Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
bsamu
Mar 11, 2006

bsamu posted:

I swapped yaw and roll (so roll is on left stick X and yaw is on right stick X) and the game doesn't seem to be honoring that. I think it was working last night but playing this morning both sticks are changing my roll, and neither can be used to yaw, even though the config still shows yaw as being set to right stick X.

This bug disappeared after the update this afternoon when I first loaded up. I've loaded up the game again and it's returned. Resetting the config and changing the controls again doesn't appear to fix it.

Adbot
ADBOT LOVES YOU

Shine
Feb 26, 2007

No Muscles For The Majority
I'm making a video now showing how the analog throttle is functioning, with a readout of my axis data and some notes summarizing what's happening. I'll be a little while.

In the meantime, if the intended design of the game is for the player to have basically three speeds (stop/brake -> normal/cruise -> boost) instead of granular speed control, then one way to implement that on a throttle axis control is to make <25% axis input be brakes, >75% input be boost, and everything from 25-75% input be normal/cruise. Obviously that might be much easier said than done on your end, but it would give joystick junkies a way to play with their throttle, even if it's not the analog control they're used to.

On my end, I could accomplish that by dividing my throttle axis into four emulated button presses with its programming software, which would make every 25% stage of input send and hold a button press. In-game, I'd assign the first and last "buttons" to the brake and boost controls, with the remaining (middle) two assigned to nothing. In theory, that should give me essentially the same speed control as the Xbox pad. That's similar to how I work my throttle with old games like TIE Fighter. TF has keyboard assignments for 0-33-66-100% throttle, so I divide my controller throttle into four zones that send the respective key when I move it to those zones. It's not true analog control, but it's better than not using my controller.


e: typo on percentages

Kairo
Jun 21, 2003

Shine posted:

I'm making a video now showing how the analog throttle is functioning, with a readout of my axis data and some notes summarizing what's happening. I'll be a little while.

You're the best. Thanks for doing that. The throttle thing is super weird, and next on my list.

bsamu posted:

This bug disappeared after the update this afternoon when I first loaded up. I've loaded up the game again and it's returned. Resetting the config and changing the controls again doesn't appear to fix it.

When you are binding things, are you doing it in VR (on a Rift in particular) one time, and in normal mode in another?

Avulsion
Feb 12, 2006
I never knew what hit me

Kairo posted:

The mission editor, I think it's neat, but I'm not sure how that would even work or where to start. I know people say that this kind of stuff matters, but it isn't always a clear slam dunk especially when you start counting ROI of my time. The Strike Suit Zero lead was telling me no one used their editor, same with the Neon Struct guy. This is after they spent a ton of time getting them usable.

This is a game for space nerds, you don't need a fancy mission editor. Just make the mission scripting user editable and some sperg with too much free time will recreate the entirety of battlestar galactica using notepad.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.

Kairo posted:

I do think there is room for a NG+ difficulty that makes each mission balanced around your end-game fleet size.

Yes yes yes yes yes :woop:

bsamu
Mar 11, 2006

Kairo posted:

You're the best. Thanks for doing that. The throttle thing is super weird, and next on my list.


When you are binding things, are you doing it in VR (on a Rift in particular) one time, and in normal mode in another?

Always in normal mode. The bind isn't actually resetting in the config menu, but when i actually fly the ship, even though my config is set so that left stick is roll and right stick is yaw, both sticks end up affecting the yaw.

mad.radhu
Jan 8, 2006




Fun Shoe
Has anyone had trouble getting KB+M to work in VR mode? The initial "press escape to center headset" works, then I can't seem to input anything into the menu. Turning my steam controller on works just fine, which i'd use but I don't really like how yawing feels with the touchpad.

edit: Nevermind, I found a controller setup for the Steam controller that will work great. Still leaving this comment intact since the KB+m thing still weirds me out though.

mad.radhu fucked around with this message at 02:18 on Jun 9, 2016

Kairo
Jun 21, 2003

mad.radhu posted:

Has anyone had trouble getting KB+M to work in VR mode? The initial "press escape to center headset" works, then I can't seem to input anything into the menu. Turning my steam controller on works just fine, which i'd use but I don't really like how yawing feels with the touchpad.

You're actually using KBAM in VR? I was like, "No one is ever gonna think this is a good idea."

:psyduck:

Volume control for radio chatter will be in tomorrow's update.

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

Kairo posted:

You're actually using KBAM in VR? I was like, "No one is ever gonna think this is a good idea."

:psyduck:
I can see it. I don't have a separate throttle and on-stick throttles are garbage, so I use KB/stick in VR for War Thunder and Elite (as well as the mouse for menus in both). Also, while it's highly likely that everyone with a Rift has a gamepad (since it comes with a XB1 controller), there's probably a small subset of Vive owners that don't for whatever reason.

The main issue would be the possibility of "losing" the mouse cursor in VR, which is a big issue with using the mouse in VR in War Thunder. You might be able to mitigate that by constraining the cursor to a limited forward FOV (which is something that War Thuder very much does not do)

Helter Skelter fucked around with this message at 02:32 on Jun 9, 2016

Bold Robot
Jan 6, 2009

Be brave.



A couple UI fixes that would make it easier to figure out what is going on around you:

- Little arrows on the HUD (I know there's a term for these but I forget) for bonus targets. These can be a little difficult to find sometimes.

- When you target something, it would be nice if there was a little text or icon saying what it is. Sigma-1, etc. is not super enlightening. Would be cool if you could tell at a glance and from a distance if it's a destroyer, heavy fighter, what have you.

On another note, how are people finding KB/M vs. controller? The KB/M controls are fantastic. I tried controller briefly but found it harder to actually hit a target, but I feel like it might have a higher skill ceiling if I can get used to it, maybe?

Aesis
Oct 9, 2012
Filthy J4G

Stalkerr posted:

I'm still learning the whole capital ship missiles thing, and getting trounced by them. Should I just go into drift when I hear missiles, target them, and shoot them down?
I try to shoot them down but there are just way too many of them. You can outrun them sometimes though.

Also how do I zoom in during mission selection? Mouse scroll doesn't work. And how do I switch my interceptor during combat?

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

Bold Robot posted:

- When you target something, it would be nice if there was a little text or icon saying what it is. Sigma-1, etc. is not super enlightening. Would be cool if you could tell at a glance and from a distance if it's a destroyer, heavy fighter, what have you.
Have you tried looking at the targeting display in the center of your cockpit?

Sax Offender
Sep 9, 2007

College Slice
Finished the game this afternoon. More random thoughts.

The background in the last level. :swoon: The bit of lore teased in the first ending is great as well.

The "typing" text in the ending seemed a little out of place relative to the rest of the aesthetic. Maybe fade in instead?

Too many mission titles are "Murder at...". Try "The Cleansing of...", "The [Star System] Purge...", "The Judgment of [System]", etc.

When zoomed out on the tactical map, can the ship models be replaced with symbols distinguishing ship class? I found myself zooming in a lot just to figure out which capitals were which. Also, can you add a waypoint order in tactical? I'm not sure if it would be terribly useful with the current AI, but it's tough to get a flanking or pincer maneuver since you can't get ships to move without targeting an enemy.

On the levels where a gap drive was useful, I found myself wishing I could order my wingmen to jump with me.

I had a wingman named Kairo a couple of times. Not gonna lie...he kinda sucked. :)

Still want that "Enemy Goonfighter" skin to happen someday. Pulverizing the throneworld turns it into goatse.

Need some merch and wallpapers on that homepage. :10bux:

Belltalk:

I think the "impending doom" you're going for is the right vibe. A funeral bell works for the Undertaker, and maybe it could work for this game, but the pitch was too high and not resonant enough. Before heading out the door this evening, I found a good sound on my electronic piano...a really deep synth brass that sounds very 80s dystopian sci-fi. I'll try to make a recording tomorrow when my kids aren't asleep.

Speaking of kids, mine were watching me play earlier and were enthralled. They asked to play. I told them "We're on a team--you're helping!" It was a lie; they weren't helpful at all.

darnon
Nov 8, 2009

Derek Dominoe posted:

Also, can you add a waypoint order in tactical? I'm not sure if it would be terribly useful with the current AI, but it's tough to get a flanking or pincer maneuver since you can't get ships to move without targeting an enemy.

You can issue move orders; select the ship you want to move and you get a Homeworld-esque angle plot.

Shine
Feb 26, 2007

No Muscles For The Majority

Kairo posted:

You're the best. Thanks for doing that. The throttle thing is super weird, and next on my list.

No problem! Sorry it took a while, but here you go:

https://www.youtube.com/watch?v=quS18ly1uzM

Bubbacub
Apr 17, 2001

I feel like I have the mechanics of piloting down, but I'm totally baffled by the tactical interface using K+M. Is there supposed to be a mouse cursor I can use to select units and stuff?

Cling-Wrap Condom
Jul 23, 2015

I'm tryna get my peen touched, pants.
kairo when I get home today I'm going to map the keyobard controls to my rock band drums

ill report back how my adventure goes

Klyith
Aug 3, 2007

GBS Pledge Week

Kairo posted:

The bell is feedback hilarious. The intro came online super late and I wanted something that sounded like a funeral bell. I don't disagree, I just haven't been able to find something that works THAT much better so I haven't spent the time yet. I'm sure it exists.
Ok so first of all the bell is totally trivial so don't worry too much about it.
1. the sound sample is not particularly great
2. it repeats too many times
3. having that intro play every time you start playing is kinda dumb

the first is ignore-able. maybe there's a better bell sound in a sound library you can get, maybe there isn't. not worth your time searching.

the second one is I think what it giving you the negative reaction from players. it starts with the right funeral tone but becomes cheesy as it repeats over and over. I might suggest having the bell sound just for the first 3 text hits, then change it up. first 3 text lines are situation -> next 3 are call to action.

the third is easy, just only play the intro on new / reset games.

checkstock
Dec 18, 2011
This probably isn't all that important, but I went into the targeting radial menu and the orders radial menu at the same time and when i left them, the game got stuck in slow motion until I paused and unpaused.

mad.radhu
Jan 8, 2006




Fun Shoe

Kairo posted:

You're actually using KBAM in VR? I was like, "No one is ever gonna think this is a good idea."

:psyduck:

Volume control for radio chatter will be in tomorrow's update.

Well, obviously not


I figured i'd try it since I didn't have an xbox controller and my steam controller config was unsatisfactory, but it was an easy fix.

Isn't it wonderful putting your sledgehammer on the market and people complain it doesn't work well for screws or drywall

powderific
May 13, 2004

Grimey Drawer

Bubbacub posted:

I feel like I have the mechanics of piloting down, but I'm totally baffled by the tactical interface using K+M. Is there supposed to be a mouse cursor I can use to select units and stuff?

Me too. Tooltips for which buttons to press on a 360 controller pop up, but I only have HOTAS or KBM so I'm super confused. I loooove Homeworld so I'd like to get some hot tactical action going.

edit: For HOTAS I unmapped the throttle and just set two buttons for boost and brake. It works OK, but I wind up moving the throttle around a lot out of habit.

powderific fucked around with this message at 05:25 on Jun 9, 2016

Bold Robot
Jan 6, 2009

Be brave.



I think the bell is pretty fuckin' sweet. :shrug:

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Kairo: More improbable suggestions.
Really glad that you are addressing and looking at feedback, this is a great game :) so here is some more feedback. I just see a ton of potential here, and you've worked so hard on this I would hate to see it brushed aside because people thought it was a bit lacking or something. I've tried to write these based on my own experiences and with the goal of improving replayability and other play styles in mind. Please keep in mind I have only been playing KB+M on a PC with no VR.

e: I've also gotten incredibly carried away and written a heap of stuff! Sorry!

Menu stuff

- Right now, when you press play campaign from the main menu, you get the intro every time - not really necessary if you are continuing with a current campaign. Maybe add the ability to have more than one campaign saved at a time, as well?

- Are you meant to be able to zoom in with the mouse wheel on the campaign map? When I try to do it, it will zoom in a little but then the camera will get pushed back out. Not sure if the map is a 3D thing or just an image, but it would be awesome to be able to zoom, rotate, and look around the campaign map and the general area of space in which it takes place.

- Looking at frigate primary weapons, the descriptions don't really match up with the stats:
'Ember Lance - Extremely effective...providing the ship can get within firing range'
has more range than
'00A-T Artillery allows our ships to stay at range and deliver exceptional damage'

Game stuff

Shields and anti shield weapons:

- IMO the anti shield options are quite weak; it seems like the best strategy for everything at the moment is to just get inside the shield and shotgun down the enemy with AP rounds. Maybe the anti shield weapon upgrade would benefit from providing a base level of guaranteed shield damage for each weapon, instead of being percentage based:
On Harbinger difficulty I can longrifle an unshielded fighter or civilian shuttle in two hits, so you would want the longrifle to be at least half that good against shields to make the upgrade worth choosing (i.e 4 hits + the time it takes to reload) - this could make the longrifle with shield damage a great siege tool for eliminating enemy shields at a distance, and then being able to gap jump in.

- The ECM pulse weapon could see a lot more use if it had some other benefit, besides doing lots of shield only damage, to make it worth picking over the other secondaries. Perhaps if you use it to kill an enemy shield, the shield will be disabled either permanently or for a much longer amount of time. Now if you go after a shielded target you don't have to have make sure you finish it off before the shield comes back, and you don't have to get inside the shield if you don't want to play up close (but like I said above, why would you want to since The ECM replaces your shotgun weapon). It could also have some other effect such as reducing enemy flight speed or agility, or being able to permanently disable subsystems.

Loadouts
- Give each craft its own loadout instead of each class. (I figure this might be a problem with the reinforcement system)? - Maybe I don't want my interceptor friend, who I tell to guard the escort, to have a longrifle with ap rounds and a gap drive, maybe I feel like they would be better off with a flak drone and shields? Similarly, maybe I would like a destroyer upfront with shield upgrades and omniflak to be a sort of siege-breaker, while the two following up the back have missiles and autocannon drones.

- Option to give names to fleet members. As dumb as it sounds I get the feeling that some people would really enjoy the idea of being able to charge in alongside the 'HMAS Dickbutt', the 'INV Loss.jpg' or the 'Emperors Retribution' when taking out a carrier or flagship. Again, not sure if this would be an issue with the reinforcement system.

- The ability to choose which parts of the fleet will come with you, so that you can choose to solo entire missions if you like. This also means you can go back and do older missions without your entire fleet e.g to show friends what the early game might be like and to see how well you can do on your own with improved loadouts.

- This one is sort of tied between tactical and loadout - but how about an option or upgrade to choose where elements of your fleet come into the mission? Since most of the descriptions seem to suggest that you are taking advantage of things like enemy downtime, it makes sense to be able to plan ahead and surprise them from several angles. My current version of this is using gap drive + betrayer module, which makes enemies focus on sentries instead of my own fleet.

Tactical view and general navigation

- I know I already mentioned that I get lost a bit, I regularly have to back out into tactical view to orient myself towards a target. I feel like this could be solved in a couple of ways-
1. When you click a target in tactical view, have an option to make that your current target, so now I know which direction to point myself.
2. Add a tac view option for 'face my ship towards this target' or make it an option which you can bind to a key. I feel like this would immediately solve all issues I've had with finding targets, and would also make aligning to the escape route much faster.

- Orders in general. When I'm working with the tactical view I don't really feel like I can do much - I keep trying to right click enemies to bring up orders relating to them. Being able to select and command units like an RTS would be really awesome. Right now there is a move command, and right click an enemy for an attack order, but I haven't figured out if you can make units move vertically ala Homeworld if that is possible, or give friendly units guard orders. I would also like to see the ability to command units to use their gap drive towards a particular target, this is because sometimes I've seen friendlies in trouble in tac view, but would prefer to not have to take control of them to get them out of trouble.

- Some orders don't feel like they do anything? In the escort missions I usually set an interceptor to guard the main escort, but then a few minutes later while I'm killing bonus objectives on the other side of the mission, I jump to tac view and find that my guard is chasing some fighter far far away from what it should be defending. Similarly, it feels like the 'bomb my target' order doesn't always work, and it is much more efficient to just manually jump between interceptors to fire their special weapon. Someone also mentioned being able to have your friendlies gap jump with you, and I just wanted to see that I've seen this happen inconsistently. I've also seen friendlies gap jump straight into asteroids the second the mission starts, so that may be something to look at.

- Tac view navigation on KB+M is a bit sensitive. Focusing on a unit is easy with F, but then zooming with the mouse wheel is super fast and I end up zooming past the
focus target.

- I think I saw someone mention a camera/director mode? You just equip your fleet loadout, send them into the battle and watch how things turn out, maybe with a bit of input from the player in the tactical view. This would be really cool with a mission/script editor.

Improbable stuff

Upgrades and favour points
- Right now, the upgrade system works - powerful upgrades cost a lot to purchase and you need to decide which two upgrades will serve you best for each scenario. But I feel like some of the upgrades would make more sense in a tree format, where you could upgrade stuff like AP damage in levels instead of having just a flat upgrade. This might solve things like the insane AP damage you can get with a shotgun early in the game, as well as not having to use both upgrade slots to take something like the Shield + Improved Shield.

- Since right now people are saying they've done the whole game with just the shield and AP upgrade I feel like the upgrades need to be adjusted (e.g a tree like the above point):
In one Harbinger campaign you can get all of the upgrades, so your options for play style are increased compared to if you played through on Normal - This is fine and cool, and it is nice to be able to go back through previous missions with your new fleet etc to take on the harder difficulties.

IMO, with a slightly extended tree of upgrades you could spread out the point expenditure more, and also create more opportunities to award points such as 'Kill everything in the mission' and 'Kill the Traitor Flagship' which reward players for taking risks. I feel like this wouldn't be too difficult to do? You aren't changing the missions significantly but just adjusting the existing content.
Ultimately it would mean that a player might have to make important choices about how they upgrade their fleet on a first playthrough (more about NG+ possibilities later), and once they get their larger fleet and go back through previous missions they can get these extra points and become stronger.

- Some upgrade ideas for a tree:
more accurate/faster/higher hp drones,
larger ammo pools for primary and secondary weapons,
faster turn rate for your own craft,
friendly frigate can provide a limited number of interceptor reinforcements

- There are a couple of missions where there is stuff like containers and outposts which don't provide anything for being destroyed. Like that one capture mission where INV Hangman has to dock and retrieve an enemy lord, the mission description says something like 'Do not spare the crew' but you don't actually have to kill the outpost to complete the objective.


New game modes (NG+, Time attack, Hardcore)
- NG+ offers increasing difficulty, new enemy types, and could work well with an extended upgrade tree.

- Time attack has you jump straight from one mission into the next (probably an issue with branching paths) with no downtime - maybe offer a third loadout slot in this mode? Challenge players to complete a campaign run in the fastest time, with points added for bonus objectives and flagships killed. Retries accumulate more time, so competitors are encouraged to think on their feet when things go out of favour.

- Hardcore:
No friendly fleet reinforcements
friendly fleet losses are permanent - also if you fail a mission you still have to escape.
use favour points to purchase reinforcements as well as, or instead of, upgrades.

TheMostFrench fucked around with this message at 06:01 on Jun 9, 2016

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
Is it just me or is there no way to unlock the second primary for the frigate?

HiroProtagonist
May 7, 2007
Kairo,

Who did you get to write the end cinematic texts?

Did you write them yourself?

Are you free?

In the end,

You burnt the Emperor's throne world.

Is this really an achievement?

An achievement. Something gained.

Nothing matters--you are free.

Free.

Aesis
Oct 9, 2012
Filthy J4G

Insert name here posted:

Is it just me or is there no way to unlock the second primary for the frigate?
There is no way to unlock it since there is no mission reward to unlock it.

Canadian Surf Club
Feb 15, 2008

Word.
i didnt know you could shoot down missiles so this was me every time a flagship showed up

https://www.youtube.com/watch?v=qUjX1RntqVw&t=368s

another higher difficulty would top things off well. I mostly stuck with the acs then the sniper w/ pulse throughout but I'm already thinking of trying another run with buckshot/gapdrive only and experimenting with other combos. Game hits all the right beats aesthetics and gameplay-wise for me in a nice little package..

Could still use horde mode or a big capital fight mission where targeting sub-systems matters.

Canadian Surf Club fucked around with this message at 07:45 on Jun 9, 2016

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
What does the +3000 heavy round damage mean for the Kamikaze Chassis? Does it make your torpedoes even more effective or what?

Also Kamikaze Chassis + Cooling/Gap Drive = :unsmigghh:

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


"So I could Rest

yes, let's rest, its past midnight. :gonk:

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Insert name here posted:

What does the +3000 heavy round damage mean for the Kamikaze Chassis? Does it make your torpedoes even more effective or what?

Also Kamikaze Chassis + Cooling/Gap Drive = :unsmigghh:

Every round of heavy ammo you have adds that amount of damage.

Kairo
Jun 21, 2003

Insert name here posted:

Is it just me or is there no way to unlock the second primary for the frigate?

It'll be in the update tomorrow! It'll be a reward for Tannhauser.


Insert name here posted:

What does the +3000 heavy round damage mean for the Kamikaze Chassis? Does it make your torpedoes even more effective or what?

Also Kamikaze Chassis + Cooling/Gap Drive = :unsmigghh:

If you have heavy rounds still loaded on your fighter, it'll do more damage on impact, effectively making those rounds more useful than they would be if fired separately. This upgrade is probably hilariously unbalance, but... :black101:


Bubbacub posted:

I feel like I have the mechanics of piloting down, but I'm totally baffled by the tactical interface using K+M. Is there supposed to be a mouse cursor I can use to select units and stuff?

Wait, you're not getting a cursor at all in tactical mode? Whoa. Wrong. I'll take a look. It might be getting hosed up because of some of the other joystick/mouse conflicts I've been working on.

Brick Dust Otis posted:

kairo when I get home today I'm going to map the keyobard controls to my rock band drums

ill report back how my adventure goes

YES.

Derek Dominoe posted:

When zoomed out on the tactical map, can the ship models be replaced with symbols distinguishing ship class? I found myself zooming in a lot just to figure out which capitals were which.[/spoiler]

Are the diamonds and other symbols not showing up for classes? Uh oh.

TheMostFrench posted:

:aaaaa:

Thanks for writing all of this up. I agree with a lot -- the shield stuff we were mentioning earlier.

To give defend orders, right click an ally instead of an enemy. You can give them move orders with M as well. There are other commands for fighters, like H and K being used for heavy and kamikaze orders. This totally sucks, but it is kinda killing me to have to go program a full-fledged RTS control scheme when only a few people actually go that deep into it. The way the orders are done IS really embarrassing though.

I think someone was asking about primary/secondaries. The reason I don't let you switch the weapons to either/or is because the visuals won't line up, and to get them to do so I'd have to write an attachment system for both hardpoints, so the ECM cannon on left has the same cannon as the ECM on right, but not when the autocannon is on left, etc. It's just a pain, but I see your point.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Kairo posted:

If you have heavy rounds still loaded on your fighter, it'll do more damage on impact, effectively making those rounds more useful than they would be if fired separately. This upgrade is probably hilariously unbalance, but... :black101:
It's great... until you run into some flak

This is fine

Everything is fine

Kairo posted:

I think someone was asking about primary/secondaries. The reason I don't let you switch the weapons to either/or is because the visuals won't line up, and to get them to do so I'd have to write an attachment system for both hardpoints, so the ECM cannon on left has the same cannon as the ECM on right, but not when the autocannon is on left, etc. It's just a pain, but I see your point.
I still want double ACs that are linked to the same fire button so I can just shoot twice as much :colbert:

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Kairo posted:

Thanks for writing all of this up. I agree with a lot -- the shield stuff we were mentioning earlier.

To give defend orders, right click an ally instead of an enemy. You can give them move orders with M as well. There are other commands for fighters, like H and K being used for heavy and kamikaze orders. This totally sucks, but it is kinda killing me to have to go program a full-fledged RTS control scheme when only a few people actually go that deep into it. The way the orders are done IS really embarrassing though.

Oh I wouldn't call it embarrassing, its more than sufficient considering a mission might last just over 5 minutes, but I personally did not see any kind of explanation of how to give orders anywhere, it never occurred to me to try right clicking allies at all. I did manage to queue some move orders in the prince mission today, but the destroyers I had did not actually follow them, but were able to navigate fine with a direct attack order.

If I could have one thing from my huge list, it would be the targeting/face-ship-to-target stuff.

TheMostFrench fucked around with this message at 12:50 on Jun 9, 2016

Aesis
Oct 9, 2012
Filthy J4G

Kairo posted:

If you have heavy rounds still loaded on your fighter, it'll do more damage on impact, effectively making those rounds more useful than they would be if fired separately. This upgrade is probably hilariously unbalance, but... :black101:
What're heavy rounds anyway? Long range Rifle and Shotgun?

Stormgale
Feb 27, 2010

Aesis posted:

What're heavy rounds anyway? Long range Rifle and Shotgun?

Missiles/bombs

powderific
May 13, 2004

Grimey Drawer

TheMostFrench posted:

Tactical view and general navigation

- I know I already mentioned that I get lost a bit, I regularly have to back out into tactical view to orient myself towards a target. I feel like this could be solved in a couple of ways-
1. When you click a target in tactical view, have an option to make that your current target, so now I know which direction to point myself.
2. Add a tac view option for 'face my ship towards this target' or make it an option which you can bind to a key. I feel like this would immediately solve all issues I've had with finding targets, and would also make aligning to the escape route much faster.

- Orders in general. When I'm working with the tactical view I don't really feel like I can do much - I keep trying to right click enemies to bring up orders relating to them. Being able to select and command units like an RTS would be really awesome. Right now there is a move command, and right click an enemy for an attack order, but I haven't figured out if you can make units move vertically ala Homeworld if that is possible, or give friendly units guard orders. I would also like to see the ability to command units to use their gap drive towards a particular target, this is because sometimes I've seen friendlies in trouble in tac view, but would prefer to not have to take control of them to get them out of trouble.


I didn't know you could do attack orders with right click till I read this. And I kept trying to set targets by clicking them cause that made sense to me, only to come out of tactical not targeting what I thought I was.

Even if there isn't a full RTS control scheme, some kind of tooltip that lets you know which KBM does what (mostly the right click thing) and then being able to target from the tactical screen would be a huge help, I think.

Stalkerr
Jun 10, 2012

How do I actually enter tactical mode (KB+M). I know I can hold Tab when targeting something to tell my wingmen to kill it with fire, but is there some sort of homeworld-y order system?

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

Stalkerr posted:

How do I actually enter tactical mode (KB+M). I know I can hold Tab when targeting something to tell my wingmen to kill it with fire, but is there some sort of homeworld-y order system?
A bunch of the kb binds are by default blank, look through the options menu to find what you need.

Kairo
Jun 21, 2003

Bhodi posted:

A bunch of the kb binds are by default blank, look through the options menu to find what you need.

ENTER also works. Or MOUSE4.

Adbot
ADBOT LOVES YOU

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Stalkerr posted:

How do I actually enter tactical mode (KB+M). I know I can hold Tab when targeting something to tell my wingmen to kill it with fire, but is there some sort of homeworld-y order system?

While flying, press enter. While in tac mode, press spacebar to pause the game, WASD pan the camera around, and you can click on a unit and then press F to focus on it. To order a unit, left click on it and then right click an enemy to attack or right click a friendly to guard. By default, you press M to give a move order, and can use Shift+M to make waypoints.

Have a look in the options menu, there are some commands which arent bound, all of the ones I just mentioned should be.

  • Locked thread