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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.
Post edited May 05, 2021 by aerinyes
avatar
aerinyes: 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.
Hi Aerinyes,

Thanks for sharing your experience so far.
Fun fact about ship and weapon balancing, almost everything that feels a little bit to weak, was kind of over powered in our last iteration. Especially the Railgun.
We will need to do regular re-balancing during EA to get this right at some point.
(Right now there are also some bugs that make it harder to hit with certain weapons).
And I wasn't aware that it is still possible to shoot down own missiles with the flak cannon.

So thanks again for your feedback, I'll channel the individual issues to where they belong.

Best regards
Ingmar
Weapons:

...does High Velocity even do anything? No projectile speed readout on stats, and I'm much too biased (and I didn't take the time, honestly, sorry but this is a game for fun not wurk) to be able to actually tell if High Velocity actually sped up the shots on my HV Thermogun and HV Flak.

Flak: Not possible to shoot down rockets/missiles with Flak, but when salvoing rockets and firing Flak, the flak proximity detonations deal damage to the player's ship. Flak prox triggers on Missiles and rockets (didn't test mines, i assume prox detonation on friendly mines is intended behavior anyways)

Beam Lasers: On Gunships, using Beam Lasers as a mining implement results in recieving 7 ores. All other weapons result in 8.

EMP Missiles: Crafted ones appear to only spawn with 'cannot be damaged' regardless of rarity. No other enhancements found.

Railgun: At level 15 with 1200 Firepower, 1000 Precision, and a Superior Railgun (10% Kinetic and Energy Bypass, 10% more damage vs armor), damage is sufficient to oneshot most basic enemies and even some LT types, such as Vipers, Bombers, and Demolishers. seeing damage numbers as high as 1500 kinetic.
Basic (white) Railgun incapable of one-shot kills on single-defense (shield or armor) basic enemies without use of shadowstrike.
Uncommon Railgun with Kinetic bypass can one-shot basic scouts, but not Proto-scouts wihtout the use of Shadow Strike.
Rare Railgun with Kinetic/Energy bypass dropped a Outlaw Bomber to bare hull in one shot.
Superior Railgun with no bypass or damage enhancements dropped a Outlaw Bomber to bare hull in one shot.

Equipment:
Nanoplating doesn't have title/subtitle dispalying for subtypes.

Enemies:

Bloodstar Protector (?), their Thermogun feels much more significant than my Thermogun. Standing still in my Gunship I+, their Thermogun chews through my Armor (833~? with 32~% DR) at what is, frankly, an alarming rate. I expected their thermogun to chew through my shields super fast, but it's like it didn't slow down at all when it hit armor.

Jumpspace:

On manually flying to a location in jumpspace, have to activate autopilot to drop out of jump. Intended?

Challenges:

Amateur Tinker, Increase Weapon Level - this only triggered for me when i increased an -equipped- weapons level.

Attributes:
1000 points in Firepower gives 480% increased damage.
1000 points in Precision gives 75% increased damage.

Jobs:
Lost Cargo/Sealed Containers: Not fun. Do not enjoy scavenger hunts in large deepspace zones looking for small blinking lights that, at least for me, always seem to spawn -inside- something such that they can only be seen if you're looking into the tunnel/room from about 5 meters. Give me an audible beacon or something so i can at least know the general location.
Post edited May 07, 2021 by aerinyes
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aerinyes: 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.
I agree with most things you wrote. I decided to quote these two because you're missing an important aspect, weapons have pros and cons.
I'll leave my weapon feedback and suggestions.

Gauss for me is fine, it was created to bring down tanky and bigger targets not fighters, it shines versus destroyers for instance where other weapons don't have enough punch. The spread doesn't matter, the spool to reach higher fire rate doesn't matter. This is awesome for that role.
A small adjustment I'd make is to reduce speed instead depending on the delay to shoot instead of complete stop of spool for slightly releasing the trigger.

Thermo Gun changes were too bad. It was low damage and high energy for the advantage of homing but now it got the range nerf (-500m). The greatly reduced Kinetic damage with the lower range makes no sense either, we want Energy damage for long range, 1st remove shields then armor+hull.
It isn't an alternative to higher ranged weapons (no range) and can't compete with lower ranged weapons because of lower damage and high energy consumption. Those +500m were needed for the homing path since they don't travel on a straight path like other shots nor do enemy ships now. So now we're shooting at ships at 1500m and they move and dodge them making the effective range lower.
I used to look at Thermo Gun as a mid range weapon to burst deplete energy before swaping into something else, a role similar to the Coil Gun.

Comparing with other guns:
Coil Gun, this one has +500m (2000m), +50% damage, same energy cost, balanced Energy/Kinetic. Why swap out a Coil Gun that I'm already shooting (and aiming) for a Thermo Gun?
When fighters reach around 1500m or less you can swap into Flak, Beam Laser, Pulse Laser or even Autocannon if closer, all of these are good picks for small moving targets, all deal more damage while using less energy than a Thermo Gun (some even have higher range).

Railgun can still pick things further away and always has that niche where no other weapon can, so even if the damage was nerfed, it's free damage, and when they close up you swap to something else. Marksman Railgun for sniping is great.

Scatter Gun is better now, the spread used to be too awful. I still don't like its charge mechanic as for me I feel it's counter productive, the range is too low (550m) for a charge mechanic. On close quarters like that I'm pursuing targets with booster, I want to shoot fast "spray and pray" and go for the next. As is I'll never use this weapon still.
I'd remove the charge mechanic, increase the number of pellets on normal shots and increase energy used to balance it. Basically make it into permanent charged shot without the charge delay.

This being said, I feel development atm should focus more on the game and not on nerfing things that seem stronger at this point but might not be further ahead. Not only this, but currently this is a single player without a difficulty setting, and I read some people felt frustrated with the difficulty curve apparently.
Post edited May 07, 2021 by Lminith