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Nebuchadnezzer2

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Posts posted by Nebuchadnezzer2

  1. On 12/9/2021 at 12:42 AM, pinetemplar said:

    Mining. Distance from which you can mine is just a bad design decision. It is neither fun no simulator. It is so annoying to maneuver around every asteroid especially if ship is pretty big. Mining laser need way bigger range maybe around 2k will do the trick and mining will be fun and not this attempt to stop your ship at precise distance while it floats in all direction but the right one to mine 1k iron.

    Salvaging. It was my favorite staff to do. Kill a ship and then repurpose it for yourself. And now it has the same 0.75 range issue and it gives you like 1 iron and 1 credit from salvaging for 10 seconds. WHAT? Guys this is neither a simulator nor fun. WTH is this abomination? If you want to make a successful video game you HAVE to sell fun. And this is not it.

    Most early mining/salvaging 'weapons' have lower range limits.

    By the time you're onto Naonite and/or Trinium/Xanion, a lot of them start generating with increased ranges (usually 1.5-2km on the longer-range ones), and you can manufacture your own from Turret factory blueprints, and increase the amounts of certain components to improve their range.

    You shouldn't really be ABLE to have a large enough ship to be struggling to manoeuvre, but also lack Mining/Salvaging 'weapons' with 1km+ range on them.

    Also, that sounds exactly like you're using Mining/Salvaging turrets, and not R-Mining/R-salvaging ones (see in-game encyclopedia entry on the 'Raw-' 'weapons').

    On 12/9/2021 at 12:42 AM, pinetemplar said:

    Arbitrary turrets slots. Like i get it that it is an attempt to make you ship "more flexible" but it is actually more annoying. Let's say i have 3 weapons slots, 1 mining slot and 2 flex slots. Well now if i want to mine i have to delete some of my weapons and put in mining laser but if pirates show up now i have to go into building menu and do this shuffle again and AGAIN and AGAIN. Seriously now. Years of development. No QoL at all? What will happen if instead on flex slot system will just give you one of each? Will the world end? Or will we be able to just put one of each weapon types(and i consider salvaging lasers and mining laser separate weapon types), put them on different weapon groups and use them in their respected situations. Utility weapons don't have dps to affect fights anyway and you can lower them even more if that is a concern and increase their corresponding damage bonus. 

    Game checks turret slots when placing them, not when using them, to avoid exactly the kind of scenario you bring up; Having to 'hot-swap' weapons.
    I'd very much like a more 'soft limit' of 'active vs inactive turrets', but I understand why it's a 'hard limit', and checked when placing turrets, not 'live'/when 'enabling/disabling'.

    Also, they do work in combat, my current Xanion R-Disassembler's have something like 1300DPS, but no damage to shields is the 'handicap' (other than requiring manual use, as they won't 'autofire' on active ships, hostile or not).

    Even 'defensive' turrets contribute, obviously far less on an 'equal footing', but it can still be noticeable.

    On 12/9/2021 at 12:42 AM, pinetemplar said:

    Docking. I get it this is a space game. BUT. Don't you think if we can build space ships from a rock in the middle of space we will not be able to adopt a Fedex? How hard is it to send a freaking shuttle from a station to a nearby ship to exchange goods? LOL. Seriously i need to dock my giant carrier to a station to trade? EVERYTIME? Just make interactions within like 5-10 kilometers range instant if you don't want to do it systemwide but this is pathetic the way it is done now.

    Transporter Block & Software.
    To quote myself;

    Quote

    You shouldn't really be ABLE to have a large enough ship to be struggling to manoeuvre, but also lack Mining/Salvaging 'weapons' with 1km+ range on them.

    Most 'rare' Transporter Software gives you up to ~2km or so docking distance, more for higher quality levels.

    On 12/9/2021 at 12:42 AM, pinetemplar said:

    Runup to jump.

    That, I'll admit, irritates me, but it's usually a minor inconvenience. Would certainly prefer 'equal capability'/to sit still while charging.

    On 12/9/2021 at 12:42 AM, pinetemplar said:

    Weapon range. This is a funny one. Why do ballistic weapons have range in VACUUM? And why AI can't aim them themselves? Todays aimbots are 100 times better then humans in aiming why do we have manually aim? Not to mention how strange weapon conversion works at close distance.

    Probably a few I can think of, the main two being Resources (reducing unnecessary calculations/projectile tracking) and Balance (who picks an energy weapon, when you can just throw on a Railgun and boost out to 40+km and ping away until it dies?).

    On 12/9/2021 at 12:42 AM, pinetemplar said:

    Overall ship movement. I get it that ships should behave like that. But this feeling of sliding on your ass on ice all the time is not that great maybe just simply buffing thrusters can do the trick but it feels really weird right not how ships behave or maybe i just have to build a better ship. Just mine impression on this one.

    Kind of a 'given' of space travel, honestly, other than some of the more 'arcade' space games.

    Hell, even wrecks slowly grind to a halt, when they'd really just drift off into space otherwise.

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