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Posts posted by corona_wind
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On 9/14/2019 at 11:03 AM, Udonhef2bmad said:
Ps: I only played engineer so far, and honestly i'd have money problems if there weren't those resource planets around. That and the deploy discount make me wonder: Do other classes struggle with money?
Yes, they do. Though they balanced that somewhat. Drones below a certain size now launch free, which has moved me away from my big old workhorse to something more like Astroslug's. Upside: Less money needed. Downside: Less free money from minerals and scrap I stumble upon. Big downside: Sometimes I end up launching twice, when I stumble on a particularly rich planet, which increases threat percentage.
The new 'mini magnet' is only marginally useful, no more pumping up lagging yellow numbers with scrap.
Unobtanium and shops seem easier to find now, so the arbitrary and random "threat" mechanic isn't as threatening as it was.
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A stock grenade launcher's range, velocity, and accuracy are all terrible, though. It is the anti-sniper not-rifle, or snot-rifle for short. Definitely has its uses of course.
Rockets are better, if slow snipers -- they start with such good range they leave the screen. Give them 100% accuracy and and speed upgrades and they're deadly.
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Did you fix this? I haven't hit this wall in my latest campaign.
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Drones already have notes, but we can't edit them in the editor. Some sort of popover to edit them then-and-there would be lovely, no need to memorize our keybindings any more.
It'd be nice to view them after launch, too. Perhaps drone notes could pop up on pause?
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The suggestions I like the most on that list:
- We've all been screaming for ordered fuel tanks since day one. This should be super mega ultra priority. But I suspect it'll never happen for the same reason we can't get stabilizers -- it would shake up the race rankings, which is super bad juju in an alpha* prerelease* that changes parts and mechanics weekly*.
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Better testing arenas of any sort. We've outgrown them all. I might make a topic on this.
- Time warp in testing may be hard to implement, but vital. If we can't in test, there's little point having it anywhere else.
Redundant ones:
- We already have parts that move the camera.
Problematic ones:
- Any key/logic/formatting stuff is unlikely while they're thinking on basic changes to logic. They're not going to build an intricate keymapper they'd have to throw out in 2 months. Modding is our best hope for the foreseeable future.
Ones that need more thought:
- Zoom-in is harmless, but zoom-out is a question of game difficulty. Too much lets you cheese the map.
*(Hint hint. Do it. Fix stuff that touches rankings. This is what alphas are for! )
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Assign your own key to an engine, and it should never change when copy pasted. (Even if this key is just A again).
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Assign an input to each color? As in RGB, or what?
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On 8/17/2019 at 6:50 PM, gamingcookie said:
Okay this is my first Nimbatus suggestion, not sure what to title it exactly.
Instead of having a drone that turns, I like to have it so I can use WASD to move up, left, down, and right. When I do this on a planet the drone does not rotate but the camera does and then W goes right, A goes down, S goes left, D goes up.
Not sure if this belongs in bugs
Nimbatus is a construction game, and gives you all the parts you need to build that. If you're having trouble, check out the tutorials, and/or download a simple drone from steam which does what you want.
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This can be marked 'implemented' now that we have the flipper part, which stops at two specific points of rotation.
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Did you adjust the chances? Because my latest playthrough is finding more useful stuff more easily. Not "easily", but its there if I plan ahead.
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Strong sounds an awful lot like kinetic, yeah.
"Electric" or "Ion" weapons might be a good thing to replace bio with, whose uses are very limited right now.
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It's a method of cheating up specs. Yes, this monitor is 32 inches (wide)!
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The Irukandji shaved **SIX WHOLE SECONDS** off my best time for Hydrus (now 52.3) with its ultra-fast drift/straightaway switching:
Made possible by the new Flipper part, which I expect to change racing a lot!
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My first variable-geometry racer, the jellyfish:
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A lower maximum part count would encourage drones that actually fight instead of sitting there and taking it until the timer runs out.
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Perhaps different winning conditions? If they can't destroy each other, percent damage to the drone core is counted, higher loses. If neither is damaged, no winner.
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This appears to happen every time both drones get destroyed, now.
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Flight is all kinds of wack right now from an unknown bug probably related to collisions, internal and otherwise.
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I took fighter a few times. Big drawbacks, but having a shield is amazing. How else are you going to kill bees on like, five parts?
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The shrinking ring and full-contact weaponry make it substantially the same challenge. Disappointing.
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Both drone cores got wiped by the moving electrical arc, race kept going.
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Inverters with unassigned inputs default to being faulty. The picture says it all. Input 0, output 0.
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I see the exact same thing constantly, to the point mining is useless, see my bug report
This isn't how it's supposed to work, it used to be fine, it's a bug that needs fixing.
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Occasionally I've noticed tags in the list that I've never used! I think they come from someone else's racing craft.
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Campaign Mode Ships and Captains
in Discussion & Feedback
Posted
I still like playing Pilot, because you'll get a hundred junk weapons before you find anything as nice as those plasma long lasers. And that emergency-backwards-ramjet is better than a shield when surprised.