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Ironclad is amazing, it just lacks some polish and features.
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# ? Feb 16, 2016 01:33 |
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# ? Jun 10, 2024 15:22 |
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Shuka posted:What Omni said, vanilla will keep you entertained for hours and once you feel like you've seen all there is to see SS+ and nex will really keep you occupied. Some forums goers really like some of the other overhauls like Ironclad but I haven't tried em. Only ship systems and weapons.
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# ? Feb 16, 2016 11:07 |
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Gave one of the auldest BRDY ships a makeover. The new destroyer basically supplants the Desdinova in most fleets, making it less common. Statwise, I gave it a ton more inertia and mass, so it actually feels like a giant brick being pushed around by giant engines. Plus other changes. I like it a lot.
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# ? Feb 17, 2016 00:22 |
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SHAOLIN FUCKFIEND posted:Gave one of the auldest BRDY ships a makeover. The new destroyer basically supplants the Desdinova in most fleets, making it less common. Statwise, I gave it a ton more inertia and mass, so it actually feels like a giant brick being pushed around by giant engines. Plus other changes. I like it a lot. It looks excellent, but i'll kind of miss the prow feelers.
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# ? Feb 17, 2016 01:10 |
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This is a good game that I cannot play. I've tried like three times now and every time I just feel like the controls are all wrong. I realize it takes some time to adapt, but apparently I can't.
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# ? Feb 17, 2016 01:35 |
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In depends on what you're having trouble with, but you might want to try the "invert shift to strafe to cursor" or whatever option in the settings
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# ? Feb 17, 2016 01:52 |
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also press and hold shift
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# ? Feb 17, 2016 02:18 |
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Play arcade mode over and over until you can circle strafe around ships with ease. That's how I learned the controls.
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# ? Feb 17, 2016 02:21 |
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yeah it is a bit strange at first, as most top-down view shooters have absolute movement on WASD with free aiming on the mouse, while this game only offers movement relative to ship facing which is the way it has to be done, due to locational effects and not allowing turning to be instant
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# ? Feb 17, 2016 03:58 |
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strafe-to-mouse is the only way to play, don't pilot "asteroids" style unless you are micromanaging your omnishield!Ceebees posted:It looks excellent, but i'll kind of miss the prow feelers. mutilation!
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# ? Feb 17, 2016 04:07 |
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victrix posted:This is a good game that I cannot play. I've tried like three times now and every time I just feel like the controls are all wrong. I realize it takes some time to adapt, but apparently I can't. Most don't play strictly with WASD controls. I do. However, the default control scheme is "wrong" to convert all your existing FPS skill to StarSector skill. In the options menu, try swapping Q and E with A and D so WASD controls the movement of your ship and Q and E control the orientation. If you don't want to be hitting your keyboard faster than Vika playing Master of Puppets you could use strafe-to-cursor like a big lame-o or whatever.
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# ? Feb 18, 2016 13:03 |
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I've tried that, I think what I'm looking for is straightforward screen relative movement keys. No change to the inertial/facing movement, just the ways the keys react when you press them (ie, up is always up, right is always right, ship front tracks your cursor, rather than ship relative strafing/movement). Not something the game does though, unless I missed an option somewhere.
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# ? Feb 18, 2016 15:50 |
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That sounds like a super awkward control scheme for this type of game.
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# ? Feb 18, 2016 16:02 |
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Sometimes I feel like it would be better if the camera rotated with my ship, for ships of medium manœuvrability. Frigates and most destroyers work well in shift mode, capital ships I usually turn manually, but sometimes there are ships where neither is great.
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# ? Feb 18, 2016 16:58 |
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Internet Explorer posted:That sounds like a super awkward control scheme for this type of game. It's the classic twin-stick shooter control scheme. It works really well when all your thrusters are equally strong, and gets progressively less optimal as your main thrusters get stronger relative to the others. There's a game called Reassembly on steam that has all 3 schemes (keyboard turn and both follow cursor modes) that you can switch between at will during gameplay, which is awesome and something that would be incredibly handy in Starsector.
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# ? Feb 18, 2016 22:37 |
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DatonKallandor posted:It's the classic twin-stick shooter control scheme. It works really well when all your thrusters are equally strong, and gets progressively less optimal as your main thrusters get stronger relative to the others. I'm incapable of playing that game without making something massively oversized and then getting mad at the point cap. Or trying to propel my ship with guns as that one race with the spinal mount cannons made from stackable pieces. dis astranagant fucked around with this message at 22:55 on Feb 18, 2016 |
# ? Feb 18, 2016 22:52 |
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https://twitter.com/amosolov/status/701842397009805312 last big batch of changes before the release. Does this mean we'll see a 1.0 release in the next 4 to 6 months?
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# ? Feb 22, 2016 21:00 |
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Zmej posted:Does this mean we'll see a 1.0 release in the next 4 to 6 months? No. He means before the release of 0.7.2a.
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# ? Feb 22, 2016 21:11 |
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I'd still ballpark Starsector 1.0 five years before Star Citizen's release tho.
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# ? Feb 22, 2016 21:50 |
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Well the thing is Starsector is a video game whereas Star Citizen is a Joke
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# ? Feb 22, 2016 21:52 |
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quote:Will not keep being aggressive if the player turns their transponder on and turns out to be hostile and stronger There goes easy farming for officers
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# ? Feb 22, 2016 21:53 |
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SHAOLIN FUCKFIEND posted:
To be honest the inertia of most ships feels wrong to me. Most ships above destroyer size don't look like they should be able to turn as fast as they do. I dunno, maybe I'm just talking bollocks
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# ? Feb 22, 2016 22:19 |
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Does more mass equal more damage to enemies from collisions, more damage to itself from collisions, or both?
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# ? Feb 23, 2016 01:17 |
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Friendly Humour posted:To be honest the inertia of most ships feels wrong to me. Most ships above destroyer size don't look like they should be able to turn as fast as they do. I dunno, maybe I'm just talking bollocks I agree with that in the context of ships with a lot of hullmods and or player / officer skills. I feel the game makes the most "sense" at level 0 for many reasons.
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# ? Feb 23, 2016 02:29 |
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Network Pesci posted:Does more mass equal more damage to enemies from collisions, more damage to itself from collisions, or both? Both.
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# ? Feb 23, 2016 08:58 |
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Zudgemud posted:Both. Equal and opposite reactions.
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# ? Feb 23, 2016 09:14 |
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Man more range and flux cost is probably the opposite of what the LR PD lasers needed. They're already so long ranged they're wasting flux shooting at ships instead of missiles and more range and flux just makes that hurt more. On the other hand, the first (?) vanilla HE beam weapon is coming.
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# ? Feb 23, 2016 13:08 |
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Are there any mods that fiddle with the availability of weapons on markets? I find it frustrating when I buy a ship and then can't equip it fully with any default loadout because the local market is missing like half of the weapon types it's supposed to have.
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# ? Feb 23, 2016 13:31 |
Kersch posted:Are there any mods that fiddle with the availability of weapons on markets? I find it frustrating when I buy a ship and then can't equip it fully with any default loadout because the local market is missing like half of the weapon types it's supposed to have. Sadly no, but if you get a mod that includes the omnifactory you can just sell it the ships or weapons you want it to make (for free) and then wait a few days for it to build a bunch of copies that you can then buy. Honestly, I hope vanilla implements some sort of market search or item commission system at some point. Probably when industry skills get in.
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# ? Feb 23, 2016 13:34 |
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DatonKallandor posted:Man more range and flux cost is probably the opposite of what the LR PD lasers needed. They're already so long ranged they're wasting flux shooting at ships instead of missiles and more range and flux just makes that hurt more. On the other hand, the first (?) vanilla HE beam weapon is coming. They really need a third auto-fire setting that prevents a weapon from targeting ships or something.
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# ? Feb 23, 2016 16:06 |
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MesoTroniK posted:I agree with that in the context of ships with a lot of hullmods and or player / officer skills. I feel the game makes the most "sense" at level 0 for many reasons. That seems to be the general consensus, and Alex agrees. He's already planning to done down the impact of skills as part of a general update to them down the line. He just doesn't want to spend time tuning them now when they're already in for a ton of work down the road.
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# ? Feb 23, 2016 18:17 |
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I just got this. God drat this game is dope, even for an alpha.
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# ? Feb 24, 2016 18:56 |
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robotsinmyhead posted:I just got this. God drat this game is dope, even for an alpha. Wait till you try mods.
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# ? Feb 24, 2016 19:17 |
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Platystemon posted:Wait till you try mods. I watched that modding tutorial from the OP, but the JRE 64bit wouldn't take on my computer. It's gonna have to wait till I upgrade cause this thing is falling apart.
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# ? Feb 24, 2016 19:34 |
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0.7.2a released.
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# ? Feb 26, 2016 21:21 |
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Volturn finally sells large quantities of Volturnian lobster.
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# ? Feb 26, 2016 21:27 |
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Strumpie posted:Volturn finally sells large quantities of Volturnian lobster. my versimilitude...maintained...
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# ? Feb 26, 2016 21:29 |
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Please post your sickest Starsector.gifs, I want them for a post in another forum.
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# ? Feb 26, 2016 21:41 |
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Bombing Run Rapid Fire
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# ? Feb 26, 2016 23:28 |
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# ? Jun 10, 2024 15:22 |
I've just started a new game with the scarab starting option, it's really good... In case you were wondering, the temporal shell ship ability really is bullet time.
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# ? Feb 27, 2016 00:57 |