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Just beat UV for the first time, using a Marine.


I was going to comment on the cumulative updates until 0.89 after a few months of break, but then 0,9 was released. So, for cumulative feedback after 0.85 to now...



In earlier versions, if you killed every enemy on Callisto1, you'd get a level. That no longer seems to be true. I'm not sure how I feel about that (Nice to start the second floor at level 2, but it also encouraged me to take stupid risks I on the first floor usually wouldn't take on most other floors)

Every playthough of 0.89 had a glut of ammo. This is untrue for 0.9. Having ammo count matter is generally a good thing, but made me reluctant to pick Onslaught as a trait (I'd been down to my last stack of 7.62 once or twice in the run, and I did/ run dry of shells on Io1. Good thing that's the level where I ditch the 12g shotgun for plasma).

Tech stations with disassembly costs 2 points. I can't figure out why I'd ever do this, rather than just make a new mod. Maybe, if I'd used a super-rare mod on a gun that I didn't plan to stick with...but why would I ever do that?

The level-clear line "Rinse, repeat" makes me imagine an over-dramatic narrator of a shampoo commercial saying "Never before has hair care been so badass."

Were the accessories that drop at Valhalla Command supposed to be exactly the same for both drops? Because that always seem to happen.



For the attached image There are 3 mods on the launcher when playing as a Marine with Wizkid1 (not 2) - the image is of a screen where I'm supposed to pick a new skill, not show me what I already have (I'd have included the whole screenshot, but Gog imposes a 500Kb cap on image size). If this is some intended benefit of AoCarnage, then great! Otherwise...it seems like a bug.
Attachments:
modcount.gif (477 Kb)
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JasonMiao: Just beat UV for the first time, using a Marine.
Hello, and sorry with the late reply - we've been really busy with trying to ship 0.9.1 on time (got delayed anyway and will release hopefully this Monday!).
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JasonMiao: Every playthough of 0.89 had a glut of ammo. This is untrue for 0.9. Having ammo count matter is generally a good thing, but made me reluctant to pick Onslaught as a trait (I'd been down to my last stack of 7.62 once or twice in the run, and I did/ run dry of shells on Io1. Good thing that's the level where I ditch the 12g shotgun for plasma).
Onslaught in particular has severe ammo consumption issues. Apart from that we're planning on some ammo related changes, but in general in a run you should NOT be able to rely on one ammo type.
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JasonMiao: Tech stations with disassembly costs 2 points. I can't figure out why I'd ever do this, rather than just make a new mod. Maybe, if I'd used a super-rare mod on a gun that I didn't plan to stick with...but why would I ever do that?
This removes ALL the mods from a weapon, so you can get even say 4 mods to put on a new weapon, including that potential rare mod. People do use it.
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JasonMiao: Were the accessories that drop at Valhalla Command supposed to be exactly the same for both drops? Because that always seem to happen.
One drop on Valhalla Command (and one on Anomaly) is based on your most often used weapon type. It will be the same if you use the same weapon type most often. If two drops were the same, that's just sheer luck.
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JasonMiao: For the attached image There are 3 mods on the launcher when playing as a Marine with Wizkid1 (not 2) - the image is of a screen where I'm supposed to pick a new skill, not show me what I already have (I'd have included the whole screenshot, but Gog imposes a 500Kb cap on image size). If this is some intended benefit of AoCarnage, then great! Otherwise...it seems like a bug.
This was a known bug, fixed in 0.9.0c - be sure you have that version! Also, it eases ammo consumption on some stuff (see the in-game changelog).