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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!
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.
rack up tons of damage
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.
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.
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.
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.
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
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