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GotLag
Jul 17, 2005

食べちゃダメだよ
Halo most definitely was on PC.

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Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

As was Halo 2. Nothing since, though (unless you count the Halo 5 Forge mode stuff which I don't think is out yet).

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

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.

GotLag
Jul 17, 2005

食べちゃダメだよ

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.
This applies to the rest of the game as well.

Bolow
Feb 27, 2007

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

RangerKarl
Oct 7, 2013

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...

Kairo
Jun 21, 2003

Helter Skelter posted:

Some challenge mode feedback:
...
  • The fighters reinforcing will be fixed soon.
  • I think I'll make the drones reinforce after a couple minutes in Challenge Mode. Their AI could also use some work like you said.
  • I'm also planning on making the carrier torpedo launcher targetable/killable. This should introduce better counterplay between you and this ship in particular. You have a much better shot against even battlecruisers because you can take those turrets out.
  • I'm wary about sending in more capital ships for you for all sorts of reasons, so if I do it, it'll probably be one of the last things.

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

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

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.

Megabound
Oct 20, 2012

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.

Frida Call Me
Sep 28, 2001

Boy, you gotta carry that weight
Carry that weight a long time
After playing challenge mode, I'd buy about 8 copies of this game for my friends if this game had added multiplayer somehow.

Reiterpallasch
Nov 3, 2010



Fun Shoe
Oh my god this current challenge block is just Gap-Bombing Frigate Simulator 2016.

im terrible at it

Kairo
Jun 21, 2003

Kairo posted:

  • The fighters reinforcing will be fixed soon.
  • I think I'll make the drones reinforce after a couple minutes in Challenge Mode. Their AI could also use some work like you said.
  • I'm also planning on making the carrier torpedo launcher targetable/killable. This should introduce better counterplay between you and this ship in particular. You have a much better shot against even battlecruisers because you can take those turrets out.
These will all be in today's build for the 17:00 PST cycle. Drones are pretty strong now, and I might need to tone down their respawn time (it's 2 minutes). Their heal priority is:

Owner at critical health > Defensive target with any damage > Owner with any damage > nearby allies

evilfunkyogi
Jun 27, 2005
:effort:
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.

Kairo
Jun 21, 2003

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.

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.

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.

evilfunkyogi
Jun 27, 2005
:effort:
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)

Kairo
Jun 21, 2003

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.

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)

Which mission does it always happen on?

evilfunkyogi
Jun 27, 2005
:effort:
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.

Kairo
Jun 21, 2003

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

evilfunkyogi
Jun 27, 2005
:effort:
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.

Kairo
Jun 21, 2003

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.

Cling-Wrap Condom
Jul 23, 2015

I'm tryna get my peen touched, pants.

Kairo posted:

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.

im goign to play this game again tonight

Reiterpallasch
Nov 3, 2010



Fun Shoe
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.

Kairo
Jun 21, 2003

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.

Reiterpallasch
Nov 3, 2010



Fun Shoe
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

Reiterpallasch
Nov 3, 2010



Fun Shoe
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!

Cathair
Jan 7, 2008

Reiterpallasch posted:

Autocannon (Don't even think about the longrifle, unless you enjoy spending 2 minute plinking at a corvette)
poo poo, no. I like the dakka feel of the autocannon, but the Longrifle is so much better for wave-clear that it alone pushes me several waves further than my autocannon attempts. Range is extremely good in this game, and the Longrifle is almost too effective at safely thinning the tightly-packed deathblobs that wave clear likes to throw at you. It can one-shot unshielded fighters, and once you know how to snipe with it (ie, don't shoot when something is making a tight turn), you can pop enemy drones more easily than with any other weapon except missiles, at 12km to boot. The lower overall dps matters less in this mode than it does for some of the harsh time limits in campaign, and the description saying it's "useless up close" isn't exactly accurate either. You just have to be accurate and time your shots well.

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)
Like most others in this thread, I hated the ECM when I first used it, so I recently made an effort to try it out again. Upon closer inspection, it's still crap. It doesn't subjectively feel any stronger against shields than missiles do, and while I expected the range to count for something, in practical use the projectiles are so slow that its effective range vs fighters is just as short or shorter. So, I guess its only selling point is being able to target flak-equipped corvettes from slightly further away, which is a hell of a meager benefit compared to how effective missiles are. Also, the ECM doesn't do spit to hull, while missiles can deal decent damage- not great, but easily enough to finish off a light craft if you get stuck reloading your primary.


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)
If you look at it in action, the frigate artillery actually hits like a truck, it's not chip damage. The lance does more, but again, range is king- lancer frigates spend a lot of time not dealing damage and getting blown to hell while struggling to close the gap.


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
Cover, how? The extended shield mod doesn't actually make shield bubbles bigger, if that's what you were thinking.

GotLag
Jul 17, 2005

食べちゃダメだよ

Reiterpallasch posted:

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!

Yeah seriously this is unplayable

Kairo
Jun 21, 2003

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

Xerxes17
Feb 17, 2011

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.

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.

Default settings on my laptop and I can't see poo poo captain :shrug:

Kairo
Jun 21, 2003

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.

Xerxes17
Feb 17, 2011

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

Chenghiz
Feb 14, 2007

WHITE WHALE
HOLY GRAIL
I'm really digging wave mode. It's really fun to get into an extended tangle as opposed to the in-and-out missions.

Xerxes17
Feb 17, 2011

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.

Kairo
Jun 21, 2003

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.

Reiterpallasch
Nov 3, 2010



Fun Shoe
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.

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.
Flagship hunter when :D

Xerxes17
Feb 17, 2011

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

Helter Skelter
Feb 10, 2004

BEARD OF HAVOC

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?

Xerxes17
Feb 17, 2011

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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Kairo
Jun 21, 2003

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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