Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Either give the city/brewery more health points, or after you reached phase two give full health back to the city and for gods sake safe the game after you reached stage 2 its fugging annoying to start the final fight from the beginning.
If this all is not possible at least let the player decide when to fight for the city/brewery. I was just chillin and brewing and i had no chance to avoid the final boss fight!!!! I greatly enjoy your game and when you fixed some stuff and i have finished the game i will give you a good review but i cant finish the game because the difficulty spike is too damn high in the final fight!!!!
The "help" comes in way to late, the targeting recital on the friendly airship is broken (for some reason), and how can I collect falling shells when the hovercraft keeps diving?
I see people have done it, but its insanely overpowered.
1. Agree, but it's a good fight 1v1.
2. I went the other way Linear Booster (FUS), Vertical Lift (WNG)
, Streamlined (PONT), Self Repair (ENG) & Reserve tank (EQ) on the Light Plane.
3. I unintentionally rammed the rear top thing and that progressed me.
4. Collecting the falling ammo was a pain as their collection distance is very tight but I got 8 & after killing myself on the airship hook you should be able to judge a hit with enough misses. 1 hit on each afaik.
Order of my play: Battleship & escorts, Plane & escorts (ground fire took out 2 lower hardpoints), Airship was destroyed by ground fire alone, Sub. Had about 1/4 health on base left, final boss most time spent collecting falling ammo & smog blind crashing into it. Probably had 1% base health left and had already consigned myself to playing it again.
It might just be time based, but based on when you advance to the airship phase, or maybe expose the top? If it is time based, it's just bad, why make me fly around for 10 min doing nothing? I dropped 3 full water tanks work of bombs from the heavy (which a tool tip says has more powerful bombs) with no feedback. Eventually the market ship just showed up again. It does only take 1 direct hit on the 2 top weak points (which is why i think bombing them doesnt do anything) to kill them, but again aiming is awful.
I like the game, but for now, there are a lot of bugs and balancing issues.
And towards the end I have absolutely no idea how to catch the smog bombs. I'm told to pick up smog bombs, but where are they?
Thank you. Would it be possible to start this mission by your own choice? Like all the other missions witch a mission marker?
Ah, sorry I might have misinterpret it. Do you mean the smog shells for the cannon? Those should be dropping out of the the boss, near the lower rear area. You should see them falling out. They're easy to catch using the gravitate ornament.
Btw question to your last post: Do i have to catch the dropping bombs from the last boss?
1 There should definitely be some restrictions on where the sub can surface, sometimes it came up almost right besides the land, like this, the side panels are basically invulnerable if you don't do a dive-bombing attempt or pray for the torpedo to hit when fired almost parallel to it, or you have to just wait it out, normally not a problem, but here it just makes you feel like getting trolled by the game
2 I've seen this mostly with the battleship and the hovercraft but, it feels like the weakpoints feel kind of wonky, with the battleship, I sometimes have to aim in front of the two aft weakspots to actually hit them, and I don't mean leading my shots but shooting quite literally in front of them to the point of seeing the impact of my projectiles there, this seems to be more of a problem when coming from level flight vs from altitude. And with the engine pairs on the hovercraft, it almost feels like they only register hits from certain agnles, using the same plane, I've had times when I could comfortably shoot them while closing in while other times I shot at them to the point of ramming into them without actually destroying/re-aligning them, it just feels so random how many shots I actually needed
3 the plane moves too far from the middle of the dome to the point where sometimes when sitting basically right on its tail, I was forcefully turned around by flying into the smog barrier, and this wasn't overshooting it, that happened when I was pretty much sitting behind its tail and was flying pretty much in the same direction.
4 as is now, when "resetting" after a lost fight, the game just resets the lifepool of the bosses and town, but it does NOT reset the actual time, leading me to fail a delivery quest. If not actually rewinding time, at least all delivery orders should be put on hold until the boss is defeated.
5 the game becomes kinda wonky when you die at the same time that you defeat the last of the 4 "normal" bosses with you being in a cutscene but at the same time having some of the hangar UI displayed, one time, I even was unable to advance the dialogue when I had repaired myself too fast(?) and then had to purposefully destroy myself (while still being in the cutscene and not seeing my actual plane)
6 while in spirit mode, it can be pretty difficult to tell if a weakspot is destroyed already without the HP bars being displayed, as well, its hard to judge how much water I use up during that time.