Extended Edition part 2/2 Mobile beta test!

#31

I've seen both of those too and I don't think they are actually bugs.

RE the "wrench disappears" - Pay close attention to the scrap after a battle. The red bits repair you a little for free.

RE the " no speech at end" - that means you still have at least one more station to kill. Go do so, and you'll get your speech.
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#32

The wrench went away despite the fact that my ship was not repaired. The scrap did not automatically repair my ships and i had to do so manually. Also, i dont leave anything on the board. After i destroy the factories i go around and clean up every last enemy. By the time i complete each level there is literally nothing left to do.
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#33

I cant seem to update. I have the game is on my device and google play says it is installed but it does not allow me to update. Do i have to wait for a link in my email or something?
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#34

Check the account you used to sign up as a tester (profile in upper right corner). Same thing happened to me...I signed up as a tester under the wrong account.
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#35

Here is my commentary so far:

All in all, its an excellent update! I am having a blast.

a) Ships. I have a separate thread about this, but I am quite happy with the Harbinger and Valiant. The Erkelheimer or whatever however is just a weaker version of the Valiant basically. I lose a bay and gain nothing.
Fast ships need intrinsic ability or something to make them more "special"... the extra speed just does not DO enough in this game to justify their weakness elsewhere.

a1) We probably should not be allowed to take a VALIANT as a sidekick...it is really overpowered. Pricey but incredible. The Erkelheimer is kind of weaksauce but is still a step up from the previous choice. I would add Armada and the 2 bay ship as other top-level sidekick options, but not the valiant or harbinger.

b) Celestial death rays - As per the other post these are incredibly overpowered. As stated, there is hardly any counterplay and you basically insta-lose if you get stuck in shield-drainer EMP when a few arrive. Counterplay is also more of an accident... i.e. I HAPPEN to have a missile-based offense and a ton of fighters/bombers. This allows my bay ships to absorb quite a bit of the deathray. Having high shields is the best real counter, coupled with long range so that shields dont get shredded by lasers or other shorter range fire.
These guys hull damage needs to be nerfed down to a consistent 200 or so damage which is still a lot.

c) The new minimap is really hard to see the Connections. The old green nodes with green connectors were way more visible. Please add white or some other more visible color to show the node connections.

d) Some of the junk weapons remain junky. They don't have to be GREAT, but they really ought to have some PURPOSE or utility of some kind. Vulcan Cannon, Gatling energy gun, TESLA COIL, etc. They need a LOT more punch to justify their awful range...and lack of availability. Or at least ability to upgrade.
The Vulcan could at least TRY to shoot at missiles if they are in range. It would put a lot of projectiles into space at least, instead of sitting there. Tesla could also have a secondary anti-missile role.

e) No comment on new particle cannon. Its just too expensive to ever use. I mean, thats almost an entire new SHIP for the price which I can load down with random weapons I have in my hold.
Nuke is horribly pricey but definitely can have an affect if used right. This cannon... I dunno. Consider reducing price.

f) Fighter targeting. If I tell my fighters to attack a target, I really wish they would DO THAT. Instead they keep flying back and forth trying to shoot at random missiles. If unordered thats fine, but in Attack mode, I want them to ATTACK. Bolter fighters are particularly bad since they arent very manuerable.

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#36

After extensive playing all of the bugs I have found have been posted here already, the game is quite robust and have never had a crash.
One minor one I have not seen posted yet is that on some playthroughs no enemies are generated unless they are placed for a mission (main quest, bounty and defend station), opening salvage that is trapped or generated at a factory.
I cannot work out why this happens as it happens on all difficulties and modes with different ships.
It is uncommon but it has happened about 5 times on mobile and twice on steam.

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#37

I would like to throw my weight behind some of what Joel said above.
Particle cannon is overpriced for its worth, though I have enjoyed making use of it when I can afford it.
The new weapons seem underwhelming in terms of range and power.
Death rays are OP. However yes we should still be able to recruit valient to fleet, its high price ensures its not OP.

Commenting more on my experience so far. Remember I have only played on hard.
Getting off your feet at the start of a game is still grindy as hell, I've found no way around it. Sometimes I get lucky and off to a nice fast start, usually its an annoying grind to amass any sort of viability.
Have been unable to finish the game :/ Have died many times on the final boss, and lost quite a lot to small frustrating things. One time I should have been able to finish, but the final boss could only be accessed via a FRIGGING BLACK HOLE sector. Docking all my fighters, and releasing them once in the boss sector was too slow a process, I would be dead by the time my fighters were out and ready to do their thing.
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#38

Still no bugs or issues, fantastic job in terms of a polished experience
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#39

Bizarre bug on Android 6.0.1 on Nexus 5x. Lost my first command ship (had three ships at the time). Got my escape pod to backup ship and rebuilt back to three ships. Took an escorts mission (no choice). Now my third shipis the escort and my actual ship acts like and npc. Got the escort killed and can't get my ship back, even though I can see it. I have the game openand can replicate. Thanks for the amazing game. So many hours of rogue like fun.
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#40

Also, nukes seem to not target capital ships over fighters reliably.
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