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TESL4

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Posts posted by TESL4

  1. If you say the feedback is pointless why even post it?  You literally got a developer to respond to your 2 gripe threads, so...  I think you just like to gripe and have a toxic attitude.  Sure the game isn't perfect yet, but it has been improving and that should be observable. 

     

    The turrets, while still slightly imbalanced, have defiantly improved (There was a time when you could get 100-200k turrets from factories and they weren't just rails or lightnings).  The devs have also said that they are still working on balancing weapons too, so these two factors alone should be plenty of evidence that they are working on them.

     

    The new build system is better overall for ease of use, especially for new players.  Personally, I can build ships better than previously and I wouldn't consider myself a "novice". 

     

    The turmoil timer is pretty long imo so I wouldn't mind that being lowered either, but the mechanic is good, especially since factions actually have a "ship supply limit. 

     

    The cat and mouse thing is not very common and not really an issue since if you REALLY want to go kill a ship you can chase them down, quit being lazy and wanting everything to come flying within the range of your guns.  I live for the hunt

     

    Personally I don't like anyone in the community leaving the game.  But your feedback you are providing is just a headache for the devs.  Your posts are incredibly passive aggressive, which makes nobody want to take you seriously.  Thankfully the devs take everyone seriously and listen from what it seems, and are even attempting to chat with you on discord in addition to responding to you on here.  Maybe you just don't actually read anyone's comments? 

  2. Sounds like the adaptive hull hardener from EVE lol.  I like the idea though!  Hull does need some kind of re-work because shields are, without a doubt, way better than any sort of armor/hull tank.  Any kind of resistance to add to hull makes sense in my book.  Would love to have a super high resist hull ship. 

  3. Looks like hardcore is the way to go for me too.  What seed did you find that was good?

    Since resource asteroids are distributed randomly—but with the same asteroids—and I can gain wealth fairly easily, I was really only looking for a starting faction with a name, color, and traits I liked. I think I picked “Xsotan”, with the capital X.

    Warning: it’s not impressive—just good enough!

     

    Thanks!  I'll give it a look over.  I wonder if there is an easter egg seed where the devs put something unique in the starting area.

  4. Goodbye... be sure to take your toxicity with you. 

     

    Also, the bigger your ship = the more time it takes to jump.  So your huge fancy borg cube will indeed take while to recharge.  That is why you use a smaller scout ship and then move your cube when you find something you want it to go to.

  5. While the wormhole being 3d and ind. turrets pointing towards the center is more aesthetic, I agree that these would be nice to change to further polish the game.  Hopefully in a future update ;D

     

    The defense PDC/Flak shooting at stuff further away than it can reach would be tough to call though.  Personally I don't mind a bit of preemptive shooting just so they are already pointing and shooting at torps/fighters when it comes into range.  If they didn't shoot until they were in range, by the time they are aimed and firing it will be a little too close for comfort.  It is kinda weird when they shoot at something super far away though. maybe have a maximum targeting range of like 20k or something?

  6. Get a hyperspace upgrade or hyperspace core blocks and you can cover much more ground.  sounds like you are trying to jump 2 sectors a jump and with no hyperspace upgrades...  Utilize the jumpgates in NPC territory to cover more ground without jumping until you find a hyperspace upgrade or naonite to build a hyperspace core block on your ship.  Jumping is hardly time consuming, just have to prioritize getting those upgrades if you don't want to spend much time traveling. 

     

    Avorion isn't your Fast paced, action packed shooter, and it shouldn't be changed to be so imo.  If you want a challenge, don't play on easy and those pirates will use afterburners and catch you, then maybe you won't find it so boring...

  7. Speed limit isn't the issue to a point, merely the acceleration and fast rotation speeds of larger ships.

     

    However with that being said, small ships shouldn't have a top speed that is too small either. 

     

    Stealth would be an interesting mechanic, but would need a significant detriment of some kind. In an open game such as this one, you could easily over compensate most detriment s by making ship bigger, and just add stealth to your already super optimized near OP player ship.  Such as not having shields or boost or both.

     

    Stealth wouldn't be too hard to implement imo.  Just make it so where the more volume your ship has the more power it needs, exponentially.  So you could have stealth on your 15 slot flagship but its power cost would be absurdly high and unfeasible as most of your ship would basically just be a generator block (think like 500+ TW).  Smaller ships would be much easier to cloak (I'm assuming a permanently installed system here) as their power requirements would be significantly lower. 

     

    Perhaps (based on rarity) your ship auto-cloaks after you stop firing a weapon.  A legendary cloaking system would allow your ship to slowly fade and cloak within 3 seconds and become untargetable or detectable.  A petty cloak system could be like 20 seconds or something.  When it shoots/mines/salvages/repairs it would uncloak and become targetable and seeable again.  You might would want to make using afterburners uncloak your ship as well as the increase in the energy signature would decloak your ship.  And of course you can take damage while cloaked which should decloak your ship entirely.

     

    It would be pretty damn awesome to have stealth NPC factions.  Where there whole armada and civil ships remain cloaked until fighting/mining/salvaging.  You would just see stations eerily floating around with no ships visible. 

  8. TBH, though?  Large ships shouldn’t be zooming around and maneuvering like fighter craft dancing around each other. Large craft should be more or less slugging it back and forth.

     

    Completely agree.  That's the real issue here imo.  They just need to either rework the way mass works or do some stat nerfing like I suggested in my comprehensive combat rebalancing post.

  9. The furthest I have experienced some ships going is 120km away, and It was because I jumped into a sector and basically AFKed in a ship that wouldn't be at risk of dying.  Other than that this pretty much never happens to me either...  It may be an inconvenience but it doesn't bother me since most mid to large ships can cover that 100km distance in little time. If they go that far away then you don't have to worry about them anyways.  Rails and lightning turrets don't seem to be crazy OP anymore either.

  10. I've had this issue as well.  Perhaps the devs could just change the build menu repair to only replace broken blocks but not do anything with the HP of the ship.  The only way to repair the Hull HP would then be from repair turrets/fighters and repair docks.  That would make repair docks at least somewhat more utilized than currently aside from reconstruction tokens for those playing on those difficulties.

    • Like 1
  11. Never said "only"  indep. targeting turrets were doing it.  When you're MANUALLY targeting something, and firing at it(example: asteroid) the stupid target circles will stutter and the turrets will visually end up rotated 180 degrees BEHIND You, so it stops firing and turns back , despite you and your target being stationary, resulting in no damage being dealt.  it's even worse on moving targets. 

     

    I never said "only" independent targeting.  My first paragraph sums up what I think is happening.  I don't have this issue when manually using turrets either.  If you are selecting something that is behind you but trying to shoot someone in front of you, then yes your turrets will do a full 180.  If this isn't the cause then idk what is wrong with your turrets.  Make sure you aren't running any outdated mods maybe?

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