Posted May 05, 2021
First off, I'm enjoying the early access release a lot so far, so kudos for that.
As usual i'm having difficulty with small agile enemies that like to get super close, particularly Madcaps. Outlaw Space 2 handled this fairly well, but i don't know how easy it is to do an auto-pursuit like they did.
Ship Feedback:
Sentinel I: The Ultimate...doesn't feel very Ultimate to me. It felt a lot like I lost primary target DPS while using it, and I couldn't tell if there was any AOE damage done around me.
Bomber I+: Very nice, almost too nice actually. Using Energy for Secondary Weapons almost felt overpowered, since I could ripple fire a rocket pack, swap to Missiles, fire them all off, and still have a full pack of mines left if the rockets haven't recharged. The Ult was really nice and very effective, killing entire swarm of enemy fighters.
Scout I+: Useless. Shadowstrike and Expertise did not feel consequential - will discuss more under rail gun. But the manueverability and speed gain did not feel like it offset the loss of shields and armor.
Gunship I+: Still playing with this one - having 4 weapons ports is enough of an upgrade i'm tempted to use this as my sniper vehicle instead of scout. The 4 weapon ports is a huge advantage - removing enemy guns from the field faster is a much greater survival aid than even the massive pool of HP and Armor, even with the crap manueverability. The Ult feels weak - it adds some damage, but it's inaccurate and doesn't -seem- to preferentially target mines/missiles at all. Much less consequential than the Bomber's Ult.
Weapons:
The majority of the weapoons felt good, though i've not used all of them yet.
Flak Gun: Actually really useful, which surprised me. However, I did run into an issue with the Flak Gun: It proximity triggers off of my own rockets and presumably missiles. This actually killed me once, and almost twice before I managed to realize what was going on - what can I say? It's been a long day.
Thermo gun feels a little weak, maybe a little more speed or agility on the shots, but overall I understand the tradeoff for damage > not having to aim.
Blaster/Gauss: Too inaccurate. fire rate is good, but even at 50 meters shots disperse -around- enemy fighters. >.> Or i'm just a terrible shot.
Railgun: Weak sauce. Using a Powerful Rail Gun (+10% Energy damage bypasses Armor), +150% weapon Damage from Firepower, Shadow Strike +300%, 500% Full Charge, at 3.2km distance, I managed to do...about half damage to a Outlaw Scout that was two levels under the level of the rail gun. Railguns as a whole feel weak - at 2+ km it's ridiculously hard to actually hit anytthing, and the base damage is so low on this that even with stacked multipliers, over +950% damage (not including the bonus from range, not sure if that's capped) , it still doesn't one shot the weakest actual (non-drone) enemy. The only other thing I could wonder about is how damage is applied - Shield may have completely negated the Kinetic aspect of the damage from the initial shot, and only the energy damage was left. Not sure how to deal with that.
Mods:
Still playing with them, no real specifics yet.
I was hoping for more of a branching tree of augments instead of unlocking modes, really kind of customizing the mod to what I want to use instead of just picking from one of 4 modes.
Crafting:
Much, much too random for my tastes, and there's something weird in the subtype pools. For whatever reason, it 'feels' like doing a completely random craft has a better chance to get a subtype on a item than doing crafts on a specific type of item. I'd like the ability to specifically craft a subtype, like a Prime Shield or a Efficient Beam Laser, even if it cost significantly more resources to get something specific. As it is, trying to get a Prime Shield through crafting would cost an exorbitant amount of resources, and then 30 times that much to try and get a Prime Shield with a specific bonus to a stat.
General:
I would like a deeper character specialization with lockouts of other trees, and deeper ship/mod customization; actual choices...at least so far (I'm not that far in, only just got the second companion) there's no actual...role to play. More of a bystander to the movie so far.
Problems:
Borderless Windowed mode behaves oddly - it won't release control of the mouse when tabbed out, and acts in a lot of ways as if it was in fullscreen mode. If I'm not docked or in the pause menu, it keeps the mouse cursor centered on screen at all times. It also has to reset the screen when tabbing in and out, as I would expect in fullscreen.
As usual i'm having difficulty with small agile enemies that like to get super close, particularly Madcaps. Outlaw Space 2 handled this fairly well, but i don't know how easy it is to do an auto-pursuit like they did.
Ship Feedback:
Sentinel I: The Ultimate...doesn't feel very Ultimate to me. It felt a lot like I lost primary target DPS while using it, and I couldn't tell if there was any AOE damage done around me.
Bomber I+: Very nice, almost too nice actually. Using Energy for Secondary Weapons almost felt overpowered, since I could ripple fire a rocket pack, swap to Missiles, fire them all off, and still have a full pack of mines left if the rockets haven't recharged. The Ult was really nice and very effective, killing entire swarm of enemy fighters.
Scout I+: Useless. Shadowstrike and Expertise did not feel consequential - will discuss more under rail gun. But the manueverability and speed gain did not feel like it offset the loss of shields and armor.
Gunship I+: Still playing with this one - having 4 weapons ports is enough of an upgrade i'm tempted to use this as my sniper vehicle instead of scout. The 4 weapon ports is a huge advantage - removing enemy guns from the field faster is a much greater survival aid than even the massive pool of HP and Armor, even with the crap manueverability. The Ult feels weak - it adds some damage, but it's inaccurate and doesn't -seem- to preferentially target mines/missiles at all. Much less consequential than the Bomber's Ult.
Weapons:
The majority of the weapoons felt good, though i've not used all of them yet.
Flak Gun: Actually really useful, which surprised me. However, I did run into an issue with the Flak Gun: It proximity triggers off of my own rockets and presumably missiles. This actually killed me once, and almost twice before I managed to realize what was going on - what can I say? It's been a long day.
Thermo gun feels a little weak, maybe a little more speed or agility on the shots, but overall I understand the tradeoff for damage > not having to aim.
Blaster/Gauss: Too inaccurate. fire rate is good, but even at 50 meters shots disperse -around- enemy fighters. >.> Or i'm just a terrible shot.
Railgun: Weak sauce. Using a Powerful Rail Gun (+10% Energy damage bypasses Armor), +150% weapon Damage from Firepower, Shadow Strike +300%, 500% Full Charge, at 3.2km distance, I managed to do...about half damage to a Outlaw Scout that was two levels under the level of the rail gun. Railguns as a whole feel weak - at 2+ km it's ridiculously hard to actually hit anytthing, and the base damage is so low on this that even with stacked multipliers, over +950% damage (not including the bonus from range, not sure if that's capped) , it still doesn't one shot the weakest actual (non-drone) enemy. The only other thing I could wonder about is how damage is applied - Shield may have completely negated the Kinetic aspect of the damage from the initial shot, and only the energy damage was left. Not sure how to deal with that.
Mods:
Still playing with them, no real specifics yet.
I was hoping for more of a branching tree of augments instead of unlocking modes, really kind of customizing the mod to what I want to use instead of just picking from one of 4 modes.
Crafting:
Much, much too random for my tastes, and there's something weird in the subtype pools. For whatever reason, it 'feels' like doing a completely random craft has a better chance to get a subtype on a item than doing crafts on a specific type of item. I'd like the ability to specifically craft a subtype, like a Prime Shield or a Efficient Beam Laser, even if it cost significantly more resources to get something specific. As it is, trying to get a Prime Shield through crafting would cost an exorbitant amount of resources, and then 30 times that much to try and get a Prime Shield with a specific bonus to a stat.
General:
I would like a deeper character specialization with lockouts of other trees, and deeper ship/mod customization; actual choices...at least so far (I'm not that far in, only just got the second companion) there's no actual...role to play. More of a bystander to the movie so far.
Problems:
Borderless Windowed mode behaves oddly - it won't release control of the mouse when tabbed out, and acts in a lot of ways as if it was in fullscreen mode. If I'm not docked or in the pause menu, it keeps the mouse cursor centered on screen at all times. It also has to reset the screen when tabbing in and out, as I would expect in fullscreen.
Post edited May 05, 2021 by aerinyes