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Topics - Mattk50

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1
Discussions / Mechwarrior: Living Legends
« on: July 26, 2012, 09:35:53 PM »

Mechwarrior: Living Legends
is likely the best mechwarrior "game" yet released. I put game in quotes because MWLL is actually a mod for the game crysis wars, but i'll be damned if you remember this fact while playing. Unlike other MechWarrior games, MWLL is combined arms and brings battle armor, tanks, wheeled vehicles, vtols, aerospace, and hovercraft all onto the same battlefield as mechs. It also brings in many new mechanics like damage offload time for lasers and real projectiles for ballistic weapons(this is all compared to the ages old mechwarrior 4). It won first place for mod of the year when it was released, and has since then been the user selected honorable mention every year (cant win twice). If you're a fan of mech games you need to give this a try.

Heres some promo video links for the purpose of promo
http://www.youtube.com/watch?v=wROmf0d65A4
http://www.youtube.com/watch?v=70yNAwUUsc0
https://www.youtube.com/watch?v=lNFeE8mIlxQ

To top it off they just released version 0.6.0, probably the biggest single release yet with 2 aerospace, 5 mechs, a vtol and a wheeled tank along with a ton of other new features and changes. come play if you have crysis wars, or better yet, buy crysis warhead just for this because its worth it.

It being a mod it takes a slight of effort to get working the way you want it to, so have this link to a starter guide on the MWLL forums: http://forum.mechlivinglegends.net/index.php/topic,18022.0.html It should also help you not ragequit right away, this game has quite the learning curve to tackle to go further than newbie level.


PS. MWO is probably going to be coming out within the year but i don't think it's going to surpass MWLL in anything but convenience for some time to come. They also have fundamentally different mechanics and game design in many areas.

2
Suggestions / Campaign map AI seems somewhat ADD
« on: May 13, 2012, 02:23:51 PM »
For example, a one frigate tri-tachyon scout flys by the hegemony defense fleet when theres a tritach security detachment right in front of it, one it can actually catch, and it goes after the tiny scout.

It could use a little improvement in the future.

3
Bug Reports & Support / Speed counter blending
« on: May 13, 2012, 08:47:06 AM »
If you have your ship follow a planet or anything where your fleet wont be going at max speed all the time, the number by "Speed:" on the campaign view looks like it flips between two numbers at the screen's refresh rate, blending them together and making it unreadable. Probably should be changed to refresh once a second instead or something.

4
Suggestions / A way to get fitting info from dead ships
« on: May 09, 2012, 11:15:09 AM »
Assuming losing a ship doesn't bankrupt you or cripple your fleet due to the lack of stations selling the particular model, it might still be bothersome to come back up with the same fitting unless you took the time to save all the fittings of your ships to variants. I'd suggest a "last fitted" option of some sort on the refit variant screen to recover the details of your setup without save scumming. Maybe it could take destroyed ships of yours and create variants named after the ship, just to cover any multiple ship problems. They would need to be cleared out automatically at some point though.

5
Bug Reports & Support / Minor window focus bug
« on: May 09, 2012, 09:26:37 AM »
I've noticed that occasionally when i alt tab from the game to another window or just click out of it, im unable to refocus the window (as in, play/use/interface-with starfarer) using traditional methods such as clicking the actual window or using the task bar. The only way to refocus is to go into the task manager and use the "switch to task" button on starfarer. This can happen from both full screen and windowed mode.

6
Suggestions / Price of Supplies
« on: May 03, 2012, 06:03:14 PM »
Considering how much supplies can do (rebuilding fighter wings, repairing capital ships from 1% to 100% with a relatively small amount), i suggest upping the price on supplies to act as a bigger limiter to offset the whole "rocket up to the fleetpoint cap and then halt there" thing that happens. Right each supply unit is valued at around 5 credits, selling at 4 and buying at 6. Scuttling a hammerhead right now would leave you with 250 supplies worth around 1250 creds. An odyssey leaves supplies worth 3000. If the price of supplies is moved up to 30 per, things start to make a bit more sense with the scuttling of a hammerhead leaving you with with supplies worth 75% of the ship itself. A scuttled odyssey would net about 12% return on the cost of the ship. High tech stuff is worth less when scrapped, but that makes sense considering most of the price of high tech is in the way the materials are put together, taking them apart wouldn't yield as much use.

There's probably something else in the starfarer roadmap that accomplishes a similar objective, i thought i'd throw this out there anyway. It would make bigger ships harder to maintain due to the extra crew, adding some more cost and value to someone who can manage to keep them rolling around a system other than just buying it and then dealing with only very minor repair and maintenance costs as long as it isn't destroyed.

Oh, and the medusa is probably under-priced for a high tech destroyer.

7
When a ship enters the field it occasionally turns to the bottom left of the battle area and just goes in that direction (under search and destroy) instead of advancing forward like they usually do. I've had this happen with both a talon fighter wing and an odyssey so far.

http://dl.dropbox.com/u/16970274/Screenshots/java%202012-05-03%2020-29-42-44.png

^screenshot

8
Just lost an apogee to this, specifically it seems the problem is that ships with front shields that eventually expand to 360 wont turn to intercept. In this case, pilums slowly flying at the rear of an apogee will result in the apogee raising its shields and not turning to defend itself, the shield won't expand fast enough and the pilums will plow into the unshielded (shield is still unfolding) engines of the ship. Then, due to the lack of incoming missiles it will take down its shields for the next volley of pilums to fly in and do the same thing till your shiny apogee is a wreck only suitable for the scrap heap.

9
If you have a fighter wing go to land at a flight deck to repair when the fleet is out of supplies it causes issues. Specifically, the fighter wing takes off from the carrier after failing their repair due to no supplies, lands again, and takes off again forever. It doesn't realize the flight deck is useless due to the lack of supplies.

10
Bug Reports & Support / Odyssey ship avoidence AI
« on: April 29, 2012, 10:31:32 AM »
for whatever reason my Odyssey keeps ramming both me, enemy ships, and wrecks. I suspect its because of the 3 large weapon arcs that intersect at a strange angle at the front of the ship, causing it to try to get that angle and therefore advance continuously at the same time.

11
Bug Reports & Support / Enemies escaping from the top
« on: April 25, 2012, 08:18:36 PM »
Ive had quite a few cases where a paragon would spawn in then instantly retreat, its a bit silly really. It only seems to happen near the end of fights. (when they are escaping)

12
I encountered this tri tachyon fleet about the same size as my own, they werent running or following me (but were hostile) and when i encountered them i took the defensive stance while they tried to escape. Then, instead of them leaving they "maneuver to prevent my withdrawal", at which point if you choose to defend again they do the same thing.

13
Suggestions / "Speed up time" Toggle
« on: April 23, 2012, 03:56:33 PM »
Having to hold shift when traveling awhile or chasing something down can get tiring, would be great if it was a toggle or if you could do a double keypress to toggle it on.

14
Bug Reports & Support / Windowed mode buttons
« on: April 23, 2012, 04:00:29 AM »
In windowed mode all the buttons image and their actual "clickable/hoverable" area shifted apart approx 6 pixels, with the actual visible button being 6 px below the clickable button. It can be extremely irritating.

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