Contest "Flight Test" (Feedback)

1 hour ago, PapyMcBites said:

one time (last night) I died to a Tai’Kin but there was no death report and Combat Log didn’t say I died, but yet there I was dead… killed by nothing… (???)

Probably some packages got lost. If you have high packet loss then you will notice such missing kills in the log quite often. It has nothing to do with Tai’Kin.

It seems like mass chage accelerator passive buff icon is not shown , I hope it just a temporary state.

 

Recoil of new gun for LRFs is so strong that flying backwards and shooting it makes ship go faster than flying in normal way. Another thing is that is always recoils backwards even when shooting to the side or behind. In my opinion this weapon is weird. In one situations it’s useless but when someone is charging at you from the front, suddenly that person can’t catch you if he flies less that ~330-350. It feels like a weapon made for LRFs that camp with their special module entire game. It’s extremely situational gun and annoying to play against.

 

Prometheus defence should give some more shields to bigger ships in my option. Giving it to frigate is practically worthless. My observations about this are based on PvE games. I like the idea of module to give command more direct support items(instead of just stat-boosting ones) but I wish it was useful when using it on bigger ships. Currently it’s inferior to other support modules.
I have mixed feelings about damaging beams as active command modules.

 

New icon for Crystal Plates looks really weird in my opinion. I would like to hear why it was changed.

 

I’m almost sure that some of names of modules and weapons are related to other games. LFR Masking grind MGS-Box is an obvious reference. Gordon missiles look like a reference to Half Life games when looking at description of the weapon. Few references are nice but I hope it won’t be overused in future.

 

I absolutely love bonus GS for being active both in battles and for upgading new modules. I’m actually surprised how much GS was available for free. More events like that. Also I like how easily accessible are new modules for players with xenochips however it seems that we won’t be able to get modules for the rest 6 roles now.

 

Modifiers number change is also a huge change, it allows for much more customization when flying lower rank ships.

 

Open Space needs a rework, I wonder what changes will come. Personally, I think that adding a little bit of credits and loyalty directly from destroying a ship like with synergy would be a good thing. Anyway I hope for more balanced rewards because it’s not worth going for strongest enemies.

 

Thermal energy burner needs changes, other people said already what is wrong with it.

 

New modules need some visuals and sounds. Sometimes it’s difficult to know what is happening with other ships.

 

About new Object NY18, it’s really sad that it has only two shield slots. Currently it fits support more than tank and I think it was meant to be like that. Position swap module is “meh” and long preparation time makes it unreliable. Its special module can be extremely annoying when you see three Objects spamming them all the time.

 

Anyway, it seems that holidays are over.

 

 

 

Not really connected with newest update:

 

After you reduced the price of paints and finally made then available for all ships after buying them, I think that new colors could be added. Currently the color palette is weird, there are no purple and only one red or green but there are three blue colors. 

 

How about adding premium glow to rest of r12 premium ships like it is already with Flamberge and Panther?

 

Could you make station protection in OS available also in squads? Sometimes when flying with low rank friends it’s better not to go in squad, especially during the event because the number of yellow people in OS has increased because of PvP missions(I don’t get why they are disabling protection anyway because these PvP maps are “dangerous” ones already).

So, gunships. I only tested 5 mods and one weapon, this class is not for me.

 

-Plasmer: Description says 6k EM damage on crit, I dont see that number anywhere. This weapon is god damn strong. 3.3k crits on r9, overheats fast, but I think damage is simply too high here with the RoF and accuracy it has.

 

-Constellation: Straighforward isotope harvester copy. Projectile is too fast to do any serious damage, it tends to hurt destroyers more due to their size.

-Shrapnel cloud: why is it here at all, its a weaker copy of Thar’ga inhibitor swarm that is also avaiable for all gunships.

-Quark cloud: weaker copy of taikin crystal torpedo.

-Deimos jump: x7 max speed for 2s on imperial gunship equal 2km jump at max. Can be extended to 4km when used along with engine overcharge or overdrive. If not that 80 res bonus, useless mod.
-That second jump: less useful than previous module, 0.7s of disable is nothing, at least distance is little further. Useless in most cases.

 

Passives not tested, but they are so simple that I dont see much issues here. Copy of Palom pulse shield but on hull, regenerating coating on steroids, copy of regen coating for shield. Maneuverability engine is interesting, but most gunships rather use their shields for decoration rather than protection (even feds, they cannot allow to be hit at all, otherwise puff), so cant use speed bonus too often. 20% strafe is very nice tho.

Thi’E is pretty interesting tough, its damage increases the longer you fire, its available on Lightbringer which has 20% heating time bonus, combine that with a HFO, a Shared cooler and 6c and you can be get some pretty decent damage on it, not sure it has a threshold tough.

I reinstalled to try some of this out as Gunship is pretty much the only thing that motivates me to play. Still midly interested in t14 destroyer cancer but you’re mad if you think I’m going to actually grind the components. I didn’t start playing this to grind components to make stuff and I’m not about to start going out of my way to do it now especially when the grind exists to drive sales of rng boxes which is something I actively detest, but back to the subject at hand;

Thi’es beam pretty much aims itself when aim assist is on, in a similar fashion to flux phaser. I think the damage is low considering the default range and the ships its meant for being quite slow, and that resist debuffing is more effective than damage scaling which is one of the primary reasons I still prefer ions.

Magnetic disruptor is basically a free 700 extra dps that’s finished off runners a few times now. I like it.

Vulnerability probe is a neat idea but I think I still prefer two infrared scanners in most situations.

Plasmer and the teleport for wolf m are really nice, they let me use cruise module and hit and run and still make decent damage.

Most of the modules seem pointless because they don’t really do anything useful enough to be competitors for my slots with so many choices already.

All in all I think most of this stuff I’ve tested thus far is quite strong, and even stronger when put on premium ships.

I made a couple of videos just now playing around with Thi’es on spark but I feel like posting them here would turn into a big hassle. You’re free to look them up on your own, idc. The real reason I record gameplay is not to support your game but so I have proof the next time I get badminned for “hacking.” Only game I’ve ever played where I basically felt I have to run a dashcam. It’s also the only game I’ve ever played that’s made me choose between dealing with my disability or risking getting banned for afk while I deal with it, but I digress.

Bottom line is, Thi’es is easy to use and cancer for inty players with aim assist on, and is useless without aim assist. The rest of the stuff is kind of neat and I havent really tested any of the other weapons, and why is there nothing for mjolnir yet?

Nick: Kazumi

Now, as feedback I’d have to say the trade system is rather swell as is but the problem with it is that very specific rare parts are running from 1.5k GS “minimum” (actual min price is 500) to up to about 10k or more. Along with this is the severely limited trade deals which seemed nice however later on if a user wants to trade with multiple buyers or sellers turns into a severe hindrance. As a suggestion, I can offer a few solutions to help fix the broken economy and make the game more friendly to users who want to use the trade system which is currently for lack of a better term flawed-
 

  • Employ A Price Ceiling-  Now of course when I say “price ceiling” I mean maximum price limit rather than a minimum. This will encourage players to be more competitive sellers and discourage the rather backwards act of “fixing prices” by posting an item for a ridiculously high price and expecting others to follow suit with even higher prices. At the same time, you will also see sellers attempt to find a happy middle ground where both themselves and the buyer benefit with maximum profit. Now, of course, the limit has to be rational (like 1.2k max price for an R7-9 tempest rotary gear) so that sellers won’t immediately attempt to seek out the uppermost limit and stick to that like flies.
  • Increase Daily Available Trade Deals-  This is a big one, though it can be easily done. As in, we can “collect” trade deals over time so unused ones carry over to the next day. Or it can just be boosted to 10 deals a day. Simple is as simple gets.
  • Employ Automated Trade “Bots”- These would be AI run by the servers. They have a catalog of items available at the minimum price and will buy anything players send their way at whatever price they post. This system will be automated however the best way to limit the possible abuse is through limited stock that regenerates items every 24, 32, 48, or 72 hours. This system can be seen on sites like Bazaar.tf and Scrap.tf where “scrap bots” allow users to trade items for resources or resources for items dependent on the state of the economy at the given time of the trade. Unlike those bots, however, these will only deal with GS, and will simply rely on selling for the minimum price and buying for name-your-price. Trade Deals for bots should be limited to just 5 offers at most so as to encourage users to trade with each other rather than relying on an automated system where the only persons being paid are the devs (who run the bots and get max profit from taxes and the bots themselves) and the players (who will still lose some profit to taxes, but can sell items to the bots).
  • Allow Traded Items To Become Craftables-  If all else fails, simply make all the items available for trade craftable. At the same time, this can also allow users to buy resources in-game to simply craft items for trade, hence allowing for an easy profit. This system can also be employed with the latter three suggestions to allow for a more diverse economy and possibly even encourage the trade of items such as Berrylium, Electrum, Neodium, Osmium, and Monocrystals in later patches should the developers consider expanding the trade system.

On 1/27/2018 at 4:13 PM, Kazumi_ said:

 

  • Employ A Price Ceiling-  Now of course when I say “price ceiling” I mean maximum price limit rather than a minimum. 

 

They set the limit to 20k in case you didn’t know. I thinks its way too high but apparently they don’t. Min values are 100 200 300 and 400 depending on the item.

14 hours ago, DrDeath_ScD said:

 

They set the limit to 20k in case you didn’t know. I thinks its way too high but apparently they don’t. Min values are 100 200 300 and 400 depending on the item.

 

I suggested replacing the price floor with a ceiling of about 1-2k dependent on rarity rather than the absurd “20k GS” as noted here-
 

On 1/27/2018 at 3:13 PM, Kazumi_ said:

Now, of course, the limit has to be rational (like 1.2k max price for an R7-9 tempest rotary gear) so that sellers won’t immediately attempt to seek out the uppermost limit and stick to that like flies.

 

Though to add to this, the suggestions are all made to support each other rather than destructively attempt to change the previous system should each change be added one by one resulting in far more problems than solutions.

14 hours ago, DrDeath_ScD said:

 

They set the limit to 20k in case you didn’t know. I thinks its way too high but apparently they don’t. Min values are 100 200 300 and 400 depending on the item.

The effective cap would be:

20,000 GS * 5 deals per day = 100,000 GS per day

21 hours ago, DrDeath_ScD said:

 

They set the limit to 20k in case you didn’t know. I thinks its way too high but apparently they don’t. Min values are 100 200 300 and 400 depending on the item.

the max should be 1k per item in my opinion

 

1 hour ago, evo888 said:

the max should be 1k per item in my opinion

 

I agree

1 hour ago, evo888 said:

the max should be 1k per item in my opinion

 

That’d be fair…

On 1/30/2018 at 1:01 PM, evo888 said:

the max should be 1k per item in my opinion

 

Bro… I just stated that…

 

On 1/30/2018 at 6:01 AM, Kazumi_ said:

 

I suggested replacing the price floor with a ceiling of about 1-2k dependent on rarity rather than the absurd “20k GS” as noted here-
 

 

Can… Can we just give me the credit?

Maybe 1-2k would be low = 5-10k per day in total.

 

I would say we could need corporation accounts to assemble GSs and Credits etc to be given out from corp CEOs etc.