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1) Full replay (from beginning to end) with playback controls.
2) Balancing melee and tactical decisions OVER fire and forget long range attacks. Tactical isn't very tactical if long range makes close range obsolete.
The newest patch reduced enemy spawn of missile
and dashing is more effective against it? Not so sure since I almost always dash into tall cover or dash twice, but it does seems like missile lose homing easier
melee is always pretty strong? but the hit zone is hard to understand I guess, I think I now know how it works but still miss a swing or 2 over 5 battle due to terrain elevation
However if you want to holding out for full replay, it's your decision
I wonder how much memory it'll take though.
Bullets, missiles, penetration, ricochet, collision are all MATHEMATICALLY simulated in real time and not predetermined as presets the moment you press EXECUTE.
Because of this, the moment the simulation ends (at the end of the round), these things are wiped as the simulation/calculation is ended.
As the stickypost says... you COULD record movements, attacks, etc... but because you fire 50 shots out a gun, you may have 75% accuracy... every rerun of the round would produce a different result, the errors/difference of which would compound throughout the replay, resulting in a replay that is every time different and most likely every time DIFFERENT from the original you wanted to capture in the first place.
The only way i think it COULD be recorded if the devs made an invisible ingame camera that records each round as a video - which runs on rails (does not reflect your ingame view) - which then stitches each round together at the end of the mission and saves it.
You wouldnt get awesome close ups and stuff, but yould get a "helicopter orbit" of the battle at least.
That would work because its recording pixels, not mathematics/simulation.
Would be easier to directly upload to steam/social media/youtube also prolly.
If it's stored to memory each turn, then congrats. Throw it onto workspace on disk. Compress. When battle is over, ask if replay is wanted to be seen. Yes? Decompress into memory and stream. No? Then delete workspace.
It is workable. It is possible. Because once the results are done and in, played out...guess what, it isn't non-deterministic anymore. Everyone looks at that dev answer and sees the wall of really large words. I look at that and see 'and then we store the results'.
Just like everything else with this game... It's empty, yo. Like, even devoid of common sense crap. Like, blueprints? Show what your building. Loot screen? Show inventory.
It goes on and on. Just the most in your face, blatant things that really, *really*, should be in there.
It feels like it comes down more to the team that developed this was trimmed back, then cut down more, then thrown Unity dev kits (There's another problem with this, and why peoples computers are melting....) and told to get x done by y. Without enough manpower to make it happen. Resulting in a hyped up project by publisher/developer, yet ending with a really empty and hollow result, because they got their part done, they got the barebones done by the release date...