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 - MeleeMaster

Pages: 1 [2] 3 4 ... 8
Gameplay Feedback / Re: submission - no penalty ?
 on: August 25, 2019, 05:42:46 PM 
They're probably saying they'll judge by the (low) score you'll get without penalties. I don't surrender ever, so I may be wrong.

Bug report & Technical Support / 5 min ban after the score count
 on: August 24, 2019, 07:13:13 PM 
For some reason I got penalized with the 5 min time out after the score count. What's happening?

Playing on Steam. Game accused host migration, said it wasn't able to connect with servers then just booted me to main menu with no option to rejoin. This happened twice, once it was in the middle of a match, but I ignored the issue since it didn't do much harm, but this time the final cutscene was already playing. Game put me back in the main menu like the match never happened.

Suggestions / A way to view the connection beforehand
 on: August 20, 2019, 02:50:35 AM 
Would be cool if there was a way to see the ping before accepting the match, this way we could opt out of matches with 600 ping.

CQC is pretty broken. trying to issue a from cover grapple is like getting hit hard from a stone brick wall at full throttle. antagonist or elite just comes punching me out of it and stun locks me into a unstoppable combo until I'm down to zero and whoosh! A finisher,

Sometimes elites and grunts straight up read your movements. I fought this commander guy who dogded a strike, parried 2 grapples then he hit me 2 times and used a grapple when I tried to dodge, a shotgunner who dodged my strike and countered with a shot 2 times. Grunts who dodge your attack and kick you out of a cliff is a classic too.

I had a Valeria on that stage, I can say my teammates played really well against her, but having a Doldren with the "one punch" build really helped.

No wonder the player pool is small, a player with 20 hours or even less into the game can already face this kind of bullshit. It's like if you were a lvl 10 player doing some fetch quest on a MMO and a dungeon boss kill you out of nowhere, making you repeat the quest from the start.

Bug report & Technical Support / Re: I don´t get XP
 on: August 09, 2019, 08:11:07 PM 
Maximum daily XP gain is no longer capped when you reach Tier 5.

What?! I didn't know that. Why would you guys cap the XP for new players? They need those experience points to get forge levels and passive bonuses as fast as possible, since they have to fight rubber band AI and surprise Antagonists.

What the hell, man?

Gameplay Feedback / Re: Lower MMR Difficulty
 on: August 09, 2019, 01:50:39 AM 
Sometimes I start to log in, but then I think, "Ah...I changed my mind, I don't feel like dealing with bullshit and stress." as I remember the last time I played the game and horribly unfun it was with the massive mobs, high health and high damage in the 30% range.

Remnant is around the corner, and it's basically a horror like Spacelords but with dedicated PvE. I like the characters here better than that game so I'm hoping they can improve things here.

For some reason my PC started freaking out when I boot the game. lol Maybe it's trying to tell me something.

I've seen the Remnant trailer, the gameplay looks cool, but the chracters are quite boring compared to Spacelords.

Suggestions / Re: About the Daily rewards...
 on: August 08, 2019, 05:42:41 PM 
No this game is for the most elite hardcore players, get out of here with that. We need more punishment for failing missions, like if you lose a match it should take 20% of your saved up gold and throw it into the pot. If you lose the pot then you lose all that gold.

High stakes, No rewards...

I like that.

Gameplay Feedback / Re: Lower MMR Difficulty
 on: August 08, 2019, 05:32:51 PM 
I would say they were going for something more along the lines of Overwatch than Warframe. I don't think your decision making process in which guns to use is meant to be based on macro stats. I believe they want you to choose a weapon based on it's abilities, and then adjust to that play style while finding a way to make it fit in tandem with the CQC melee system. H.I.V.E.'s starting weapon, for instance, makes it easy to ensure you are infecting specific enemies, but the RACEME offers a longer range for her life drain. The trade off being it is a bit harder to use, and has a lower clip capacity. Her PLAGUE rifle, on the other hand, can penetrate walls and also empty a full clip in close combat to ensure infection. If I use PLAGUE on Hanging By A Thread, for instance, I can infect an antag through the floor if he/she is on the second level, thereby assisting a team mate who may be in the middle of an encounter with them.

This is not like Overwatch at all, in OW you don't receive bonuses based on your level, you can't modify your weapons to deal more damage than the other person, I'm sure you can't even make different guns for characters, there's no "one hit kill" builds.

I don't meant to sound condescending, but again, I think Mercury Steam designed the weapons around their function first and foremost. Sure you can bring up certain stats like crit damage, damage done to players or AI enemies, but in general those percentages act more like indicators to me about how I can slightly modify a specific weapon's usefulness in certain situations.

Making a gun have 0% crit chance or 40% is not a slight difference, the same with a weapon with 0 to 36% more damage. If you don't want to get handed by 300 HP machinegunners or OP antagonists, you better pump up those numbers.

I don't think this is meant to be a game about math, where my numbers beat your numbers, but unfortunately uneven matchmaking, where a purple tier 1 antag can go against much lower levels, can make it seem that way.

Nope. Even purple tier 1 can be one shot by certain builds, it has nothing to do with matchmaking.

Gameplay Feedback / Re: Lower MMR Difficulty
 on: August 06, 2019, 05:10:38 PM 
I agree I have been at between 34- 40 MMR and have been STUCK on the mission "The Mouse and Snake" for TWO WEEKS!!
2 weeks? This is way too much.

I agree, they should take it easy with the respawn, sometimes you end killing one guy and 2 more take his place.

Bug report & Technical Support / Re: difficulty bugs
 on: August 05, 2019, 05:06:25 PM 
yet the mission was far stronger than the same mission without antag.
bug ?
Don't think it's a bug. I noticed that missions without antag get super hard even if the MMR is less than 40.

Gameplay Feedback / Re: New "natural aleph deposit" system.
 on: August 05, 2019, 05:02:10 PM 
i'm not so sure of that serg.
from what i have seen, as raiders doesn't have to run around to kill elites, they tend to stay more packed than before imo.
well, they did in the majority of my games these days at least.

Pretty much, they also have no need to punch them to death, so they just concentrate fire from afar. Having a trigger happy Harec/Shae on the team is good now.

Spacelords Universe / Re: Adventure score.
 on: August 05, 2019, 06:24:13 AM 
Got a 10.2 last month, and a 10.1 this month. The simple way is having an antagonist with more than 40% MMR on the mission and hunting them enough to get the entire bar worth of bonus, also fill the kill bonus from grunts. Since you should be killing the antagonist they wouldn't be a threat to your mission, so all that remains is having competent teammates.

In my opinion, the best for this might be Alicia, Hans, Rak, Mikah, but I can see Valeria(depending on the stage) and Harec(if you can end things with one shot), managing to do the job. Doldren is good against antagonists, but his weapon isn't the best for crowd control.

Gameplay Feedback / Re: Lower MMR Difficulty
 on: August 04, 2019, 10:35:27 PM 
The secret mysteriousness is probably intentional to get people hooked.  Instead of studying chart for 5 minutes to figure things out you have to try and play 5 rounds to try figure out what works.

"Figure out what works"
Yeah, pick your highest damage gun and fire at the enemy.

I'm not talking about that, I'm saying that even with a more diverse damage and armor types you can still look at Warframe in a objective stand point, meanwhile Spacelords has simple combat mechanics, yet no one can figure out how its difficulty works.

Pages: 1 [2] 3 4 ... 8