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Bohemian Nights posted:I've only gotten to the gamma sector, but when if ever do guns that are actually worthwhile pop up? I have melee weapons that hit for 90 and obliterate anything but a miniboss, yet the best guns I can seem to find barely reach 10 dmg, and that's not even necessarily with a very flattering firing rate. Basically never. Guns are entirely terrible in all respects.
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# ? Dec 22, 2013 16:22 |
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# ? Jun 3, 2024 23:04 |
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Iny posted:Basically never. Guns are entirely terrible in all respects. Guns do less DPS than melee weapons but the safety of range is invaluable. I prefer a twohand rifle in my loadout and use a one-hand melee for cleanup.
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# ? Dec 22, 2013 16:32 |
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I wish guns were craftable.
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# ? Dec 22, 2013 16:53 |
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Yeah, basically. Would make plenty of sense with the robotic crafting table.
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# ? Dec 22, 2013 16:55 |
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I wasn't thrilled with this until I started over yesterday and landed right next to a box that had a 2-handed sword that fired a ball of lightning with every swing. Also, I realize that it's the starting item and it is supposed to be crappy, but using the matter manipulator is so slow it is downright painful.
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# ? Dec 22, 2013 16:59 |
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Is there some way to keep an area loaded, like a world anchor from Minecraft? I wish that my crops would grow while I am out exploring.
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# ? Dec 22, 2013 16:59 |
It seems like crops on your ship will grow while you are out, might not be so helpful if you don't have a big modded ship though.
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# ? Dec 22, 2013 17:05 |
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New Leaf posted:Also, I realize that it's the starting item and it is supposed to be crappy, but using the matter manipulator is so slow it is downright painful. At this point I'm amazed the matter manipulator was even put in the game. It's really just the equivalent of bashing a tree or rock with your bare hands in Minecraft and useless to even keep on your action bar three minutes into the game, yet the game goes out of its way to introduce it and prevent you from losing it. I hope at higher tech levels we will be able to charge the matter manipulator with uranium/plutonium/solarium ore like you 'charge' the pickaxes/drills with copper ore, with an associated power boost, but even then it seems silly to have to stash it for half the game. I hope they come up with a niche where its a useful tool next to the pickaxe throughout the game.
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# ? Dec 22, 2013 17:15 |
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Vanadium posted:At this point I'm amazed the matter manipulator was even put in the game. It's really just the equivalent of bashing a tree or rock with your bare hands in Minecraft and useless to even keep on your action bar three minutes into the game, yet the game goes out of its way to introduce it and prevent you from losing it. Your character automatically uses the matter manipulator when they're placing objects. It's not really meant to be a destructive tool.
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# ? Dec 22, 2013 17:18 |
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Was it really worth programming the thing into the game just to avoid people complaining about being able to magically place torches five meters away through a wall? Not that placing objects physically stops working if you destroy your matter manipulator of course. vv Also apparently it's called beamaxe internally, not beamobjectplacer.
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# ? Dec 22, 2013 17:23 |
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Starhawk64 posted:I wish guns were craftable. There's a mod in progress that's making a gun of each type for each of the tiers for each race craftable. The creator asked for assistance coming up with names for all of them. Apex is mostly filled out, other races need some love, racial tabs are along the bottom: http://goo.gl/Xs5wOs
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# ? Dec 22, 2013 17:25 |
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They made the matter manipulator as an ingame reason on why your character is able to place blocks and objects from a distance. Of course, you can still use it even when it's not in your inventory, they should fix it so that you only place items next to you Terraria style if you don't have it in your inventory. I do agree that it should be able to mine faster and it should have the ability to be upgraded, but balance it so that while it's not as effective as a pickaxe or drill is still can be used as a multipurpose tool for when you left your axe or hoe back at base, or if your pickaxe has worn out and you don't have the ore to fix it.
wafflemoose fucked around with this message at 17:32 on Dec 22, 2013 |
# ? Dec 22, 2013 17:29 |
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Starhawk64 posted:They made the matter manipulator as an ingame reason on why your character is able to place blocks and objects from a distance. Of course, you can still use it even when it's not in your inventory, they should fix it so that you only place items next to you Terraria style if you don't have it in your inventory.
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# ? Dec 22, 2013 17:34 |
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Jackard posted:No. Forget immersion. Why would they do this. To justify having it in your inventory? I still carry mine around in case I want to take a decorative item but don't want to accidentally nuke the place and mine the stuff around it as well. wafflemoose fucked around with this message at 17:39 on Dec 22, 2013 |
# ? Dec 22, 2013 17:36 |
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Starhawk64 posted:I still carry mine around in case I want to take a decorative item but don't want to accidentally nuke the place and mine the stuff around it as well. If you press shift while pickaxing/drilling, you only mine a single block instead of a 3x3 block, isn't that good enough?
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# ? Dec 22, 2013 17:43 |
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Alternate answer: remove the pickaxes, just make the matter manipulator upgradable. It's pretty weird when I'm zooming around in my forest-spaceship running on uranium packing a laser gun and a sword that shoots more lasers in a techno-pyramid...dinking at things with a pickaxe.
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# ? Dec 22, 2013 17:44 |
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I'd like to see upgraded axes. I can craft a vibroaxe, but it doesn't work as good on trees as the stone axe I made two minutes into the game. Give us some 40k-style chainswords or something, please!Bohemian Nights posted:I've only gotten to the gamma sector, but when if ever do guns that are actually worthwhile pop up? I have melee weapons that hit for 90 and obliterate anything but a miniboss, yet the best guns I can seem to find barely reach 10 dmg, and that's not even necessarily with a very flattering firing rate. I've had good luck with Avian pirates and human/ape bases. A gun is "good" if it has half the DPS of whatever melee weapon you're using at the moment.
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# ? Dec 22, 2013 17:47 |
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Reiley posted:Guns do less DPS than melee weapons but the safety of range is invaluable.
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# ? Dec 22, 2013 18:10 |
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Anime Schoolgirl posted:Not when the AI is set to "constantly ram into player".
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# ? Dec 22, 2013 18:13 |
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I like keeping the matter manipulator around just because the improved range is useful on occasion. Sometimes I want to grab a decoration or single ore piece or something that's way overhead without having to platform up to it first.
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# ? Dec 22, 2013 18:14 |
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Of all the names I've put in that spreadsheet my favorite is 'All-baller'
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# ? Dec 22, 2013 18:14 |
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IronicDongz posted:Shotguns and explosives knock enemies backwards. I'm pretty sure knockback is based on damage dealt in proportion to the enemy's max health with a single hit*, not weapon type. If you're not knocking things back enough, it's because you're not hitting them hard enough. *multiple simultaneous hits such as with shotguns or dual-wielding might be added together to determine this, but I'm not positive.
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# ? Dec 22, 2013 18:18 |
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IronicDongz posted:Shotguns and explosives knock enemies backwards. It just so happens that shotguns and explosives have high impact damage when they have speeds of 0.3-0.5, which isn't always the case. You also have a delay before being able to fire ranged weapons after switching to them, and it's equal to (1/rate of fire) * 2 seconds, so it can take up to over 6 seconds after switching your weapon before you can fire a shot. If the delay wasn't there, ranged weapons would be somewhat useful. As they are in the base game, they're plainly poo poo.
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# ? Dec 22, 2013 18:19 |
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IronicDongz posted:Shotguns and explosives knock enemies backwards. I really wish the damage on shotguns and guns with double/triple split shot were ramped up to compensate for that every signle bullet does a fraction of the damage listed.
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# ? Dec 22, 2013 18:20 |
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I like the matter manipulator because it lights up dark places outside of your view. If you're running around on the surface or spelunking you can aim it at the ground below you, or just any place obscured by FoW and use it as an (4 block wide, I think?) x-ray to see if there are any ore groups around, instead of placing torches every 5 feet
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# ? Dec 22, 2013 18:29 |
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Toffile posted:Your character automatically uses the matter manipulator when they're placing objects. It's not really meant to be a destructive tool. ProfessorCirno posted:Alternate answer: remove the pickaxes, just make the matter manipulator upgradable. It's pretty weird when I'm zooming around in my forest-spaceship running on uranium packing a laser gun and a sword that shoots more lasers in a techno-pyramid...dinking at things with a pickaxe.
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# ? Dec 22, 2013 18:40 |
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Insert name here posted:Well I mean you do get drills which you should have access to if you're running your ship on Uranium
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# ? Dec 22, 2013 18:42 |
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Vib Rib posted:I don't understand this logic. Your ship has a uranium reactor, that's why it can take uranium. That doesn't implicitly mean it has like a drill-manufacturer.
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# ? Dec 22, 2013 18:44 |
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Commissar Kip posted:This thing is so cool. Uhhh, I'm not sure. Were you trying to create characters only a single species? I just swapped in the Standard (you use it alone) and was able to make a character just fine. [edit] Was it a Floran? I just noticed I misspelled the race "Florian" in the Dropship.structure file for code:
[edit] Just tested and yup, Florans hang on character creation. I'll fix that up immediately. Galaga Galaxian fucked around with this message at 18:48 on Dec 22, 2013 |
# ? Dec 22, 2013 18:45 |
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Vib Rib posted:I don't understand this logic. Your ship has a uranium reactor, that's why it can take uranium. That doesn't implicitly mean it has like a drill-manufacturer. What self-respecting spaceship doesn't carry the capability to seed a complete copy of all its civilization's knowledge and technology?
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# ? Dec 22, 2013 18:45 |
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Anime Schoolgirl posted:You also have a delay before being able to fire ranged weapons after switching to them, and it's equal to (1/rate of fire) * 2 seconds, so it can take up to over 6 seconds after switching your weapon before you can fire a shot. If the delay wasn't there, ranged weapons would be somewhat useful. As they are in the base game, they're plainly poo poo.
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# ? Dec 22, 2013 18:45 |
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Found a pretty decent starting system. X-55580767 Y21788820 Three forest moons around a snow planet. The forest moon farthest to the left has an Energy Dash and a Pulse Jump to the right of the spawn and an Apex town to the left. Middle forest moon has a large sewer system and an outhouse with a poo monster. The right forest moon has a large Apex lab. The snow planet has a large glitch castle, a few avian houses, and what looks like a small USCM base.
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# ? Dec 22, 2013 18:49 |
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Insert name here posted:I meant that in a literal sense, since having access to uranium in-game means you have gotten to the tier that unlocks drills.
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# ? Dec 22, 2013 18:54 |
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Ok, my Beowulf is all fixed. Floran, Florian (a race from Traveller ironically, though they're not plant people), close enough IMO.
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# ? Dec 22, 2013 18:56 |
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Looks like tree planting may be in the next version:
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# ? Dec 22, 2013 19:04 |
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Bohemian Nights posted:I like the matter manipulator because it lights up dark places outside of your view. If you're running around on the surface or spelunking you can aim it at the ground below you, or just any place obscured by FoW and use it as an (4 block wide, I think?) x-ray to see if there are any ore groups around, instead of placing torches every 5 feet That reminds me...wasn't there a way to tweak the MM to light up the whole screen so you could find ores?
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# ? Dec 22, 2013 19:08 |
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IronicDongz posted:In some situations versus powerful NPCs that'll wreck your poo poo even with t10 armor if you bumrush them, you can deal with them by picking them off from a distance, or by using explosive shots to hurt them through walls/floors, or bouncing shots around corners, etc. And it'll always take time to approach and use melee, even with butterfly boost/energy dash, so not having a gun equipped first to shoot them while you close in is a wasted opportunity. And with energy dash/bubble boost, the time to close in melee / dodge attacks is far, far less than over 6 seconds with an ideal ranged weapon, unless you are not adept at controlling your character. Anime Schoolgirl fucked around with this message at 19:19 on Dec 22, 2013 |
# ? Dec 22, 2013 19:16 |
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I asked a little while ago but I'll ask again, how does adding mods work with existing saves? I.E what happens if you have a ship with a bunch of stuff on it, and then you add a mod that changes your spaceship and load that character up?
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# ? Dec 22, 2013 19:33 |
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Bob NewSCART posted:I asked a little while ago but I'll ask again, how does adding mods work with existing saves? I.E what happens if you have a ship with a bunch of stuff on it, and then you add a mod that changes your spaceship and load that character up? Dynamically generated content (such as biomes, random item drops) that is modified won't have the updated stats until another item is made from it.
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# ? Dec 22, 2013 19:38 |
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# ? Jun 3, 2024 23:04 |
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Anime Schoolgirl posted:And with energy dash/bubble boost, the time to close in melee / dodge attacks is far, far less than over 6 seconds with an ideal ranged weapon, unless you are not adept at controlling your character. And I know I've ran across NPCs that have wrecked me in basically a few seconds while wearing t10 armor, so I dunno what to tell you.
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# ? Dec 22, 2013 19:38 |