream. Grapples aren't working and punches don't seem to be stopping them. On top of that punches are beating punches? I had an antagonist beat my punch with a punch even though I punch first. Then once I rolled he punched my roll. After that he rolled once I grappled but instead of grappling it just hugged the air in front of him. Even the antagonist messaged me and said I should have killed him in that CQC fight.

Please fix this its making players leave the game.

28
Gameplay Feedback / Ginebra rework...
 on: August 13, 2019, 06:01:44 AM 
MSE can we PLEASE make Ginebra stress free again? I understand in the past she could have ran around until the survival timer was up. Which honestly I didn't even see that overpowered but whatever.  With the "sudden death" feature Ginebra cant really do that anymore...

Ginebra was built around speed and stealth. You have taken away one of her specialties that her ability gave her. You can no longer ambush raiders. Harec's follow your cougar until they can snipe you, Shae can bewitch you so much easier, Konstantin can bubble you easier, Mikah can chase and shoot you down, Ayana can COMPLETELY shut your path down. Fighting a Ginebra is stupidly easy now and taken away the fun of using her. Please MSE bring the fun back into Spacelords...

29
Suggestions / Report player feature
 on: August 11, 2019, 03:21:19 AM 
So there is a block feature in Spacelords (That doesn't seem to do anything...) and typically I am not one to report people. However, I have came across a fourth person who has serious ruined the game for not just me but the team. I am playing on my Steam account and was playing a game with 3 tier 6's and a purple tier 3 player. Mission difficulty isn't too hard. However, the two other tier 6 raiders didn't know how to play. The Konstantin didn't know how to use his ability at all and the Shae (to my knowledge) didn't even use her gun. A typical new player experience. Now where the frustration comes from is the fact the purple tier 3 player did LITERTALLY nothing for the team. I even remembered his PlayStation account name, "JoHaNYAG", and I wanted to block him until I realized the block system doesn't work. I still see blocked people in my games and I still receive messages from them. So I vote we scrap the block system and add in a "vote to kick" or "report player" feature. Reported players cannot play the game within a day versus a tiny 5 minute penalty.

Thanks to this player I could not level up sense we lost by becoming overwhelmed with enemies and I imagine the fellow tier 6s were also annoyed sense they actually tried. There needs to be harsher and more punishments for toxic players like this.

30
Tier 1 Aneska, Tier 5 Harec, Tier 6 Hans, and me a Tier 6 Hive. Then a Tier 1 Rak...Why am I getting pinned against Tier 1 antagonist? I will give it the benefit of the doubt sense we had a Tier 1 Aneska, however, Rak is a counter. I cant be mad about that though. What I am mad about is the fact it left more than HALF of the team at a disadvantage. We managed to get out of spawn and the antagonist didn't do any cheap moves (up till the end but that is to be expected...no one wants to lose not even the antagonist) but what the main issue is the fact that I SHOULDN'T HAVE TO FIGHT TIER 1s. I have NO passive stats and some may think "oh they don't change that much" which is dead wrong. With Hive's full essence bar the Rak only needed 3 punches to kill me. He didn't have any cards to increase melee. I know people will say 3 punches is enough to dodge, which I will agree and I often did and then punched back...which literally just tickled him. As a tier 6 Hive I have to relay on the plague and its fart cloud for CQC outside of that I am fucked.

Before people call me a "sore loser" I don't care that I lost I truly don't. I care that I lost to a tier 1 antagonist while more than half the team has only played for a couple of days. THIS is why people are leaving the game. Newer players can't win its a constant struggle of "Oh my first rare blueprint mission I have seen in a month! I cant wait to get [insert desired gun here]" and then get fucked over by a tier 1 antagonist. It is ridiculous and the game design needs to be changed for the player base to grow and make the game more successful.

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