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  Late game - hard - strategies?
Posted by: jamus28 - 03-29-2016, 07:29 PM - Replies (5)

I can consistently beat the game on normal, but haven't had luck with hard since the first beta of extended edition.
I keep getting shredded by multiple enemies with death rays before I can even jump out. Is there a way to handle these?

The ONLY strategy that can get me past the first sector is mass rocket cannons. On my last run I got to sector 4 unknown with very powerful, almost fully upgraded fleet with rocket cannons, photon torps, and bolter drones for defense. What else has worked for others?

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  My feedback:
Posted by: EldVarg - 03-26-2016, 03:56 PM - Replies (10)

Love this game. Here are feedback on how to improve the game. Tried to not make too many game changing new feature requests.


General:
* Export Android save to Steam (and vise versa).
* Get Steam version cheaper if you already payed for the Android version (and vise versa).

Bugs:
* If you minimize game when you have hull config open, and open again, the image of the ship gets scrambled.
* Most of the times when you sell a mission item you don't get a warning.
* Clicking on missions should center on middle of screen, not top right of it.
* Sometimes fleed ships still show up as in sector (both on map and as arrow).
* Sometimes in a fight a sector show as it has items even though it has not. That dissapears as soon as the fight is over. Mostly becuse you left a sector that had an item you left.
* Sometimes center wrong when you get "Destroy this Ship".
* Laser like weapons hitting a fleeing ship gets very long lines.


Settings:
* Option to remember speed settings.
* Option to turn of move screen when alerting.
* Option to remove autotraveling warning.


Cosmetical:
* When you choose ship in a new game, see a large hull config.
* Double tap on map to move there.
* Different lasers should have variating colors.
* Scientist portrait looks off, does not fit the rest of the graphics.
* Should not say "Destroy Ship" if it is a base/station.


Balancing:
* Enemy should get back 20% health and 100% shield each turn (or something like that, depending on difficulty settings).
* Less chance to find a superweapon early on.
* Be able to find small shield boost.
* Destroyed friendly should give scrap/upgrade points (more if it had alot of items).
* A few missions have too little time, beacuse they are too far away.
* Helping allies should have more turns (or maybe non combat count as half turns).
* Less chance for enemy to move to a dangerous system alone.
* More chance for an enemy to move to a friendly system (friendly to the opponent).
* At later levels, get more rewards from missions.
* Should not hyperspace into bases.
* Laser like weapons should not massely overhit hit targets, but choose others.
* Better versions of same weapon should cost more (better stats).


New features:
* Be able to find/buy better versions of drones/fighters/bombers.
* Be able to find better version of the small slots.
* x4 times speed.
* In asteroid field: More asteroids, larger ones higher damage. Auto shoot at them if no other targets.
* Exploding ship should do damage.
* Debree from exploding ships/bases. They shoul damage those that get hit. Fighters and small weapons should try to shoot them down.
* Set default who to target per slot.
* Set default move type per drone slot: try to smash into warhead, avoid, normal.
* Fighters should rotate around ship in asterod field to protect it.
* Black Hole/EMP Storm should decrease most accurcy.
* Teslacoil graphics should stay for a longer time (but less dmg per s).
* Small ships should count as less reinforcement, and you could have 3 of them.
* New types of missions. Like protect base from ongoing attacks for 5 rounds. Buy one item far away and get it back.
* Space should be able to hold more than 4 items. Sometimes new items get lost if already full.
* More variating levels. Sometimes with mixed rases.

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  How to turn off autofocus??
Posted by: sardaukar - 03-25-2016, 06:56 PM - Replies (3)

Sorry if this is noobish, but I don't see an option to turn autofocus off on Android or the PC version, and it really annoys me :/

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  Reviews and Balance Issues: Red Hardpoint Modules
Posted by: HugoBSH - 03-23-2016, 10:01 PM - Replies (8)

This is my first time getting into forum shenanigans for any game I've played. That beimg said I've been playing quite a bit of BS:H and it seems the developers actually care about making a quality product and respond to user feedback. So I thought I'd start with a commentary on module stats, balancing, and use.

Human Energy Cannon: with enough upgrades, can complete easy and normal difficulties without having to switch to better variants or weapons.

Pro's:
•cheapest turret
•2 burst upgrades max the hull DPS at 16.7
•upgrades don't debuff damage
•high shield damage at 150 DPS after full shield and burst upgrades, 6 total upgrades.

Con's:
•no hull damage upgrade
•upgrades debuff accuracy and range
•necessarily a close range weapon

Notes:
Best used on the Capital Ship or similar (5 turrets = 83 hull dps) used in conjunction with bolter or gatling turrets can deal massive damage at close range for very cheap.

Human Projectile Cannon: I must not know how to use this one, or it just sucks, because I see almost no use for it or its variants. In the early game it is useless unless upgraded significantly, and in the mid to late game it is seriously underpowered; a maximum 60 hull dps at 400 range costing 6 upgrades might not sound that bad, but without a way to lower shields it's useless.

Pro's:
•2nd cheapest turret
•high projectile speed
•very effective against unshielded fighters and drones

Con's:
•low maximum shield damage at 16 DPS, costing 6 upgrades and a range penalty of 600
•burst upgrade debuffs fire rate 1 second per level, 3 seconds total
•burst upgrade debuffs range 200 per level, 600 total
•accuracy and range upgrades debuff fire rate 0.2 seconds per level, 1 second total
•necessarily a close range weapon
•slow fire rate and low shield damage means most enemy shields regenerate 100% in between shots.
•in order to upgrade the weapon to be effective it needs 6+ upgrades costing 100+ in points per turret.

Notes:
I have found this weapon to be very impractical for its price and cost of upgrades. A fix would include one or more of the following: higher base fire rate, higher shield damage upgrades, lower range/fire rate penalties for upgrades, higher max range upgrades. But I honestly don't know what exactly would balance it.

Human Teleport: useful for getting into/out of hairy situations in the early-mid game. The increased mobility only becomes more useful later because of the slow rate of movement (for most ships) and high DPS in the late game means that skirmishes are usually determined before warp recharges, thus optimal field position is essential and can be achieved quicker with a Teleport module.

Pro's:
•radically increased mobility

Con's:
•requires use of a turret slot which decreases total main turret DPS by up to 50% depending on the ship

Escape Pod: essential for late game in normal and hard difficulties so you can escape to one of your fleet ships, think of it as a revival token.

Pro's:
•can escape a fatal situation

Con's:
•requires use of a turret slot which decreases total main turret DPS by up to 50% depending on the ship

Human Laser Cannon: well balanced short to medium range weapon capable of completing easy difficulty games without upgrades.

Pro's:
•upgrades don't debuff accuracy or range
•base 20 hull DPS
•very high accuracy
•very high shield damage

Con's:
•cannot upgrade range
•damage upgrades debuff fire rate, a total of +1.2 for 6 levels, fire rate upgrades give -1.5 for 3 levels.
•a fully upgraded turret only gains 10.2 hull DPS and 17.3 shield DPS at a cost of massive 288 upgrade points

Notes: I recommend only upgrading hull damage and fire rate, it will maximize hull dps. The upgrades for this weapon are poorly arranged, having a very low cost/benefit ratio. Eliminating penalties would make this a more pragmatic upgradable early-mid game weapon, this might also unbalance it, but to account for that the scrap cost could be increased.

That's all for now, I'll be taking a look at the more expensive modules soon, and will continue posting here.

o7

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  Escape pod bug!
Posted by: Nikita - 03-22-2016, 10:59 AM - Replies (1)

My flag ship was destroyed and was lucky enough to reach my other ship,I controlled my new ship as always,but when jumped to the next sector,my ship automatically chose new rally point and I couldn't control it,was tapping on screen many times,but nothing happened.Tried other sectors - everything was the same....its very strange.

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  Can you change your command ship?
Posted by: Ofasyipp - 03-22-2016, 09:22 AM - Replies (1)

Other than getting blown up with an escape pod (which I assume swaps your command ship to one surviving) is there a way to choose a new one?

I suspect I probably shouldn't be thinking about that on my first play through as bigger ships don't seem to be unlocked... do you only get to choose the command ship when you begin the game?

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