Feedback request: Combat beta

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Feedback request: Combat beta

Postby jam » Tue Jul 02, 2013 10:33 am

So far we've got:

    Targeting reticle to indicate enemy location on and off the screen
    We want turrets and broadside weapons yesterday :)
    More descriptive/instructive autopilot target text - e.g. dock or jump when close enough

Will update this list as we go...
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Re: Feedback request: Combat beta

Postby jam » Fri Jul 05, 2013 12:43 am

Well, don't all rush me with an overwhelming response already. Maybe I should've added flower arranging instead?
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Re: Feedback request: Combat beta

Postby prose » Fri Jul 05, 2013 8:02 am

I can't hit the side of a barn he's reduced me to 1% armour at least 2 times... shields what shields they run out 5 th or 6 th shot of his and then its problematic if I get another shot before running away. the controls don't work well for me.
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Re: Feedback request: Combat beta

Postby Johneaux » Fri Jul 05, 2013 11:01 am

prose wrote:I can't hit the side of a barn he's reduced me to 1% armour at least 2 times... shields what shields they run out 5 th or 6 th shot of his and then its problematic if I get another shot before running away. the controls don't work well for me.


I had problems at first, I found if you leave grav anchor on so you dont fly past, as he will stay close, then just turn to target, you will get him, maybe grav anchor off once you are stopped.

I've killed him in falcon and in squid

Well thats the first missin, harder ones will be different I'm sure
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Re: Feedback request: Combat beta

Postby prose » Fri Jul 05, 2013 8:49 pm

think I need 2 stage controls. I'm old and don't react fast enough. I slip past him too quickly and then he's behind me and I can't get around fast enough. Run away run away.
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Re: Feedback request: Combat beta

Postby jam » Sat Jul 06, 2013 8:09 am

The armour is different in this game than any other.

Each surface on your ship has its own hitpoints. So when you lose a panel you can be hit in other places many times before getting any structure damage.

WRT to this first mission, I found that staying close to him is important. The AI has pretty much mathematically perfect agility and aiming, even at maximum range, so as a human your only hope is to get in close where his lesser manoeuvrability and acceleration costs him the match.

Once we add turrets, you will find combat more accessible as a non fighter pilot gamer.

As a side note, I will be quite interested to one day have a mission type (voluntary only) where you face a ship with equal capabilities to your own in this dogfighting style combat, and see if anyone can ever beat it. Probably, eventually, but I suspect it will be a very, very tough challenge.
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Re: Feedback request: Combat beta

Postby prose » Tue Jul 09, 2013 9:46 pm

Can we re program the controls so they are not so close together? If they were further apart I could certainly control the ship better
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Re: Feedback request: Combat beta

Postby jam » Wed Jul 10, 2013 12:21 am

prose wrote:Can we re program the controls so they are not so close together? If they were further apart I could certainly control the ship better


Do you mean programmable keys? Like a different set to WASD?
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Re: Feedback request: Combat beta

Postby Johneaux » Wed Jul 10, 2013 11:54 am

Your fingers are too fat... mash the keyboard now!!!
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Re: Feedback request: Combat beta

Postby prose » Thu Jul 11, 2013 6:52 am

ADGER A left
D down
G right
E up
W roll left
R roll right
shift forward
keyboard + shoot
gives room to move and not be tied up on the board
Yes Please :idea: programmable keys
Last edited by prose on Thu Jul 11, 2013 3:40 pm, edited 1 time in total.
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