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Garfu posted:Just bought StarDrive 2 while it was 50%. Even after all the bad reviews I'm a sucker for MOO2 clones so I gave it a try. It's loving terrible. There's a ton I could say about it, but the one thing that stands out is the combat. It felt like a 5th grader designed and implemented it compared to Starsector's combat. Did you get a refund? Dude doesn't deserve your money.
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# ? Oct 11, 2015 00:23 |
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# ? Jun 10, 2024 19:45 |
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oohhboy posted:Did you get a refund? Dude doesn't deserve your money. I've played 2.6 hours, but I'll give it a shot anyway
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# ? Oct 11, 2015 00:47 |
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Is this game still in alpha? I bought it like 2 or 3 years ago. This is star citizen levels of incompetence.
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# ? Oct 11, 2015 00:52 |
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Bedshaped posted:Is this game still in alpha?
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# ? Oct 11, 2015 00:56 |
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Yeah, Star Citizen deserves a lot but not THAT.
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# ? Oct 11, 2015 01:05 |
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Star Citizen wishes it was this "Incompetent".
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# ? Oct 11, 2015 01:07 |
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In starsector you can actually fly your spaceship jpegs.
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# ? Oct 11, 2015 01:11 |
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Bedshaped posted:Is this game still in alpha? lmao
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# ? Oct 11, 2015 01:20 |
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Bedshaped posted:Is this game still in alpha? This is Star Citizen levels of hyperbole. OwlFancier posted:In starsector you can actually fly your spaceship jpegs. They're PNGs.
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# ? Oct 11, 2015 04:43 |
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Bleremiah posted:Suddenly realised I could put a reaper into each of the front small universal slots, and fire 6 reapers at once. Let's. I remembered to try this earlier today. About as dumb as you'd think. Taking on an onslaught frontally with 2 volleys of 6 reapers was kinda funny. Lasts all of five seconds.
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# ? Oct 11, 2015 18:28 |
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ErKeL posted:Seriously cannot wait for this next patch. It's going to be insane. Whats in it? Haven't played the game for a while.
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# ? Oct 11, 2015 18:31 |
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kikkelivelho posted:Whats in it? Haven't played the game for a while. http://fractalsoftworks.com/2015/10/02/expanded-battles/ You can join ongoing battles.
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# ? Oct 11, 2015 18:35 |
kikkelivelho posted:Whats in it? Haven't played the game for a while. Some fairly big changes to give the campaign map more substance. This is what's been talked about on the blog: - Combat Officers you can hire which have the same skills the player does and can improve one ship. They'll gain experience and levelup. - Stealth and sensor systems. You can ambush fleets or get ambushed yourself. Not being detected also makes you a better smuggler. - Active abilities you can use to give you more speed/sensors/stealth, with some cost. - Space terrain with effects more interesting than "you go slower near planets". Also different terrain in hyperspace, possibly moving storms of some kind. Plus the super cool new thing that's already been mentioned: - Battles on the campaign map will no longer be resolved instantaneously, and you can join in on an existing battle as well as have friendly / enemy reinforcements join battles you're in.
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# ? Oct 11, 2015 19:52 |
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this game is great so far but man the AI is woefully inept when it comes to driving my Onslaught sometimes -they'll happily drift away while the opposing capital is overloaded, rather than moving in to seal the deal -sometimes when they do actually move in, they wait too drat long and end up burn driving into a fresh shield -they have terrible shield management when sliding out of range, so their flux management suffers terribly -they do not utilize any of the extra range provided by various sources (aside from guns set to autofire) -I had to use all 5 firing groups with a strange layout just to help its bad flux management -stupid use of rockets in general, pointlessly throwing them up against a shield aside from those annoyances, which aren't too important when your opponent suffers from the same problem I guess, the AI is pretty impressive some of these issues can probably be fixed (using range bonuses, better shield/flux management) so hopefully he's still up for tweaking it
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# ? Oct 14, 2015 03:28 |
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You're probably better off removing shields from tanky low tech ships you're giving the AI and piling on more armor. The shields are usual garbage on top of the relatively poor flux handling those ships have.
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# ? Oct 14, 2015 03:35 |
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The AI is well above other games of this type, ie, fly at player, shoot until someone is dead, maybe dance a little during. It knows to run when outmatched, knows holding objectives is important, it knows what type of ship to send against which or at least it doesn't send idiot combinations like bombers after fighters. It's shield management is good if it wasn't playing cunning humans who can exploit its predictable behaviour or if it understood some shields have terrible flux costs. Onslaughts are a big offender for the last thing and the loadout they come with generate mad amount of flux in a very short time with inadequate vent rate or flux pool. One pet peeve with the AI I have is to do with heavy bombers not launching even when they have a clean shot because the angle was a little off. They just fly over/under the ship with torps attached when they have a point blank shot. The flip side is I have seen them launch too early and off by 45 degrees, but that only really happens when a cruiser is manoeuvring or a cap ship hits it's burn drive.
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# ? Oct 14, 2015 04:12 |
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dis astranagant posted:You're probably better off removing shields from tanky low tech ships you're giving the AI and piling on more armor. The shields are usual garbage on top of the relatively poor flux handling those ships have. There is kind of a flaw in the AI in that it tends to favor overly passive, standoffish play. There's a very good reason for this, since a miscalculated act of aggression can easily cost you a ship and it would be incredibly frustrating for the player to be constantly losing hulls to dumb mistakes by AI pilots they had no direct control over, but the low tech ships often don't perform effectively with this style of flying. Their flux stats are too low to win a battle of shield endurance and they don't generally have the mobility to seize opportunities or disengage and cool off the way a high tech ship can. Quite often, a ship like the Enforcer needs to go balls out and just throw itself into the enemy's face letting their armor tank through a single decisive action, but the AI almost never does this deliberately for reasons already mentioned above since an unwise commitment is suicide. Instead, they sit back with shields up like they're an Apogee and let themselves get slowly capped out and poked to death.
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# ? Oct 14, 2015 04:42 |
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maybe there will be some per-ship behavior setting in the future, so you can set certain ships to be more in-your-face aggressive, especially when that ship holds a significant flux/weapon advantage
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# ? Oct 14, 2015 08:26 |
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cl_gibcount 9999 posted:maybe there will be some per-ship behavior setting in the future, so you can set certain ships to be more in-your-face aggressive, especially when that ship holds a significant flux/weapon advantage
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# ? Oct 14, 2015 10:43 |
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The by far best part of the AI in this game is how it manages shields, spreads damage on armor and dodges incoming fire. It's always amazing to see a Hound dance between heavy HE shots while evading LRMs. And I love when an AI buddy randomly takes that perfect torpedo shot or does something unexpected and cool. And yeah in the future you can use Officers to manipulate ship behavior. For instance you could use a Buffalo II with a Cautious officer so that it doesn't get surrounded and blown up as easily, or you could set your officer in a tricked-out Medusa with AM Blasters to Aggressive and follow it around and blow things up. I also know Alex has improved AI across the board for the upcoming patch, regarding stuff like frigates being aware of how they move respective to your fleet, using HE missiles more intelligently, not reacting perfectly to Sabot SRMs, etc. That will also make enemy ships much more unpredictable, imagine that you're about to blow up an Enforcer and instead of backing off and rotating to spread armor damage, it burn drives directly towards you while making GBS threads its entire payload of missiles. A lot of how I play this game is based on reading the fairly predictable AI so I'm looking forward to being surprised. SHAOLIN FUCKFIEND fucked around with this message at 11:06 on Oct 14, 2015 |
# ? Oct 14, 2015 11:00 |
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SHAOLIN FUCKFIEND posted:imagine that you're about to blow up an Enforcer and instead of backing off and rotating to spread armor damage, it burn drives directly towards you while making GBS threads its entire payload of missiles. A lot of how I play this game is based on reading the fairly predictable AI so I'm looking forward to being surprised. I have died to more than one buffalo II because of its nice habit of orgasming missiles out of every orifice just before it dies.
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# ? Oct 14, 2015 21:27 |
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that actually sounds fantastic, can't wait for this next patch
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# ? Oct 15, 2015 02:23 |
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OwlFancier posted:I have died to more than one buffalo II because of its nice habit of orgasming missiles out of every orifice just before it dies. Freaking Salamander missiles regenerating now.
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# ? Oct 15, 2015 02:29 |
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OwlFancier posted:I have died to more than one buffalo II because of its nice habit of orgasming missiles out of every orifice just before it dies. Really love the the effort he's put into the AI, and the improvements and officers next patch should just make it better.
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# ? Oct 15, 2015 04:37 |
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SHAOLIN FUCKFIEND posted:That will also make enemy ships much more unpredictable, imagine that you're about to blow up an Enforcer and instead of backing off and rotating to spread armor damage, it burn drives directly towards you while making GBS threads its entire payload of missiles. A lot of how I play this game is based on reading the fairly predictable AI so I'm looking forward to being surprised. Knowing how the AI will react is 90% of the gameplay for me, especially with the early game where you need them to do something dumb and predictable to actually get a kill. It does make me happy to see a ship eat a HE missile to the hull instead of overloading it on the shields though. They know how fast you die when you get overloaded well enough. But yeah. I'd love to have a challenge with the AI other than just, well, being horribly out-gunned. And having my allies be more aggressive and press the advantage would be something I'd appreciate on my side too. Too often, when an enemy ship is overloaded, does my allies back off and approach cautiously, like it'd bite them.
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# ? Oct 15, 2015 07:01 |
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God I did all the tutorials but I can't figure out how to pull up the orders screen in the game, I press G and nothing happens. Can't call my AI ships to retreat. Any tips?
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# ? Oct 16, 2015 06:23 |
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Reason posted:God I did all the tutorials but I can't figure out how to pull up the orders screen in the game, I press G and nothing happens. Can't call my AI ships to retreat. Any tips? Tab? G is the reinforcement menu, right?
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# ? Oct 16, 2015 06:25 |
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Ive been following this thread for about 2 years now, and I think I'll finally take the plunge with this next patch.
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# ? Oct 16, 2015 06:45 |
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Megasabin posted:Ive been following this thread for about 2 years now, and I think I'll finally take the plunge with this next patch. one of us one of us
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# ? Oct 16, 2015 06:50 |
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Artificer posted:one of us one of us gooble gobble gooble gobble
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# ? Oct 16, 2015 07:11 |
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Garfu posted:Just bought StarDrive 2 while it was 50%. Even after all the bad reviews I'm a sucker for MOO2 clones so I gave it a try. It's loving terrible. There's a ton I could say about it, but the one thing that stands out is the combat. It felt like a 5th grader designed and implemented it compared to Starsector's combat. Given the guy got bored before finishing star drive 1 and then peonounced it done while it was missing features to work on star drive 2, it was a fair guess it was going to be rubbish.
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# ? Oct 16, 2015 07:57 |
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There's already a game that was going to be coming out and cribbing everything from MOO2. You can find a link to its miserable failure of a Kickstarter on the bottom banner occasionally. Apparently someone announced there were going to quit sitting on the MOO license the day their Kickstarter launched
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# ? Oct 16, 2015 08:03 |
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Megasabin posted:Ive been following this thread for about 2 years now, and I think I'll finally take the plunge with this next patch. It ain't a bad decision. Even though updates can be glacially slow they're always substantial and real solid and the game is hella unique and fun even as it is.
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# ? Oct 16, 2015 08:11 |
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So is there a good guide on how to start out? I played this about a year and a half ago and I don't remember the beginning being so brutal. I've added a few factions to the game, but right now I'm just going after pirates scouts/transports and I just can't seem to get any traction. Edit: Or rather is there an optimal start? I try to get the Wolf but it only has lovely beams that aren't too effective.
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# ? Oct 17, 2015 07:02 |
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It's honestly the most difficult part of the game. You have to work on picking on 1-2 frigate convoys, and even then it might be a bit much unless they're hounds. Careful play will net you enough bounty money for a new frigate or two, and all of a sudden it's a whole new ball game. Wolf and Lasher are both solid frigates, you just have to be extremely careful. Also play on full damage. 1/2 damage is awful and will teach you horrible habits.
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# ? Oct 17, 2015 07:15 |
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feedtheid posted:Also play on full damage. 1/2 damage is awful and will teach you horrible habits. Yes. Half damage seems like a crutch you'd want at first, but by the time you've got a fleet rolling it's not much of an advantage, since yours is the only ship that will benefit from it. Also, it will give you an unrealistic set of expectations as to what your fleet ships are capable of, which can be deadly for your economic situation if not for you personally.
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# ? Oct 17, 2015 07:38 |
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BadOptics posted:I try to get the Wolf but it only has lovely beams that aren't too effective. Wolves are awesome frigates and an AI pack of them will utterly crush anything up to cruiser level with ease. If you're using the graviton beam, those are more for support and make for terrible primary weapons. If you can score a heavy blaster or pulse laser for the front and tactical lasers for the other mounts you'll do a lot more damage. Also Sabot/Harpoon missiles for the wings help put that little extra hurt on a weakened destroyer that your guns can't *quite* take out.
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# ? Oct 17, 2015 08:11 |
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The phase beam is a pretty solid primary weapon.
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# ? Oct 17, 2015 08:20 |
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Anticheese posted:The phase beam is a pretty solid primary weapon. It's deceptively good, tricky to use though unless you have some good backup with kinetic damage.
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# ? Oct 17, 2015 12:27 |
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# ? Jun 10, 2024 19:45 |
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SHAOLIN FUCKFIEND posted:It's deceptively good, tricky to use though unless you have some good backup with kinetic damage. That's where Imperium-outfit wolves come in.
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# ? Oct 17, 2015 13:27 |