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
- The camera control options lack a invert camera x axis option. This is especially important for controllers since some individuals will prefer full inverted camera controls to make game play more fluid for them.
- If the camera controls are also linked to the aim function then, if possible, separate the camera controls for aiming into its own option. However since lock on seems to play a large part in accurate aiming this may not be necessary.
- Currently, lock on does not seem to have the function to switch between targets whilst locked on. I'm not sure if the function exists since I have yet to play the combat in depth but from the little I have fought, I could not get the target indicator to switch without unlocking first.
For Armor customisation:
- Under the assemble option, currently only the armor option exists. This is not a problem if you wish to add further tags in the future, but as it is in the demo, it seems unnecessary to have to select the armor option to get into the parts menu when it would be faster and require less clicks to just open the parts menu on selecting the indicated section.
- This also goes into two clunky options whilst assembling armor. First, the save option forces the menu out of the parts window. On its own the function seems like it would save time, however once you start to go through changing each armor piece, the flow of action slows down. This makes it more tedious when wanting to choose armor pieces for visual synergy.
- The other option is the unequip button. Currently, to unequip a part you need to press the separate unequip button and then press save to maintain the change. Both the save and cancel buttons perform a definitive action, yet unequip does not. This feels counter intuitive. It would be better to have a no parts option in the parts select window to maintain UI logic or change how the unequip button works to function like the other buttons.
- As an aside, if possible, it would also be nice to have an unequip all option so that you can build from a skeleton frame. Currently as is, to unequip everything you would have to go to each tab, unequip, save and repeat.
- Also, something I hope you'll also consider. If possible, could a function to save a schematic/ armor setup be implemented. I love character creation and love to design multiple looks to play with. Having some way to save a design to reload it in the future would be nice since I love to constantly change who/what I play as.
That's it for now. I'd also like to say that I'm greatly looking forward to a eventual release for this. I've already spent 2+ hours just customising a M.A.S.S. unit and I can see myself spending even more time in the future.
I definitely agree about melee feeling underpowered, although I do like actually having to be reactive in close combat compared to the Gundam Breaker series of games that this title seems to be at least partly inspired by. With that in mind, having every slash or strike being able to briefly stun an enemy would probably take away from that reactivity, so I'd just opt for a maximum stun limit in a combo or just higher damage overall.
Besides those, a lot of my own concerns have already been voiced by you guys. This game is truly one of the most ambitious when it comes to customization. It's (mostly) everything I wanted from a new mecha game in raw customization and then some. This may be wishful thinking at this stage of the game's development, but I wish that your main limbs and joints had their own individual sliders much like the unified "Joint" tab in order to further personalize and accentuate your machine, such as being able to adjust the overall size of your shoulders to a certain extent.
I'd kill for something like Builder's Parts from Gundam Breaker 3 or Armored Core's stabilizers existing here, but perhaps I might be too spoiled in that desire considering what we already have in the game. Regardless, credit to the developers of this game for being the first (and probably only) game that I've backed on Kickstarter.
They are generated by TWO sources - one is eye color of the face plate and the other is light source on the frame.
I love this, it showcases just how in-depth customization is.
https://steamcommunity.com/sharedfiles/filedetails/?id=1709374838
https://steamcommunity.com/sharedfiles/filedetails/?id=1709374871
https://steamcommunity.com/sharedfiles/filedetails/?id=1709374910
You can notice "accessory" slots when customizing armor, that's here they are planned to be.
It's not set in stone I imagine, but if everything go as planned, we WILL get builder parts system in there.