Satellite Reign

Satellite Reign

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disky  [developer] Aug 11, 2016 @ 4:13pm
Build 1.13.06 feedback
Death from above.
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Showing 1-15 of 75 comments
Rubio Aug 12, 2016 @ 3:48am 
Are there patch notes anywhere?
Soren the Silent Aug 12, 2016 @ 9:16am 
So far, the patch seems to work just fine. Minor issues here and there. The usual stuff.

Though, I do have a suggestion for updates that are coming. NG+ mode. Take your squad into a new game with all the upgrades and augs that you have.

New enemies, faster detection and reinforcement times. Higher amounts of enemies. Enemies will check more obscure areas for you, so you can't just sit your squad out of the normal patrol range and walk away. Enemies are automatically replaced after a time, rather than staying dead, so you can't just clear an area and waltz around.

Enemies also would have shields/armor earlier in the game. Perhaps even as early as the start of Downtown.

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Also, another suggestion for a future update. More varied weapons. I've noticed that it's mostly just rifles, pistols, heavy stuff, and sniper rifles. Mostly laser and plasma, but that makes sense. Maybe some EMP stuff, sooner or later~

My personal suggestion for more weapons would include melee weapons such as a big hammer for the Soldier, a knife for the Hacker, and spear for the Support. These weapons would be equipable, not always on them. But they would allow for silent kills for other people, rather than always having to do cloaking and risk the AI's pathing screwing up and getting them caught.

Also, make it so equipping more than one primary-type weapon on a character hampers speed similar to Heavy Weapons. That way, people don't have to carry a pistol. Such as the Infiltrator carrying a laser SMG and a sniper rifle, allowing for defence in both close-mid range and mid-long range fights. Perhaps not as much speed detriment when equipping lighter items, such as SMGs, but it will always be there unless you just go with a sidearm.

Adding in the aug to carry more weapons, however, will not detriment your speed. It's an aug specifically for that.

Another item to add. An aug/gear-item that makes it so when firing/attacking in general, you don't uncloak. Overpowered, for the most part, but that's why it would likely be made into a late-game item.

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I noticed there were no Plasma Sniper Rifles. Only laser. Probably should add one in. Add in the ability to attach more upgrades/accessories to your weapons. I'll let you decide how many extra, if any, to add onto weapons.

1-4 for pistols (because they're already weak)
1-3 for rifles (they can get sizeable)
1-3 for sniper rifles (they're pretty good, but they suck at close range. You don't wanna rely on them)
1-4 for submachine guns (If they don't exist, add 'em in. I'm sure there would be high rate of fire, mid-to-low damage weapons in the universe.
1-2 for Shotguns (godly damage at close range, but ♥♥♥♥♥ over longer ranges. Slug ammo?)
1-2 for Heavy Weapons (they already do tremendous damage, but in NG+, they would almost be required to take down anything in a timely matter)

It makes it so the NG+ mode wouldn't be impossible.

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Regardless, I can't wait for the Multiplayer to come out of beta, completely, and be wonderful. I tried to connect to a friend in America, and I'm in The Netherlands/Europe, and we couldn't get it to work. Hopefully, you'll get them working soon~

TL;DR

All around good update, but there are stuff that I feel is still missing. Ignore me if you like~
Tired_David Aug 12, 2016 @ 11:18am 
Originally posted by Rubio:
Are there patch notes anywhere?

This. Come on, devs. You're better than this.
csvii Sep 12, 2016 @ 10:03am 
After a year's hiatus it's nice to see the single player experience is less buggy. I also get an extra 5fps on my aging CPU so nice job!

I know you guys must be busy on the co-op side of the game BUT consider enhancing the civilian pathfinding on escort missions (don't walk into poison clouds if possible!). I killed everyone Eternal in their R&D facility to escort Dr. Stone out of there, was 5 seconds from the exit, when they died walking into a poison cloud because it was fractionally faster than following the main path. :\

Thank God they could be cloned and the mission was repeatable :D

Edit: Also they couldn't use the vent that leads to the North East exit. Don't know if bugged or intended. Other vents worked fine.
Last edited by csvii; Sep 12, 2016 @ 10:09am
Terotrous Sep 12, 2016 @ 11:30am 
I feel like if this game has any significant balance issues, they're that cloaking and hijacking are too strong. Cloak allows you to avoid pretty much every trap in the game with ease, and hijack renders almost all enemies completely powerless. I think there basically needs to be some kind of enemy or trap that specifically counters those abilities to force you to use the other characters more. For example, there might be a guard type that sees through cloak (perhaps a special type of camera that also has this ability). Hijack has a slight counterbalance in the jammer soldier, but it's still absurdly powerful. One interesting limitation might be that you can't hijack any enemy who has shields until their shields are brought down, which makes commanders way more dangerous to a lone hacker. There should also probably be special zones that scan people who walk through them and immediately remove hijacking from anyone affected by it.

As it stands you can almost completely ignore the Soldier and the Support because Hacker and Infiltrator are so self-suffient, and this probably shouldn't be possible.
Gillsing Sep 12, 2016 @ 12:14pm 
For escaping traps I would say that Smoke Grenade is way more powerful than stealth. Especially when combined with Ammo Pack for unlimited grenades of any type, but for just getting away, one smoke grenade is quite enough.

Would probably be more balanced if smoke didn't affect visibility, but rather dropped accuracy to zero, making all the enemies realise that there's something hiding in all that blatantly obvious smoke, so they'll start shooting, but always miss the intended target. Would still be dangerous when commanders throw grenades, and when exploding patrol dogs run up and explode.

Originally posted by csvii:
Edit: Also they couldn't use the vent that leads to the North East exit. Don't know if bugged or intended. Other vents worked fine.
Did you by any chance turn the poison gas valve so that the poison gas had been switched from the other vent to the vent that goes between the side-door and the security HQ area?
csvii Sep 12, 2016 @ 1:45pm 
Originally posted by Gillsing:
Originally posted by csvii:
Edit: Also they couldn't use the vent that leads to the North East exit. Don't know if bugged or intended. Other vents worked fine.
Did you by any chance turn the poison gas valve so that the poison gas had been switched from the other vent to the vent that goes between the side-door and the security HQ area?

Aaaah good spot. So working as intended then. There were a lot of gas valves everywhere :P
Terotrous Sep 13, 2016 @ 10:54am 
Originally posted by Gillsing:
For escaping traps I would say that Smoke Grenade is way more powerful than stealth. Especially when combined with Ammo Pack for unlimited grenades of any type, but for just getting away, one smoke grenade is quite enough.
Yeah that's also definitely kinda busted, though you don't get access to it until later in the game.

I agree that Smoke grenade should probably just reduce accuracy (I wouldn't even say to 0, even if you just fire blindly you will hit things occasionally). The Ammo Pack also probably shouldn't give unlimited Grenades either.
Pseudonym_0 Sep 19, 2016 @ 5:48pm 
Great game so far. I have run across a couple bugs:

In the Wyvern complex downtown, there is a secure elevator that leads directly to a camera console. In the narrow alleyway just south of the lower elevator door you are able to take cover between two of the crates on the west alley wall and end up in a position that is impossible to move out of.

In the same district, I loaded my most recent save when combat started looking less than promising (I'd lost the researchers I was trying to steal and a couple agents), and what loaded up was a group of clones I've never had, seemingly very early in the game, with different skill levels and gear than my agents, and it was trying to run me through a drones tutorial when I'd never found a drone or skilled into them. When I tried reloading the same save again, it told me the save data was corrupted. After restarting the program my save game loaded fine and I haven't encountered the problem again.

All that aside still a very fun game. Nice work folks.
koelnkraft Nov 17, 2016 @ 2:57am 
Hi folks,

I am not sure if it has to do with the latest build because I bought the game yesterday but I have the problem that the game crashes along with steam while trying to host a local multiplayer session. I am using windows 10. My friend had the same issue with windows 8. I also tried your Beta option with the same result.
Hosting via internet works fine despite a significant lag that pushes characters, cars and cameras 1 or 2 seconds back on a regular basis.
BigDaddyDelta Nov 26, 2016 @ 3:19pm 
A bug I discovered today during tutorial where I can cross through the doors without opening them, I recorded a youtube video to better illustrate the bug: https://www.youtube.com/watch?v=IddGnA3ryic

I also tried this with the second door where you require to open it with both agents, could literally "ghost" through it with both of them and the game continues as normally. Didn't play much further than that as I was just testing game's performance.
UpstairsBean Nov 27, 2016 @ 8:01pm 
It's a great game but my computer is sh*t so i have to run at the worst graphics it can possibly go but unfortunately there is only a certain ammount of graphics that can be turned down so i still experience a bit of lag. Please devs add some sort of graphical option that can be turned down which will enable people with worse computers like me to play this great game. Please respond.
Hariwulf Dec 10, 2016 @ 5:20am 
Please add areas from kickstarter page!
Hariwulf Dec 10, 2016 @ 10:00am 
Also, please, could you introduce random loot in cleared compounds? Like, after getting everything can be obtained by mission, one could re-break in to get some random blueprints etc? That would be cool.
Hariwulf Dec 10, 2016 @ 2:38pm 
Lastly, one of the very few gripes I have with the game is, as it have been stated already on the forums, the IMPOSSIBILITY TO KNOW IF A TARGET IS WITHIN RANGE/ LINE OF FIRE.
(F.ex. the last thing I want when I open fire on a target, ESPECIALLY WHEN SNIPING units out, is to see my Agent jump out from under cover and run to their faces. That is annoying.)

My 2 cents:

- You could implement a functionality that, assigned to a Key, would show the line of fire of selected units and with realistic scope/ range.

OR

- At least when holding a sniper rifle, it would be nice to see that "red laser" aiming thingy BEFORE opening fire too, so that I would know if I can hit the target or not.
Last edited by Hariwulf; Dec 10, 2016 @ 2:39pm
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