Genesis Alpha One Deluxe Edition

Genesis Alpha One Deluxe Edition

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Alien energy bees?
I have a weird and unkillable alien on board that all i can describe as is "rainbow energy bees"

Any idea how to kill those? bullets and the default laser do now work. So i am going to assume its a bug.
Originally posted by DarkFenix:
Originally posted by nDervish:
Originally posted by DarkFenix:
Going on your clones, each one gets precisely one immunity at tier 3. If we follow that logic, it's not a case of carrying the "just right" weapon, but simply avoiding carrying two weapons doing the same damage type, or even just making sure you've got multiple damage types in your weapon rack.

Agreed, if what is true of the clones ("immunity" to only one damage type) is also true of the monsters. The dev's cryptic comments about this kind of problems, however, give me the impression that, for a small number of specific monsters, it's the other way around and they have only one damage type (or perhaps even one specific weapon?) that they're not "immune" to.
Yeah, I dislike that lack of information. We already have an alien research facility in game, perhaps they should expand that, let us poke and prod each alien until we know exactly what makes it tick.
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Showing 1-9 of 9 comments
Raumschiffo  [developer] Sep 1, 2020 @ 8:48am 
Try other weapon ;) All aliens are killable.
Fighting-Priest Sep 1, 2020 @ 1:01pm 
I used my minigun to kill them while running like a little baby halfway across my ship.
nDervish Sep 2, 2020 @ 12:08am 
I've only seen green killer swarms so far, not rainbow, but an energy shield works pretty well to hold them at bay and give more time to shoot them. As far as the actual killing part, lots of laser rifle fire will (eventually) do the trick, but I'm sure there's a more efficient weapon, given the dev comment.

Although, seriously, there really shouldn't be so much "you need to have just the right weapon" in a game where you can only have two weapons on you at a time, and two more in the weapon rack for kind-of-but-not-really quick access. Way too easy to be randomly screwed because you either don't have access to that "just right" weapon yet, or because it's not one of the two you're carrying when the nearly-unkillable-by-anything-else beastie appears and decides to eat your face.
Tempus animae Sep 2, 2020 @ 3:35am 
I killed EVERYTHING with the Shotgun you get from those Ship invading Aliens. Marouders? Bugs? Shotgun! Humanoids? Shotgun! "bees"? Shotgun! Ghostly light/Shadow people? um... Shotgun!!! XD
DarkFenix Sep 2, 2020 @ 4:48am 
Originally posted by nDervish:
I've only seen green killer swarms so far, not rainbow, but an energy shield works pretty well to hold them at bay and give more time to shoot them. As far as the actual killing part, lots of laser rifle fire will (eventually) do the trick, but I'm sure there's a more efficient weapon, given the dev comment.

Although, seriously, there really shouldn't be so much "you need to have just the right weapon" in a game where you can only have two weapons on you at a time, and two more in the weapon rack for kind-of-but-not-really quick access. Way too easy to be randomly screwed because you either don't have access to that "just right" weapon yet, or because it's not one of the two you're carrying when the nearly-unkillable-by-anything-else beastie appears and decides to eat your face.
Going on your clones, each one gets precisely one immunity at tier 3. If we follow that logic, it's not a case of carrying the "just right" weapon, but simply avoiding carrying two weapons doing the same damage type, or even just making sure you've got multiple damage types in your weapon rack.
nDervish Sep 2, 2020 @ 7:03am 
Originally posted by DarkFenix:
Originally posted by nDervish:
Although, seriously, there really shouldn't be so much "you need to have just the right weapon" in a game where you can only have two weapons on you at a time, and two more in the weapon rack for kind-of-but-not-really quick access. Way too easy to be randomly screwed because you either don't have access to that "just right" weapon yet, or because it's not one of the two you're carrying when the nearly-unkillable-by-anything-else beastie appears and decides to eat your face.
Going on your clones, each one gets precisely one immunity at tier 3. If we follow that logic, it's not a case of carrying the "just right" weapon, but simply avoiding carrying two weapons doing the same damage type, or even just making sure you've got multiple damage types in your weapon rack.

Agreed, if what is true of the clones ("immunity" to only one damage type) is also true of the monsters. The dev's cryptic comments about this kind of problems, however, give me the impression that, for a small number of specific monsters, it's the other way around and they have only one damage type (or perhaps even one specific weapon?) that they're not "immune" to.
The author of this thread has indicated that this post answers the original topic.
DarkFenix Sep 2, 2020 @ 7:13am 
Originally posted by nDervish:
Originally posted by DarkFenix:
Going on your clones, each one gets precisely one immunity at tier 3. If we follow that logic, it's not a case of carrying the "just right" weapon, but simply avoiding carrying two weapons doing the same damage type, or even just making sure you've got multiple damage types in your weapon rack.

Agreed, if what is true of the clones ("immunity" to only one damage type) is also true of the monsters. The dev's cryptic comments about this kind of problems, however, give me the impression that, for a small number of specific monsters, it's the other way around and they have only one damage type (or perhaps even one specific weapon?) that they're not "immune" to.
Yeah, I dislike that lack of information. We already have an alien research facility in game, perhaps they should expand that, let us poke and prod each alien until we know exactly what makes it tick.
Originally posted by DarkFenix:
Originally posted by nDervish:

Agreed, if what is true of the clones ("immunity" to only one damage type) is also true of the monsters. The dev's cryptic comments about this kind of problems, however, give me the impression that, for a small number of specific monsters, it's the other way around and they have only one damage type (or perhaps even one specific weapon?) that they're not "immune" to.
Yeah, I dislike that lack of information. We already have an alien research facility in game, perhaps they should expand that, let us poke and prod each alien until we know exactly what makes it tick.

I never use the holding cells. and if this was something that could be researched i would. I would also use them for a discount on genetics research. I wish there was an armory and secruity option for the ship. Where i can classify what each crew had as a weapon from the get go, and have a security guys patrol. As it stands i have two of the meaty shooty robots, but that means that i now have only 6 slots for utility robots. I would rather have kraul shotgun armsmen standing watch in the tractor beam room instead.

It's only three devs, so i cut them some slack. This ship boarding update adding a buttload of content to the game. I had a transporter accident and was teleported into a wall. It would be nice if the ship assult room also had a med station, an arms rack, and if it was staffed by clones, if they had the ability to not only transport you into a safe spot, but could teleport you back if your health was too low.
nDervish Sep 2, 2020 @ 12:05pm 
Originally posted by Explicitly Offensive Cuneiform:
This ship boarding update adding a buttload of content to the game.

I just got the game through Humble in the last week, so I've never played it without the boarding update, but crawling through hulks is easily my favorite thing to do in this game. I'd really enjoy seeing an alternate game mode that gets rid of 90% of the planets and debris, and instead just spawns wrecked ships everywhere with all the supplies and sites that you need.

Originally posted by Explicitly Offensive Cuneiform:
It would be nice if the ship assult room also had a med station, an arms rack, and if it was staffed by clones, if they had the ability to not only transport you into a safe spot, but could teleport you back if your health was too low.

You can use an upgrade module to add a med station, at least. I don't think there's any way to add a weapon rack, but I put my repawn chamber right next door, which at least gives me a weapon rack close by. (...and, when I die on a hulk, it lets me throw the next captain into the meat grinder as quickly as possible.)
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Date Posted: Sep 1, 2020 @ 7:44am
Posts: 9