Reassembly

Reassembly

Helios
Rallas  [developer] Jul 28, 2015 @ 8:41am
Bug/Balance Reports.
Please leave any Issues with the mod here.
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Showing 1-15 of 27 comments
Falseangel17 Jul 29, 2015 @ 9:20am 
To go into some more detail about the issues I listed... (Sorry about the length lol)

The issue with the blocks regen/helth ratio is terrible, I wish there was a better way of saying it but that is just the case. Making small ships and using them effectively is near impossible, as the blocks just can't regen in time to make fighting a feasible thing to do. One well placed shot leaves you dead in the water, because if you lose like an "arm" on a ship that has say 7 peices, it would take nearly 35 seconds for that entire part of the ship to regenerate, and thats a valuble part of a ship that could have thrusters and weapons ( which also take long to regen)

The health of all the weapons are, much like the block situation, also lacking. On this issue however, I think if the blocks had better regen or much higher Hp, it would be much easier to internalize and protect those vital components. For the melee weapons, it would be helpful to dramatically increase their hp or regen time, as they cannot be internalized and are always exposed. If you build a melee ship, and say you lose a lance and a connecting stem that is almost 13 seconds where you have no offensive capability. Also, when ramming an enemy, its important that the melee weapon just doesnt immediately break off, so health is an issue.

As for the weapons themselves, most of them are solid, no complaints for many of them. However, I was confused by the role the tumor weapon played. At first, it did nothing... like it wasnt responding at the beginning of the game. I changed the binding to secondary fire and then it started to work, but even then it was sub par. I can understand it being used if there were swarms of ships with them, but individually they are inaccurate and weak. With a high respawn rate for missles, i thought they would fire in random directions, but when all the missles are fired ( and you hold down the right mouse button) they will default to firing the missle that regenerates at the bottom right corner. Which is irritating, but can be avoided if you wait for the missles to regenerate. However, the AI does not do this. In any case, it might be worth revisiting to how the dynamic of this weapon operates to make it better.


One final point is that while the faction plants are aethsthetic and really cool to look at, they are notorious for catching and trapping your ship, making it impossible to escape unless you destroy the asteroid fragment they are attatched to, or changing the structure of your ship.
***

So yeah, I love this faction but it is incredibly hard to progress with stats like this. You often feel like a glass cannon that can't be put back together again, and for a faction who's thing is getting in your face, that isnt a good thing.. Its made dealing with agents an absolute nightmare and just larger opponents (with lots of point defense ect.) a bad experience.

But to leave on a positive note, a lot of potiontial for this mod, and although unbalanced it is one of most unique and pretty factions i've had the pleasure of playing as. A few tweaks here and there and it can become really popular in my opinion!
Rallas  [developer] Jul 29, 2015 @ 10:33am 
Originally posted by Falseangel17:
To go into some more detail about the issues I listed... (Sorry about the length lol)

The issue with the blocks regen/helth ratio is terrible, I wish there was a better way of saying it but that is just the case. Making small ships and using them effectively is near impossible, as the blocks just can't regen in time to make fighting a feasible thing to do. One well placed shot leaves you dead in the water, because if you lose like an "arm" on a ship that has say 7 peices, it would take nearly 35 seconds for that entire part of the ship to regenerate, and thats a valuble part of a ship that could have thrusters and weapons ( which also take long to regen)

The health of all the weapons are, much like the block situation, also lacking. On this issue however, I think if the blocks had better regen or much higher Hp, it would be much easier to internalize and protect those vital components. For the melee weapons, it would be helpful to dramatically increase their hp or regen time, as they cannot be internalized and are always exposed. If you build a melee ship, and say you lose a lance and a connecting stem that is almost 13 seconds where you have no offensive capability. Also, when ramming an enemy, its important that the melee weapon just doesnt immediately break off, so health is an issue.

As for the weapons themselves, most of them are solid, no complaints for many of them. However, I was confused by the role the tumor weapon played. At first, it did nothing... like it wasnt responding at the beginning of the game. I changed the binding to secondary fire and then it started to work, but even then it was sub par. I can understand it being used if there were swarms of ships with them, but individually they are inaccurate and weak. With a high respawn rate for missles, i thought they would fire in random directions, but when all the missles are fired ( and you hold down the right mouse button) they will default to firing the missle that regenerates at the bottom right corner. Which is irritating, but can be avoided if you wait for the missles to regenerate. However, the AI does not do this. In any case, it might be worth revisiting to how the dynamic of this weapon operates to make it better.


One final point is that while the faction plants are aethsthetic and really cool to look at, they are notorious for catching and trapping your ship, making it impossible to escape unless you destroy the asteroid fragment they are attatched to, or changing the structure of your ship.
***

So yeah, I love this faction but it is incredibly hard to progress with stats like this. You often feel like a glass cannon that can't be put back together again, and for a faction who's thing is getting in your face, that isnt a good thing.. Its made dealing with agents an absolute nightmare and just larger opponents (with lots of point defense ect.) a bad experience.

But to leave on a positive note, a lot of potiontial for this mod, and although unbalanced it is one of most unique and pretty factions i've had the pleasure of playing as. A few tweaks here and there and it can become really popular in my opinion!
The length is no problem, and thank you for the feedback. I do plan to update this faction regularly, and one of the main things I focus on is balance. I've already tweeked the block health so that the scale 3 basic building blocks have around 1500 heath if I'm not mistaken. As for the regen rate, I'll buff it a little, but It's supposd to be slow in the grand scheme of things. As for the tumor, It's set to auto fire so that the AI will fire the missile most likely to hit the target. The one on the starter is rearfacing, mostly to cover the player while they run away. For the most part, the AI uses them to great effect, as putting one on a swarm ship like the starter is a great way to quikly build a fleet that can use their torpedoes to down very large ships very fast.
SamIsNotReal333 Jul 31, 2015 @ 10:44am 
Um, the plants are meant to aggro enemies, right?

Cause I'm playing as some other faction and burning down a grove with lots of lazers and they aren't firing torpedos or lasers back.
Rallas  [developer] Jul 31, 2015 @ 11:10am 
Originally posted by SamIsNotReal333:
Um, the plants are meant to aggro enemies, right?

Cause I'm playing as some other faction and burning down a grove with lots of lazers and they aren't firing torpedos or lasers back.
They should be. I'll look into it.
probably wowie Jul 31, 2015 @ 6:30pm 
the lasers are a bit OP if you put a bunch of them because you can spam-pulse them and
rack up tons of damage
MysticVoid7x9 Jul 31, 2015 @ 7:20pm 
I think this race needs a part for holding R. Right now the only way I can think of for being able to hold 8000 R is if I have 3500P of Leaf parts. That is 100R held by each Leaf and 1000 held by the core itself.

I think a way of making more connection points between areas of the ship could go a long way to helping the ships be able to take more of a beating.


Edit: After playing with this race for a bit I think that even though they look neat their greatest weakness comes from having all those neat looking branches that are only really as strong as any one block that make up the branches.

Maybe add in larger and longer curved parts that are much harder to break and take longer to regrow so we can have large branches made of fewer parts so that each part would be less likely to break if something hits you.
Last edited by MysticVoid7x9; Jul 31, 2015 @ 7:37pm
FurFurFur Aug 2, 2015 @ 9:26am 
Originally posted by Magic 'Stache:
the lasers are a bit OP if you put a bunch of them because you can spam-pulse them and
rack up tons of damage

A bit? The short and midrange one are alright I guess, but especially the Eye Of Helios and the Ray Cannon are ridiculously overpowered, both in damage/P ratio and range.
MysticVoid7x9 Aug 2, 2015 @ 11:28am 
I noticed a few bugs in the mod as I was messing around.

The 1st bug is that the game doesn't seem to save all the connections I have when I load the ship back up again.


This is what I see when I saved this ship.

http://steamcommunity.com/sharedfiles/filedetails/?id=492831925

And this is what I see when I load back in again. Both of my back branches were all interconnected through out, but when I load back in again that changed.

http://steamcommunity.com/sharedfiles/filedetails/?id=492832253



The Other bug I noticed is how when I set ALL my guns to point defense firing they didn't all switch for some reason. In the pic before you can see a few guns are still pointing toward my pointer when they should be ignoring it.


http://steamcommunity.com/sharedfiles/filedetails/?id=492831683


Below is where I am showing my weapons are in fact set to point defense.

http://steamcommunity.com/sharedfiles/filedetails/?id=492836947


I was able to fix the guns by moving them somewhere else on the ship before moving them back.

Edit: I just noticed that this race needs some kind of block other than the core that has R collection range on it. As things are if a base or ship is made too big then no other ships would be able to go to it to drop off R because they would be unable to get within its R collection range.
Last edited by MysticVoid7x9; Aug 2, 2015 @ 11:40am
Rallas  [developer] Aug 2, 2015 @ 12:14pm 
Originally posted by MysticVoid7x9:
I noticed a few bugs in the mod as I was messing around.

The 1st bug is that the game doesn't seem to save all the connections I have when I load the ship back up again.


This is what I see when I saved this ship.

http://steamcommunity.com/sharedfiles/filedetails/?id=492831925

And this is what I see when I load back in again. Both of my back branches were all interconnected through out, but when I load back in again that changed.

http://steamcommunity.com/sharedfiles/filedetails/?id=492832253



The Other bug I noticed is how when I set ALL my guns to point defense firing they didn't all switch for some reason. In the pic before you can see a few guns are still pointing toward my pointer when they should be ignoring it.


http://steamcommunity.com/sharedfiles/filedetails/?id=492831683


Below is where I am showing my weapons are in fact set to point defense.

http://steamcommunity.com/sharedfiles/filedetails/?id=492836947


I was able to fix the guns by moving them somewhere else on the ship before moving them back.

Edit: I just noticed that this race needs some kind of block other than the core that has R collection range on it. As things are if a base or ship is made too big then no other ships would be able to go to it to drop off R because they would be unable to get within its R collection range.
Thanks for the report. The connection issue is odd, and I have the same issue no matter what faction I play. I'm not sure whats causing it, but I'll try to look into it.
MysticVoid7x9 Aug 2, 2015 @ 1:05pm 
Hopfully there is something you can do. I would offer to help myself, but I don't really know how to mod this game.
Last edited by MysticVoid7x9; Aug 2, 2015 @ 1:05pm
TyrantKingRex Aug 3, 2015 @ 2:14am 
A few things I’ve noticed.

R collection range is a bit small, if you have a large ship other ships can't bring r to you.
If you made the womb block have a collection range of 500-1000 would be a pretty easy way to fix (since it’s typically near the outside of the ship) that or maybe have a separate r collection block.

No seed planter. The only way to get plants to other areas is to run into seeds and fly them to another area (though i did see a carrier building plant spores while facing a large asteroid once)

Block heath in general seems a bit low. i had a 2500p ship get killed by a farmer cargo that picked up a couple of ray guns, so yeah maybe more health.

Other than that i like the mod, good work.
MysticVoid7x9 Aug 3, 2015 @ 10:11am 
When I was building I got a odd idea and built a ring of blocks, but then time I started from the inner most ring and not the outer ring and I got connection points like this.


http://steamcommunity.com/sharedfiles/filedetails/?id=493389442

After I saved and loaded it changed to this. I wonder if what is going on is just that the shapes of the blocks aren't quite right for them to stay connected after being saved?

http://steamcommunity.com/sharedfiles/filedetails/?id=493390831



Originally posted by (HHE)RandomWolfGuy(WDZ):
A few things I’ve noticed.

R collection range is a bit small, if you have a large ship other ships can't bring r to you.
If you made the womb block have a collection range of 500-1000 would be a pretty easy way to fix (since it’s typically near the outside of the ship) that or maybe have a separate r collection block.

No seed planter. The only way to get plants to other areas is to run into seeds and fly them to another area (though i did see a carrier building plant spores while facing a large asteroid once)

Block heath in general seems a bit low. i had a 2500p ship get killed by a farmer cargo that picked up a couple of ray guns, so yeah maybe more health.

Other than that i like the mod, good work.



I kind of work around the weak blocks by using mostly the biggest scale of blocks I can, because all the branches will only ever be as strong as the weakest link in them. This would change if it wasn't so very hard to make more than one link. between different blocks.

Right now I think the most tanky ships for this race may very well be ships that are made out of rings like in this pic below.

http://steamcommunity.com/sharedfiles/filedetails/?id=493400646
TyrantKingRex Aug 3, 2015 @ 2:23pm 
yeah i was using medium blocks and it blew off half my ship so maybe i should use more large blocks
MysticVoid7x9 Aug 3, 2015 @ 2:31pm 
I mostly use medium blocks to reinforce and protect the large blocks. One thing you might notice in my double rings is that the blocks don't quite fit together right so they aren't as well interconnected as I would like.
Last edited by MysticVoid7x9; Aug 3, 2015 @ 2:32pm
Part regrowth is right on the money. This faction's strength is its weapons and its distinctive part shapes, allowing for overlapping layers of separately supported armor. If ships regrew any faster, they'd be too good. As it stands, the Helios are already very powerful. With a proper 8000p ship, I haven't managed to lose to anything, including the heart of Crystallite territory and various agents.
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