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Manual I mean and on a per-turret basis, like one turret this ship, another turret - another ship.. most sane, especially if I had 3+ turrets.
40. This one about AI again. Had a fight and a ship escaped with 1 pixel-wide health bar. And it jumped two sectors in a row, stopping in a blackhole sector! Meantime I moved to a starbase near the blackhole sector. While I was about to leave the starbase and go for the ship, I noticed 2 incomings on the global map, so I waited a turn. Two ships came - the crippled one and a new one. They emerged right over the starbase and my old adversary was destroyed in first milliseconds after the emergence.
Analysis: well, first of all, the barely alive ship went into a blackhole sector (wrong decision). The sector made no damage to it (it surely would destroy the ship with 1 pixel of health while its engines would be recharging). The ship went to attack a starbase and me, having 1 pixel of health - it emerged right atop the base. Oh.. 41. Was able to select a starsystem that was in the fog of war. Apparently some tiny bit of its hit frame was uncovered.. It looked like I'm plotting course right into the darkness! 42. On map 3 I had Nemesis in the system right next to the exit, and it effectively blocked me from passing. I could jump away, but to that moment I was badly damaged and the neighbouring systems were crowded, so there was no escape and no progress possible. While it is ok on hard, I thought I'd note that maybe it has to be somewhere further on easier levels, like in one of appendix systems.
per 40 - wouldn't it be nice if enemies would go to a starbase of their own to actually repair? And then the AI would re-assign them somewhere, like it has understanding of its own presense and priorities on the global map? Would be nice if AI would have some notion of topology and interest in the sectors, not just fill them with their mere presence without a real reason or profit.. idk, it's a call for more depth, but it may be out of the scope of the game..
The more I play, the more I wish for modules that enhance thrust and manuverability. I played a Hard game using the Zepher, which is a three-red heavy with a direct forward ue mount and great speed, and
The more I play, the more I wish for modules that enhance thrust and manuverability. I played a Hard game using the Zepher, which is a three-red heavy with a direct forward ue mount and great speed, and turning. Being able to clear out of enemy heavy weapons ranges (mostly medium) while unloading barrages of long range missiles proved very powerful. On the weaker carriers, I'd sacrifice mounts to get them safely and quickly out of the direct action.
43. There was a mission on battlestation, I opened the briefing window, and as the mission was with a 5 turn limit, I decided to take it later, becaues I had some plans for the nearest turns already. However, there's no "back" button. When I clicked the Android back button, the briefing disappeared, as well as the mission icon over the starbase. Well, I was upset that I cannot accept the mission anymore.. and went to do the things I needed to do. Then, after 5 turns I get the notice that I have failed the mission. It's certainly a big UI hole..
44. Again I got a support ship with 2 shield reenergizers, and one of them (the left rear mount on BSE Liberator) almost always misses the ship itself, when it's trying to repair itself. The turret always misses the center of the ship by some small amount of degrees and the beam fires outward, ending abruptly in some distance. 45. Just got the first galaxy with celestials as the enemy. As the war is going on, the whole galaxy fills with repair beams. They are everywhere: my cargo bays are full of them, almost each sector is full of them.. There are lots of celestials, so I get lots of scrap and lots of repair beams. Other items come occasionally too, like I got a nice death ray, but the repair beams are overwhelming. By the end of the first galaxy I had more than 10'000 scrap and two fully-armed BSE Liberators. RNG gone rogue? Well, I got one of the Liberators destroyed right out of the door in the second galaxy, so I feel better now, but that first one was kinda strange
The combat is designed around your location. There are times where a mercenary and an enemy base are in the same sector, but not fighting. You as a player are given unlimited time between sectors while the AI has a split second decision. It wouldn't be fair for an enemy to die somewhere else and not offer you the credit. That ship could drop a death ray and that item would be unavailable to you, since you were not present for the ship destruction.
Nemesis: Those ships are always new or repaired. when first encountered. You can constantly fight your nemesis if you ignore the escape pod. I also find that the AI will run away if the ship finds itself incapable of winning the engagement. Insane difficulty: Ships should try to run away more frequently making it more difficult to collect scrap and dropped weapons. This gives the impression that the AI is smarter than we think. Continuing on, a warp/jump disruptor can assist a player in this situation. It does use a heavy weapons slot, but forces your opponent to engage.
not sure if this is fixed, but when I turn down an escort mission due to a lack of scrap, I'm unable to select the mission again. It's sort of a one-time deal I guess.
46. Got a VERY nasty bug today! Again I am having a support ship with 2 reenergizers. Something happened to them, they stopped targeting properly at all. They were always missing anything they wanted to shoot at - the aux ship itself, the main ship, just anything. I tried replacing them with cannons, flying a little and replacing them back - to no avail. I thought it will fix itself upon a jump and jumped into a sector with enemies.. well.. it did not fix itself. The reenergizer aux ship was not under fire, but the other one and the main one were. So, the enemies destroyed the another aux ship in a flash and the main one only survived because it was the second to be attacked and had more HP. The beams failed to target and reenergize 100% of cases. So I was very sad. Then I quit the game, closed the app and entered it again - that fixed the issue. So, apparently, there's some state stored for turrets that persists even on a weapon change, i.e. the state is stored for the mounts, which can become corrupted and break targeting completely... please take a look at it. Not he most often thing that happened, but the strength of the bug is big.
47. It is possible to buy auxiliary ships in the middle of a battle - why? The inventory is unavailable, so I cannot equip them.. they just jump in naked..?
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