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Halo most definitely was on PC.
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# ? Jul 16, 2016 16:00 |
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# ? Apr 24, 2024 10:41 |
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As was Halo 2. Nothing since, though (unless you count the Halo 5 Forge mode stuff which I don't think is out yet).
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# ? Jul 16, 2016 16:12 |
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Some challenge mode feedback: You can't seem to recover all your fighters if you're down to one. You'll get one wingman back and then no way to get the other one. Not having any way to get dead capitals back is rough. Wave-based/significant kill-count? Likewise with drones. Kinda makes anything but repair drones on capitals a bit pointless since on fighters they will die instantly if you are playing remotely aggressively. Stick 'em on a timer maybe? I feel like drone AI could also use a tweak. Specifically, I feel like repair drones should attempt repairs on any nearby damaged friendly ships if their host ship is already topped off, regardless of other orders. Torpedo carriers are assholes (but it looks like you know this already). It's still fun.
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# ? Jul 17, 2016 03:25 |
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Helter Skelter posted:You can't seem to recover all your fighters if you're down to one. You'll get one wingman back and then no way to get the other one.
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# ? Jul 17, 2016 03:39 |
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GuardianOfAsgaard posted:Halo 6 and everything after almost certainly will be. If Halo Guardians is any indication of what's to come they can loving keep it
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# ? Jul 17, 2016 03:45 |
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GotLag posted:This applies to the rest of the game as well. Aye, the function never checks to see if the wing still needs replenishing. Wasn't a big deal in the main story but in Challenge mode it might make it pointlessly harder? Then again, it is Challenge mode...
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# ? Jul 17, 2016 04:09 |
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Helter Skelter posted:Some challenge mode feedback:
I'm planning on mostly wrapping this mode up early this week and turning my attention to upgrading Unity in order get some framerate/stability back. I'll also fix/add a bunch of little things like cockpit freelook that people have requested and hopefully be ready for 1.0 release sometime next month. Edit: I forgot to say thanks for writing the feedback up! So thanks! Kairo fucked around with this message at 18:51 on Jul 17, 2016 |
# ? Jul 17, 2016 18:40 |
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Thinking about it a bit more, drone reinforcement would probably help capital ship survivability in later waves a fair bit, which may mitigate some of the frustration. Making fleet heals more common wouldn't hurt, either. Most of my heavy weapon refills end up feeling wasted since I tend to keep my purifiers around for carriers and don't really use them too often otherwise.
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# ? Jul 17, 2016 19:27 |
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Is there a way to force the game to render in stereoscopic VR mode? I'm just steaming to a google cardboard and it would be a rad thing to play around in.
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# ? Jul 18, 2016 04:55 |
After playing challenge mode, I'd buy about 8 copies of this game for my friends if this game had added multiplayer somehow.
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# ? Jul 18, 2016 12:48 |
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Oh my god this current challenge block is just Gap-Bombing Frigate Simulator 2016. im terrible at it
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# ? Jul 19, 2016 07:29 |
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Kairo posted:
Owner at critical health > Defensive target with any damage > Owner with any damage > nearby allies
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# ? Jul 19, 2016 15:20 |
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I experienced an odd sequence of events last night. I was playing a mission (not challenge mode) and was down to my last fighter, with one kill left before getting a reinforcement. I shot down a corvette and then was immediately killed. The game displayed the "Mission Failed" message and death-cam. In the background, a reinforcement warped in, and after the screen faded to the black I was taken back to the tactical view and was able to keep playing with the new fighter. Unrelatedly, my wingmates seem to love using the gap drive to jump towards an enemy that is behind an asteroid and then immediately crash into the asteroid. I seem to see this a lot right at the beginning of a mission.
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# ? Jul 19, 2016 18:16 |
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evilfunkyogi posted:I experienced an odd sequence of events last night. I was playing a mission (not challenge mode) and was down to my last fighter, with one kill left before getting a reinforcement. Hmm. Their gap drive should drop them out of warp before they crash. I thought I fixed this a while ago but I guess not. I'll take a look.
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# ? Jul 19, 2016 18:19 |
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I'm not really sure if they actually gap drive into the asteroid or are just failing to fly around it after dropping out of gap drive. I just tend to hear them both make a gap drive jump and then see the "fighter destroyed" message in rapid succession after starting a mission where the enemies are all behind large asteroids. (This is without issuing any orders)
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# ? Jul 19, 2016 18:26 |
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evilfunkyogi posted:I'm not really sure if they actually gap drive into the asteroid or are just failing to fly around it after dropping out of gap drive. Which mission does it always happen on?
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# ? Jul 19, 2016 18:31 |
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I'll see if I can reproduce it tonight, I feel like I was seeing it on multiple missions. This is on the challenge mode branch.
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# ? Jul 19, 2016 18:49 |
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evilfunkyogi posted:I'll see if I can reproduce it tonight, I feel like I was seeing it on multiple missions. This is on the challenge mode branch. Awesome thanks. Quick/easy repro cases really help me fix these things quickly. Freelook will be in the next update, either like ArmA (with a mouselook button) or with a pair of joystick axes like the right stick. One of my earliest control schemes used triggers for rolling, right stick for freelooking (with a horrible implementation of it), and A for firing. Edit: I took a look at the gap drive code and added some more safeties in there to keep AI from doing something dumb. They won't maneuver around things for a clear jump, but they shouldn't die anymore at least. Kairo fucked around with this message at 20:54 on Jul 19, 2016 |
# ? Jul 19, 2016 19:00 |
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I tried to reproduce the AI gap drive issues in a number of missions, but couldn't get it to happen again. I did let Steam update the game prior to playing, so I'm not sure if that would have included the fixes you made.
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# ? Jul 20, 2016 02:18 |
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evilfunkyogi posted:I tried to reproduce the AI gap drive issues in a number of missions, but couldn't get it to happen again. I did let Steam update the game prior to playing, so I'm not sure if that would have included the fixes you made. Awesome. Thanks for trying again. Sniper Carriers, Flak Carriers, and Sniper Destroyers are in the random pool now. I also fixed the red heal indicators and put up a HEALING hud element when it's happening.
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# ? Jul 20, 2016 22:49 |
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Kairo posted:Awesome. Thanks for trying again. im goign to play this game again tonight
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# ? Jul 21, 2016 01:02 |
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My gut instinct is that wave clear difficulty is about at a fun level for an average player: with the reinforce-from-1 bug fixed and the number of torpedos per enemy capital ship going down I went from struggling to make it past wave 10 to making it to 15 on my first attempt--and I think drone respawn is still bugged, or at least mine weren't respawning at all. You'd still have to be a golden god of spaceship driving (I am...not, to say the least) to even think about getting the 25 wave achievement, but I suspect that it might actually be doable if your drones come back.
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# ? Jul 22, 2016 08:44 |
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Reiterpallasch posted:My gut instinct is that wave clear difficulty is about at a fun level for an average player: with the reinforce-from-1 bug fixed and the number of torpedos per enemy capital ship going down I went from struggling to make it past wave 10 to making it to 15 on my first attempt--and I think drone respawn is still bugged, or at least mine weren't respawning at all. You'd still have to be a golden god of spaceship driving (I am...not, to say the least) to even think about getting the 25 wave achievement, but I suspect that it might actually be doable if your drones come back. You're right, I think I am going to lower that achievement count this morning. It was super easy (and boring) to get early on, until I started ramping up the waves. Even with the drone bug fixed, I think it might be too high. I'll take a look at the respawning too and see if I can find a spot in the HUD to show you respawn times for them.
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# ? Jul 22, 2016 15:22 |
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I think I've pretty much settled on what I think is The Best loadout for wave clears; what are you guy using? Interceptors: Autocannon (Don't even think about the longrifle, unless you enjoy spending 2 minute plinking at a corvette) ECM Pulse (This is the hardest choice. Missiles are too short-ranged. Blunderbuss is really good and loving shreds destroyers/capship bridges, but you have to be extremely good at doing in-shield drift drivebys on corvettes and I'm not) Purifier Bomb (no-brainer lol) Gap Drive (complete broken; you need the mobility to kill late-wave corvette swarms before they blow up all your drones, gap-bombing is the only effective way to deal with massed torpedo frigates. also a really good escape) Energy Shield (I can't survive more than 10 seconds without it in later waves. if you're good enough to run without it, I'd take the gap drive cooldown or the bombardier chassis, but you'd have to be really drat good) Destroyers: Torpedos (fuuuuuuck shield corvette balls) Omniflak (fuuuuuuck enemy torpedo spam) Flak Drone (see above; also provides ablative armor for your repair drones, shields are defensible but i think flak is stronger long-term) Repair Done (completely mandatory) Frigate: Artillery (you get enough purifier bombs to drown enemy capships in ordinance; your frigate's job is to contribute chip damage and not die) Omniflak (why not) Juggernaut Armor (the slower your frigate is, the slower it gets into trouble; armor matters a lot with massed repair drones) Free (AP ammunition, energy shields, repair drone are all viable here i think.) Weird theory: energy shields + extended energy shields may be able to cover your destroyer drones, in which case it's worth the slots and more. Will investigate
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# ? Jul 23, 2016 01:45 |
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mother of god the skybox in today's challenge is obscenely bright i understand that making it easier to aim in one direction versus another is one of the few ways to make terrain interesting in space, but aside from the fact that my eyes are physically hurting right now: it's no fun. right now you're completely unable to see crosshairs, aim indicator, the enemy targeting box, the enemy, the UI, and in fact anything at all across a full 1/3 of the sky. the ai has no such restrictions, though!
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# ? Jul 23, 2016 10:02 |
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Reiterpallasch posted:Autocannon (Don't even think about the longrifle, unless you enjoy spending 2 minute plinking at a corvette) In any case, I'd like to know how anyone could spend two minutes plinking at a corvette with a Longrifle when it'll kill one in three shots, and almost can't miss such a slow ship even at close range. Are you trying to burn down shields with it or something? It tells you on the tin that it does barely anything to shields. This isn't a practical disadvantage either, since the autocannon is also pretty bad against shields. I was actually wanting to make a post about that, asking if Kairo would consider buffing the shield damage of the autocannon, because with no viable anti-shield in the primary slot I hardly ever get to use the scattergun. You can get inside the shields of corvettes, but shielded enemy fighters necessitate drawn-out dogfights, which is time you don't have except on early or below-Harbinger campaign missions. Your capitals aren't too great vs fighters either, so having an anti-shield secondary on your interceptors becomes mandatory in my experience. Reiterpallasch posted:ECM Pulse (This is the hardest choice. Missiles are too short-ranged. Blunderbuss is really good and loving shreds destroyers/capship bridges, but you have to be extremely good at doing in-shield drift drivebys on corvettes and I'm not) Reiterpallasch posted:Artillery (you get enough purifier bombs to drown enemy capships in ordinance; your frigate's job is to contribute chip damage and not die) Reiterpallasch posted:Weird theory: energy shields + extended energy shields may be able to cover your destroyer drones, in which case it's worth the slots and more. Will investigate
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# ? Jul 23, 2016 11:26 |
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Reiterpallasch posted:mother of god the skybox in today's challenge is obscenely bright Yeah seriously this is unplayable
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# ? Jul 24, 2016 05:54 |
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GotLag posted:Yeah seriously this is unplayable Are you guys blowing out the brightness on your monitors? I guess I'll just push the minimum distance to the star out. Edit: It's a little bright, but unless I'm looking at the star directly, I can still make out the crosshair no problem. I guess I have to account for miscalibrated setups + RNG star positions and make sure my skyboxes are dark enough. Edit 2: OK, I can see the text being worse. I'll just darken the skybox. Kairo fucked around with this message at 09:58 on Jul 24, 2016 |
# ? Jul 24, 2016 09:35 |
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Kairo posted:Are you guys blowing out the brightness on your monitors? I guess I'll just push the minimum distance to the star out. Default settings on my laptop and I can't see poo poo captain
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# ? Jul 24, 2016 09:57 |
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I just pushed an update. I pulled that skybox until I can get a proper chance to recolor it (probably not for a few weeks). Hopefully this is better.
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# ? Jul 24, 2016 10:03 |
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There seems to be a bug in that the Frigate with artillery tries to get in close as if it had the lance and as a result often gets split from the destroyer escort and focus fired down. Also, these challenges often go fine until you get slugged with 6 enemy destroyers with artillery/flak/shields that blow away your capitals and then will then melt your fighters. Edit: Also, once your capitals are blown away you're on borrowed time as at the moment, Wave 11 hits you with three carriers with escort and it's impossible to dodge fights flak and torpedoes all at once. Maybe if you were playing CO-OP* you could do rabbit-shooter runs but that's not possible with the Ai. *this would be a cool post-release feature. Xerxes17 fucked around with this message at 17:32 on Jul 24, 2016 |
# ? Jul 24, 2016 17:29 |
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I'm really digging wave mode. It's really fun to get into an extended tangle as opposed to the in-and-out missions.
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# ? Jul 24, 2016 18:50 |
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Man, I could have just got past wave 19, but Jesus it is no fun fighting a flock of long-rifle destroyers that are backed up by repair drones. One wrong move, as happened to me, and you get volleyed in one go. For today's setup, I recommend the following: Interceptors Long rifle ECM gun Shields AP ammo Destroyers Torps Flak Repdrone Flak drone Frigate Artillery Flak Juggernaut Armor Rep Drone I just finished a run with missiles instead on the fighters, but on wave 18 it really screws you as you really can't do missile drive-buys against the shielded escort destroyer blocks. ECM would have been better as 4km range would have made it possible to shut down shields and then attack with the long-rifle. It would make things tougher against heavy fighters, but ECM and then LR is a functional enough combo there. While your capitals are up they'll be shredding shields with their flak guns anyway. With these big open, extended fights, range is king.
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# ? Jul 24, 2016 19:13 |
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You're awesome, thanks for pushing on this. It's been really interesting watching the leaderboards. I think I'm going to add some extra logic to mix up some of the later waves a bit more, and maybe add some more healing opportunities as time goes on (Helter Skelter's idea). I like how it crushes people around 15-20min in on average, and it's really neat to see some of you push well beyond the pack (and taunting everyone else on the leaderboard), but I think ways to let a few more people break through wouldn't hurt.
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# ? Jul 24, 2016 19:54 |
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Wave 15 is the hard limit for me: the 3x heavy carrier wave that spawns sometime between 10-15 does away with my capital ships, and then I just limp along until i die horribly without capital cover. I'll give the longrifle another look--it doesn't really mesh well with my gap-kill-run-away playstyle, but I think you guys are right in that autocannons straight up are not viable against a big enough brick of shielded corvettes.
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# ? Jul 24, 2016 20:01 |
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Flagship hunter when
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# ? Jul 24, 2016 22:41 |
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Yeah replaying it again a few times, wave ten is where your capitals usually get wiped out unless you have excellent positioning, and can send your fighters to quickly purify a destroyer each while having your capitals focus down two other targets. If you're caught spread out or in the middle of a fight with the remainder of the previous wave, bad stuff happens. Another potential idea here would be to send your caps to run away and then circle around the enemy blob with your fighters and long-rifle them from the back until only one or two are left. With the run that got me to wave 18 I lucked out and somehow kept my caps alive. That said, as long as you are patient and good, you should be able to whittle them down even if all of your caps are dead. With the LR this is just a matter of time. The next wave however with many shielded ships and 3 carriers I think is where all the other players are getting kicked out simple because you have no capital support. It is indeed possible to win here (with a bit of luck) if you have only fighters, but it's a hard slog of using your fighters to pick off enemies to reinforce each time after you do a glory run and purify a carrier, which is almost always a one way trip for that fighter involved. If you still have capitals, it's best to be in the center and slightly below the plane of the level, unleash everything you have on the first carrier (they come in a line) and try to gank them one by one. However two of the carriers have torpedoes here, so I also hope your caps flak drones are still up! Afterwards the difficulty slacks off again until you hit wave 18, which will most likely wipe you due to it being a big blob of corvettes with shields and flak drones. However by this time you should have amassed a generous time budget and you should be able to bide your time and pick off targets. The pass targets are unshielded but don't fall to temptation and kill them without clearing the rest like I did as that'll just drop you right in the poo poo for wave 19. _________________________ General thoughts: -The drones for player fighters should be turned into a mounted turret. Too many enemies have flak/AoE damage and your drone will soon pop and be a waste of a slot. It would be nice to have a defense against torpedo barrages aside from "run away" and "shoot them out with the auto-cannon". -As a part of this what is the priority for flak targeting? I've seen a few times that a destroyer will keep going after a fighter even when a full torpedo barrage crosses into range. This results in the destroyer eating it and dying. -There needs to be a limiter on how much flak the enemy can have in a wave, especially flak drones. Sometimes it'll create a practically insta-kill zone which penalizes non-LR builds far too much. -Maybe turn the ECM gun into a "plasma-flak cannon"? Flak seems to be just as effective against shields, and it would let you use it to take out torpedoes, drones and maybe chip down fighters. -Either we need a way to get our capitals back or the waves need to have their capabilities averaged out. It sucks and is unfun when you get put against a wave with a large amount of capital hard counters that can wipe that part of your fleet before you can really do anything about them, which leaves you on the permanent back-foot until the you reach a wave that you must have capitals for, whereupon you die. Xerxes17 fucked around with this message at 23:08 on Jul 24, 2016 |
# ? Jul 24, 2016 23:06 |
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On a side note to actual gameplay, Twitch had the name of the game still stuck as Enemy Starfighter in their database. I threw them an email a little while back and as of a couple days ago it's been updated. Not a huge difference to people who've been following the game, but it might help with discovery a bit I guess?
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# ? Jul 25, 2016 08:09 |
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Today's wave 11 is the hard wall because you're faced with a big ball of destroyers with railguns, shields flak and shielded heavy fighter cover. Your capitals will basically die under a minute even with shields and rep drones and your fighters will be vaporized in seconds also if the fighters and flak are going after them in a NEZ. Theoretically, I guess a fighter with shields, AP and the shotgun could go along dunking each one from within each shield bubble, but this setup would make you have to eat poo poo against the fighters next anyway, so it's a bit of a loosing proposition anyway.
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# ? Jul 25, 2016 10:51 |
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# ? Apr 24, 2024 10:41 |
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Helter Skelter posted:On a side note to actual gameplay, Twitch had the name of the game still stuck as Enemy Starfighter in their database. I threw them an email a little while back and as of a couple days ago it's been updated. Not a huge difference to people who've been following the game, but it might help with discovery a bit I guess? Awesome, thanks! I sent my box cover through their submission system but figured they just didn't get around to it. I also spent a bunch of time wandering around the GIant Bomb wiki trying to see if it was indeed a stub or not. Glad it was just the name change. Xerxes17 posted:Today's wave 11 is the hard wall because you're faced with a big ball of destroyers with railguns, shields flak and shielded heavy fighter cover. Your capitals will basically die under a minute even with shields and rep drones and your fighters will be vaporized in seconds also if the fighters and flak are going after them in a NEZ. Theoretically, I guess a fighter with shields, AP and the shotgun could go along dunking each one from within each shield bubble, but this setup would make you have to eat poo poo against the fighters next anyway, so it's a bit of a loosing proposition anyway. I'm think gonna lower the flak drone chance across the board. It won't solve the sniper rounds but it might help keep your repair drones alive.
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# ? Jul 25, 2016 15:11 |