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Messages - lightoflife3

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31
Here, all links on the post
https://www.spacelordsthegame.com/community/index.php?topic=28221.0

Thank you for the link TheHex, I read part of the topic: from what I read, the discussion was that 'match difficulty tries to overcompensate for low skilled antagonists by spawning overpowered NPCs that can overshadow the antagonists involvement in the match.'

I don't believe this the actual case of match difficulty, but if you wanted antagonist match difficulty to be more balanced in your favor, then my solution would to be to first, make NPCs slightly less proactive and more docile so that they are more dependent on antagonist commands; secondly, if the former is achieved then NPC commands should be more specialized, like an ambush command, or give the antagonist unit strategic abilities

Personally I am ambivalent, I have heard both arguments that support and oppose the current state of antagonist match difficulty. Some argue that at least 15 NPCs should spawn at a time, though I think this number should change based on map size and shape.

I had a few ideas on the subject that I posted under section 3)
https://www.spacelordsthegame.com/community/index.php?topic=31748.0

Look them up : )

32
Gameplay Feedback / Re: Harec Nerf When?
 on: March 13, 2020, 10:58:57 AM 
I agree, Harec Stalk is the best special in the game. Takes him out of CQC, he's immune to damage while in mid stalk, he can roll and restalk upon coming back, he can card executioner so you CAN'T CQC him when he gets back. He can card firmness so he gets 120 health instead of 60. I have asked for a minimum cool down on his stalk to allow at least SOME form of weakness and force him to use his stalk in an intelligent way instead of spam execute and avoid all CQC. I feel a minimum of 2 seconds or at least 1.5 would allow players to get to him. He can get to us from anywhere on the pam and WE can't avoid him don't see why he shouldn't have any weaknesses like the rest of the characters.

I have a few ideas to rework Harecs stalk, but it's pretty much an amalgamation of other character's abilities: When Harec uses his stalking ability, he doesn't convert his entire body, instead it's like Doldren's Astral form, so his body stays in the same place, but it's cloaked. However, his bodies aleph meter gradually builds up while his ability is active. Also Harec has to charge-up whenever he wants to deactivate stalk, and the further the distance he projects his stalk, the longer it takes to charge-up.

Thoughts anyone?

33
Suggestions / Lycus Weapon Idea: The Bubble Charger
 on: March 13, 2020, 09:25:23 AM 
The Bubble Charger's projectile's put their host in a rage-like state, that make them a terrifying foe to anyone standing in their way: Weapon fires large slow moving bubble projectiles. When Lycus moves through these projectiles their velocity accelerates faster toward the direction they were fired and his movement speed increases, including his damage slightly, as long as he stays inside them.

34
Spacelords Universe / Future Campaigns
 on: March 13, 2020, 09:07:33 AM 
When is a new campaign coming hasn't it been like two years since the last one?

If they do make one, I hope it introduces local enemies and compliments less  popular characters and raider compositions.

35
Suggestions / Re: Aneska's Mech Problems
 on: March 12, 2020, 11:23:15 PM 
What if Aneska's flares could function like mines, remaining wherever they land for a short duration.

36
NO antag = raider MMR is the dificulty.
WITH antag = If raider mmr is higher than antag, even if  by 1, the game will overcompensate with a way higher mission dificulty
Already made a post about it with prints, go check them xD

Do you have a link? Was it a recent post?

37
Bug report & Technical Support / Re: Cross-Platform Settings bug
 on: March 11, 2020, 10:31:04 PM 
Hey, lightoflife3
Noted! Gonna report it right away!
Thank You.

38
Bug report & Technical Support / Re: Update 20
 on: March 11, 2020, 10:30:16 PM 
It works fine now, doesn't it?
I wouldn't know, I'm taking a break from gaming for a few months; I hope a new campaign is added in the next update, it would really spice things up!

39
Gameplay Feedback / Re: Score at the end of the mission.
 on: March 10, 2020, 11:36:08 PM 
Hey there, Archérus
Welcome! Glad to have you around :-)
Thanks for your feedback! That's actually one of the reasons we have KillPoints and they adjust to the kind of enemy you terminate!
About the bots thing, I'll ask around to see what can be done!
Have a nice day too!

Yeah AI raiders are kinda annoying on certain missions when it comes to extracting, like at the end of 'Hanging by a Thread,' because their first instinct is to attack enemies. This can be fixed if the AI's priorities are switched upon the extraction countdown activating to run to extraction, scale obstacles and ignore enemies.

40
Well I don't remember the exact numbers of my matches, however, a lot of other players also encounter this. Whenever my MMR is in the 50s the mission difficulty drops to 30s to 20s. I will take screenshots and post them as soon as possible to help MSE figure out how to fix it. Thank you for showing concern

'Match Difficulty' can be weird: I thought that without antagonists it becomes the MMR average of the raiders?

41
Suggestions / New Practice Mode
 on: March 10, 2020, 10:01:45 PM 
I think to help close the gap between player's with significant experience and forge skill level differences their should be a third game mode: player MMR doesn't change regardless of the outcome of the match, they can play in teams, players can select a difficulty for a match; and the player character's stats are either buffed or nerfed depending the differences between the player's MMR and the match difficulty. Player's could even adjust the settings in this game mode to give raiders more lives or faster recharge times when they run out of them.

This way newer players can compensate for their lack of experience with the game and more experienced players don't have to safe guard them from making as many mistakes.

This game mode is more about helping less experienced players learn the game faster with the help of more experienced players and less about earning substantial match rewards.

42
Suggestions / Re: Aneska's Mech Problems
 on: March 06, 2020, 05:39:49 PM 
If I may throw my hat into the ring. I agree with TheBrentWoody. However, if MSE is going to make any change to the mech I would accept more health to it. But even then that maybe pushing it a bit.

She feels fine as of right now

I still feel the same about the mech: I feel it's not very useful, very situational, it's weapon based abilities feel weak and it can even be a disadvantage: the mech's bright red hue and giant size make it easy to spot, but it's overkill that it releases a giant roar that gives away Aneska's position: It's like all bark and no bite.

The only way I can see Aneska as being balanced is if she is a raider properly paired with the right characters in a highly coordinated team. And personally, I feel like Aneska is unnecessary in the current META: I feel like her abilities are all together less useful at accomplishing tasks and mission objectives than other characters with similar functions. I am open to opposing arguments, but for now, my feelings are the same on the subject.

43
Suggestions / Re: Aneska's Mech Problems
 on: March 05, 2020, 06:50:58 PM 
Aneska has a card where she summons the mech when she's wounded.  With a five stack she -always- summons it at full health.  So you can strategically wound yourself to keep the mech around.

Also.  I feel like you want the mech to be a fifth character...  You don't need a fifth character to play this game.  Consider that this character has pretty great clear on all of her weapons, and can destroy swarms with just her weapon. 

How much more can her mech do and her not be doing too much?

How your describing Aneska kinda reminds me of Iune, because to me it sounds like the mech is like a second ability.

Also, I wouldn't say all of Aneska's weapons are great, but most of them are good for swarms and with each weapon they either fire projectiles or have a mech ability that is good for attacking over corners; personally I prefer Dr.Kuzman's Lightbogen ZXX for swarms, because damage amplifies with each member of the swarm, you can hide behind cover while the swarm continuously takes damage and when the swarm electrocutes itself, your stress meter doesn't activate. Furthermore, unlike most of Aneska's weapons, the Lightbogen ZXX doesn't damage him. I think it's range is between the Aneska's Atlas G-620 and her Ionizer K-23, though the ray can go farther if you equip a certain talent.

I don't think it's fair to compare the blitzfaust to the mech ability, because it changes based on the weapon she equips.

44
Bug report & Technical Support / Cross-Platform Settings bug
 on: March 04, 2020, 09:51:24 PM 
One of my online friends told me that when the cross-platform setting in the main menu is turned off, it resets after every match and turns back on; this isn't a big deal, but I still wanted to report this very minor bug

45
Bug report & Technical Support / Re: Update 20
 on: March 04, 2020, 09:29:29 PM 
Yes, we are aware of this bug and we are currently working on a fix.
Hopefully we'll release a patch today/tomorrow.
Thank you : ]

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