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What about that overshield thing you guys were working on that was brought up in another thread?
(Wasn't sure if that had been finished or not - I thought you guys still had some tweaking to do.)
Ghost Heat. I thought I saw the last of invisible heat penalties in Mechwarrior Online.
Also, the giant top tier submarine has defenses "Almost identical to the Seamoth perimiter defense"? That's a pretty big letdown, if the improved state is only on par with the baby submarine.
Does it at least not drain any more energy than the seamoth perimiter defense would from a single power cell? Or has the energy cost been essentially multiplied to put a dent in the Cyclops's 6 pack of power cells instead, despite only being as strong as a submarine sporting 1/6 the power?
How about you address the real problem that creatures do too much damage to vehicles too quickly, aggro from zillions of miles away, and are stupidly persistent? Instead of giving us wholly inadequate defenses that last for moments and take up too many stingy upgrade slots.
It's sounds like it's going to be the same as what the seamoth has only it may not do actual damage. If you use the perimeter defense on a seamoth, creatures will be repulsed but if you stick around they will come right back for you. It sounds like it's going to be the same with the cyclops.
Actually many people were "angry" that silent running reduced their speed so much. So yes, people did ask for this. With this alternative you have the choice to either book it away or kill your engines and wait it out. Now if you do have to enter silent running and can still go at any speed you want but you have to make your choice wisely.
Because these aren't really problems. Only a few people, the same people who complain about every creature in other threads, people like you, seem to have this issue. I've never seen Bonesharks attack me from "Biomes away". If I'm in their zone and they go after me, switching in silent running has always made them back off.
Biters do not attack the cyclops. The whole "animals irl don't attack submersibles" argument has been used in other threads and it always proven wrong. Remember you are on an alien planet with aggressive fauna.
The 30 second run time is actually a long time and should allow you to escape without it becoming a "leave on all the time" crutch (albeit a very slow crutch). And they did change the way their aggression is as well as the distance it is, gave us visual cues as to that distance, the ability to see which one is aggressive (or could be) and which are not.
And just to stay consistant with all the other complaints people have made, this is still in beta, so things will change, as they should.
Also, no comment on it being possibly an unjustified energy hog for what it does?
Though as usual it people only want to hold to "Realism" if it detracts from QoL. Whenevever "Realism" would improve QoL, suddenly people can't throw it under the bus fast enough.
While I agree "But REALISM!" is no basis for game design in either direction of increasing or reducing gameplay hurdles, most games it seems the average communiuty discussion is always highly hypocritical by way of "We want it REALISTIC! But only if it makes it hurt more, not less"
Maybe throw down some sick burns about Call Of Duty if people bring up realism in a way that would add QoL features.
Like salvaging self charging cells from the crashed lifepods, or dark matter from the patched up dark matter reator. We've had people honestly pull the "Dark matter isn't reaslistic!" card over that idea... Even though it's what powers the ship we came in on, in game. Dark matter is GREAT so long as it's only causing deadly (To you only) radiation! But once you want to put it to practical use? Oh no, suddenly it's out of the question and has no place in a a "Realistic" game.