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Elenkis posted:Combat feels very twitchy compared to Elite: Dangerous, ships turn on a dime and die quickly. This was always the case with CRs old space games, almost all of them had ships that moved quite slowly, accelerated and decelerated quickly, and turned around really fast, which all meant that combat felt weirdly herky jerky to me compared to, say, the Xwing/tie games where turning was a little slower and ships were quite fast, so you had big swooping dogfights instead of people just spinning to point at each other. I was hoping it wasn't really the case with this game but I always thought it looked like it was going that way.
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# ¿ Jun 4, 2014 14:51 |
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# ¿ May 20, 2024 10:46 |
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I've got the lowest kickstarter tier that gets me the actual game - does that apply to this? (At work)
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# ¿ Jun 4, 2014 15:10 |
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macnbc posted:That depends on when you backed. If you look up your game package here and it says "Alpha access" on the list of things it includes, then yes. Oh cool. I can't actually access the site at work (it's games) but I was in on the original kickstarter, so I should be fine.
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# ¿ Jun 4, 2014 15:28 |
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There is nothing on this earth dumber than the lock animation.
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# ¿ Jun 4, 2014 23:48 |
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I spent all yest downloading this and havent played yet. A question. How do the gimballed weapons work if I use a stick/controller? lovely auto targetting? no gimballing at all? Can I map the gimbal targetter to my right stick? Can I have a copilot aim the guns with the mouse while I fly? ShineDog fucked around with this message at 14:10 on Jun 5, 2014 |
# ¿ Jun 5, 2014 13:56 |
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I have no idea what the gently caress is happening when I try and yaw and pitch together while moving on my 360 controller, it either seizes up and barely turns or makes little stair step movements unless I turn on decoupled? So far flight feels pretty fuckin awful frankly.
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# ¿ Jun 5, 2014 18:49 |
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Claes Oldenburger posted:There is nothing better than exploding a scythe and rolling to slide in between the wreckage of its wing and body. Well maybe a lot could be better, but it still feels pretty drat cool. Really not seeing it. Maybe it's the ship I'm in, but I can't find a control combination that doesn't cause the ship to spaz around after a hard turn. Really thinking that the individual thruster simulation is a bad idea if I'm going to be fighting them the whole time.
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# ¿ Jun 5, 2014 19:12 |
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Harabeck posted:Have you tried turning off G limit and comstab? Maybe the 300i just flies better, but the controls don't seem bad enough to me to warrant the complaints I've seen. Yep. pitching up and down Is ok, left and right is usually ok. Jumping from one to the other can lead to the ship bucking around. hard diagonals vary between; A very slow stairstep between pitching and yawing, A pitch or a Yaw with a tiny bit of the other, or a normal diagonal turn only very slow. I'm going to hook my joystick in and see if it's any better, I note that the stick defaults to Pitch/roll as opposed to the Pitch/Yaw of the controller, but it's really, really loving awful as it stands. Also - relative mode doesn't seem to do anything unless I'm missing something obvious? that should give me full engine control in decoupled, yes? But nothing seems to happen.
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# ¿ Jun 5, 2014 19:27 |
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rage-saq posted:I saw this too. The extreme corners of the pitch/yaw stick have dead zones, its kind of weird. Once I compensated for that I started doing pretty good. I think it's a symptom of the thruster system rather than a deadzone thing, because it's really inconsistent about it and completely absent in decoupled. The thrusters also piss me off when I wheel the ship around hard, because theres usually second where the nose of the ship kicks around as the thrusters fight to re-orient the ship with it's facing. That might be right according to whatever version of "realistic" they are going for here, but it feels terrible to actually fly. If it was predictable it would be fun to fight against it, but fighting against it just causes the thrusters to fart about more. It is butt. I know I'm in the aurora, and it's the worst handling ship, but I expected sluggish, not a loving chore.
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# ¿ Jun 5, 2014 20:08 |
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Reichsstand posted:I'm extremely worried about this early dependency on gimbaled guns being rolled out to the community en masse. It's already teaching bad habits and a dependency on a targeting computer, things that will be very difficult to "unlearn" when PU drives home. It flies like it has parkinsons, I don't know how I would kill anything without the gimbals.
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# ¿ Jun 5, 2014 22:38 |
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How do you get full thrust control in decoupled mode? Someone said hit Ctrl Tab but looking in the control maps thats something about head look?
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# ¿ Jun 6, 2014 11:43 |
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Octopode posted:G-Safe and COMSTAB should probably be disabled by default, instead of the other way around. Or at least have their influence tuned down, some. The difference in flying with them on and off is night and day, and they change the flight model from meh to pretty good, which for first impressions in the game seems like a big deal. I think theres something pretty fundamentally wrong with the IFCS in coupled mode though. The way it's so stop start jerky when decoupled is so smooth. As it stands coupled mode is a really unrealistic way to fly. IFCS tries to find a realistic solution to an unrealistic problem, and it leads to the kind of herky jerky nonsense handling you see which has no reason to exist.
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# ¿ Jun 6, 2014 14:44 |
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Octopode posted:Speaking personally, I haven't experienced the jerkiness I've seen other people reporting, which almost makes me want to say it's a bug--but it may also just be people being more sensitive to the flight model than I am. Get in the Aurora, it seems to get it the worst. get up to speed, haul up and yaw right as far as you can. Do this a few times. Similarly, do a big, hard, rolling turn. Stop the turn. Watch as the ship bounces around as IFCS tries horribly to sort your heading out.
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# ¿ Jun 6, 2014 14:58 |
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DatonKallandor posted:Having tried all 3 controls methods now, when it comes to actually flying the ship - they're not terrible at all (Mouse is worst). Especially the 360 Gamepad controls (which are clearly what they made the game for, since that's what they did their internal testing on - you can see that on all the videos and even at the PAX presentation) are incredibly good as far as default controls go. The amount of stuff they managed to pack into the Pad is fantastic, and it's still logcially grouped, which is no small feat. Now the UI controls are insanely bad but so's the rest of their UI. Does anyone have all 3 ships? Do they only wobble in the Aurora? Because decoupling, turning, then recoupling is loving stupid. I need to be able to actually burn the loving main engines in decoupled. Courthouse posted:
I'll take unresponsive. I won't take drunk. ShineDog fucked around with this message at 17:24 on Jun 6, 2014 |
# ¿ Jun 6, 2014 17:20 |
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Octopode posted:I cannot recreate this wobble which seems to be your chief complaint, no matter what I try. What ship? Seriously, the Aurora cannot make a diagonal turn without a big old weird manouver..
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# ¿ Jun 6, 2014 19:01 |
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I've just captured a video of the Auroras wobble. It's quite severe, but I'm not seeing it in other ship videos. Basically, just yawing moderately to the right shows the ship bouncing between almost maxed turn and almost no turn with no pressure varience on the stick from me.
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# ¿ Jun 6, 2014 19:31 |
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Here we go. WOBBLE. https://www.youtube.com/watch?v=Lxfy7Lq7LDc
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# ¿ Jun 6, 2014 20:11 |
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It's such a big, BIG sign that makes me worried about the game. They are more concerned about your verisimilitude than they are about letting you play the god drat game. Yeah, I am totally cool with spending a full minute watching myself climb into my starship, check my balls are properly seated in my pants before putting on my seatbelt, power up the ship, make a pot of coffee, then PICK MY loving GAMETYPE FROM A MENU.
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# ¿ Jun 6, 2014 20:42 |
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Courthouse posted:Not seeing this at all, although I only have 300i and Hornet. I also have a fancy overclocked rig. So either it's just the starter ship being poo poo, or something to do with your hardware not coping with the physics model. I'm sitting with an I7 with a GTX770. It's not that I can't cope.
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# ¿ Jun 6, 2014 20:55 |
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I wasn't doing a hard turn in any of those. about 50% turn on the XB pad.
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# ¿ Jun 6, 2014 21:05 |
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BitBasher posted:Since the thrusters actually generate force I wonder of it's the off center primary thruster causing the ship to pitch slightly down and the maneuvering thrusters having to fire counteracting it on behalf of the flight computer. They could be alternating between turning the ship and countering the off center primary, which would definitely cause wobble. Without cheating physics wise something has to counter the main thruster being mounted somewhat off COM. At this point the realistic thruster system seems far more trouble than it's worth.
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# ¿ Jun 6, 2014 21:32 |
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Av027 posted:^^^ It might actually be really awesome for dealing with larger ships. You can lose individual thrusters, resulting in mobility loss. Admittedly that's only if they can get it right. ^^^ Yeah but you could happily simulate the damage thrusters by killing the rotation maximum on an axis, maybe add a little roll when you pitch the nose, something like that.
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# ¿ Jun 6, 2014 21:41 |
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tehsid posted:Got to try this Arena Commander part out before, with the X52. Were you in an Aurora? It's fuuuuucked. https://www.youtube.com/watch?v=Lxfy7Lq7LDc
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# ¿ Jun 7, 2014 10:55 |
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It IS just the Aurora thats a horrible swinging bus, right? The other ships look quite fun.
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# ¿ Jun 9, 2014 09:38 |
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Crust First posted:It could mean that an AI tries to pilot your ship back to a nearby safespot, and if you get blown up on the way home, well, maybe you should have a better ISP! Alternatively your ship floats in space until someone comes along to rescue it. It's cold and lonely! It's like an MMO I think. Sleeping in a bed makes you vanish. Logging off leaves you vulnerable.
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# ¿ Jun 10, 2014 17:25 |
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epmode posted:I don't recall the X-Wing convergence bit but I'll give you the benefit of the doubt. Only XWA had convergance. The only gimballing the weapons did was to converge on your target. (Also the games do not have a target enemy directly behind button, whoever said that is wrong. You had target in sights, target nearest enemy, target enemy targeting you, stuff like that.) In the films they don't visually gimbal in their mounts (other than actual turrets), but you can see clearly in the first person shots from fighters that the weapons do track.
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# ¿ Jun 11, 2014 11:17 |
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Justin Tyme posted:i demand this game be like the sims where you have a toilet meter, with periodic warnings like "warning: intestine contents exceeding maximum capacity" "warning: intestine levels critical" "alert: you have poo poo your pants" and it makes you control slightly worse until you are able to take a shower Have the windows fog up.
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# ¿ Jun 12, 2014 09:59 |
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Raskolnikov posted:46.5 million. A space truck with a missile launcher raised another 2.5 million. Maybe it was E3 too? I like that Elite has done far more with a fraction of the money, and I actually believe that the things Elite is due to add will happen any time soon, unlike SC.
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# ¿ Jun 17, 2014 12:37 |
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froody guy posted:What did I say that looks so much like trolling? You specifically asked for 5k+ ranges for dogfighting. 5k is massively longer than WW2 firing ranges - weapons convergence in WW2 was in the ballpark of 200-400 meters. very short. 5km makes enemies a couple of pixels. If you make ranges massively longer, you need to also make ships massively faster, otherwise "ships sit at standoff range and snipe" becomes a core factor and you have no movement, but then you're getting into the territory of ships zipping around at a rate that no one can track. WW2 fighters made big, slow, lazy turns compared to starships that can turn without changing heading and then boost out. I'm in favour of upping ship speeds a good chunk, but realistic ranges just cannot work in this game. Actually, yeah, I'm thinking of lovely galactic starfighter here. That's a (terrible) game with a sniper class of spaceship (the gunship). It's got a range of 4km. The ships move much faster than in AC, and it's still an absolute pain in the balls because it's going to park somewhere that theres no cover and slap you until you die before you can get within your own weapon range. Fights between two gunships are just the worst thing imaginable and don't fit the starship fantasy at all. (Also if you want to fight them you've got to break past the skirmish screen, so they end up sniping with impunity in a lot of games, but thats a specific GS problem, since this guy wants to make everything gunships) ShineDog fucked around with this message at 19:40 on Jun 17, 2014 |
# ¿ Jun 17, 2014 19:32 |
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CLAM DOWN posted:That's the only good mission in all of Starlancer, and it was so good compared to the rest of the game it's like it was outsourced or something. The actual core dogfighting in Starlancer is pretty great. God drat, the way those guns sounded, looked and felt, compared to the gutless farts the guns in SC make. (I think projectile speed in SC needs upped partly for this reason - it doesn't look exciting.) The disastrous loving mission design ruins it, but it had some fun ideas. Did you know that in co-op, during the missions where the squad got split between objectives, the players could end up split between groups doing entirely different poo poo you never saw in singleplayer?
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# ¿ Jun 18, 2014 09:42 |
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Goredema posted:I'm trying to respect our visitors from other thread and their legitimate, helpful, non-sarcastic concern for our emotional well-being. By their definition, every video game is an overly ambitious, pay-2-win debacle that will never ever ever see the light of day, and everyone looking forward to it is an idiot. Oh man, I really love the simple, clean, 70s scifi lines of the Elite ships. I love the aesthetic and the colour scheme overall, I love how you can see the cooling systems start to glow as the ships overheat, I love how the windows frost up when you shut the ship down and run cold, how enormous the planetary rings seem. I love the electronic warbling of the engines and the thrump when you drop out of hyperspace. (And holy poo poo, the hyperspace effect is astounding) Just everything about it sells the space fantasy in a way that SC as yet doesn't, and thats including the ship design. It's coherent where SC is a kitchen sink, and doesn't drown itself in pointless detai you'll see once. (The ship has individually spinning jet intake blades (!!?) - Well thats nice, but it's something I'm not going to look at ever again. That goes double for individually animated starship ladders. Which, for the love of god, needs to have an option to skip. good grief.
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# ¿ Jun 23, 2014 00:25 |
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The weapons could do with being a little faster just to make them satisfying, and tbh that goes for the older WC games as well. This isn't quite the "throwing bowling balls" of the old games mass drivers, but it's hardly the walls of fury the Starlancer ships farted out either.
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# ¿ Jul 1, 2014 15:10 |
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# ¿ May 20, 2024 10:46 |
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Courthouse posted:But stable netcode just doesn't get my imagination going the way a game with integrated and fully modeled player capital/fighter/fps gameplay does. Hang on, ED ships appear to be going to go to the same sort of upper limit as SC, and foot combat is on the cards. Unlike SC, ED might actually get some of these things made, because SC is apparently built on endless overreach.
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# ¿ Jul 2, 2014 16:24 |