Search found 527 matches
- Sun Feb 21, 2016 4:03 pm
- Forum: Bug Reports & Tech Support
- Topic: 1.7a1 CSC Europa Wreck undockable
- Replies: 5
- Views: 12290
1.7a1 CSC Europa Wreck undockable
Not sure if this is strictly about 1.7a1, but I've never seen this before: The CSC Europa wreck is undockable. Seems it wasn't properly defined as a wreck. I also cannot target the Europa. I've already received the mission, after killing the Cometfalls. I guess this means I can't get the Lamplighter...
- Thu Feb 18, 2016 3:21 pm
- Forum: Bug Reports & Tech Support
- Topic: 1.7 Anton.. still a screw loose in there
- Replies: 9
- Views: 13937
Re: 1.7 Anton.. still a screw loose in there
I believe that's the case. You can set 'ShowManeuverEffects' to true.
- Tue Feb 16, 2016 10:59 am
- Forum: Commonwealth
- Topic: First Place High Score Statistics
- Replies: 12
- Views: 9061
Re: First Place High Score Statistics
The Huari station you took the mission from will be pissed if you take the slaves somewhere else, and won't give you any more missions. You can do it with every Huari stations in the game, but there'll probably be no more than five at most.
- Tue Feb 16, 2016 10:43 am
- Forum: Ideas & Suggestions
- Topic: Playership speed, thrust, and turn rate
- Replies: 25
- Views: 16159
Re: Playership speed, thrust, and turn rate
Multiple weapon slots may be useful if you can hold down the fire button and change weapons while firing. Then you can fire a battery of howitzers or switch between a few of capacitor weapons, without allowing a full linked-fire system, which might be overpowered.
- Mon Feb 15, 2016 10:45 am
- Forum: Announcements
- Topic: 1.7 Alpha 1 Ready!
- Replies: 78
- Views: 957071
Re: 1.7 Alpha 1 Ready!
Burst fire weapons have inherent advantage against shields. The ALT could bring down any shield except a few of the strongest (maybe only the Kaidun and R9, counting only those that are reasonably acquirable.) in one burst with juice to spare. Collapsed shields generally have long cooldown. You coul...
- Sun Feb 14, 2016 6:34 am
- Forum: Bug Reports & Tech Support
- Topic: 1.7 Anton.. still a screw loose in there
- Replies: 9
- Views: 13937
Re: 1.7 Anton.. still a screw loose in there
I believe he's quite forgiving to the player. I pounded him badly with a Fusionfire once in an atttempt to use the momentum to break him out of his circling, before I thought of the engine. Got him 61% damaged and he didn't even mention it.
- Sun Feb 14, 2016 3:15 am
- Forum: Ideas & Suggestions
- Topic: Tweak to title screen display
- Replies: 7
- Views: 5234
Re: Tweak to title screen display
That's an efficient way to do it (Unless the missile jiggles too much in flight.) But how do we transfer the view from the virtual missile to the new ship? I imagine there'd be a small jump anyway.
- Sun Feb 14, 2016 2:47 am
- Forum: Bug Reports & Tech Support
- Topic: 1.7 Anton.. still a screw loose in there
- Replies: 9
- Views: 13937
Re: 1.7 Anton.. still a screw loose in there
You could blow up his engine. It seems his default speed and turning rate mean he'll keep flying in circle if he start approaching his target while not facing directly at it. Destroying his engine will upset that balance and allow him to break out of the circle. A solution to this bug would be to ma...
- Mon Feb 08, 2016 9:57 am
- Forum: Ideas & Suggestions
- Topic: "Boring" (high defense, low offense) enemies
- Replies: 42
- Views: 36407
Re: "Boring" (high defense, low offense) enemies
As far as I'm concerned, I don't think the player having advantage in their use of weaponry or equipment is a problem at all. The point of the game is that you're some kind of a unique hero. If you make every NPC as capable as the player with anything they've got equipped, it will be quite impossibl...
- Thu Feb 04, 2016 10:51 am
- Forum: Ideas & Suggestions
- Topic: Long term suggestion: Visual feedback of weapon performance
- Replies: 5
- Views: 3607
Re: Long term suggestion: Visual feedback of weapon performa
I think the laser hit effects just scale with the weapon's damage, right along with the beam effect. What we want would be scaling based on how effective it is on the particular armor it hits.
- Sun Jan 31, 2016 3:03 am
- Forum: Ideas & Suggestions
- Topic: Weapon balance proposal
- Replies: 60
- Views: 27154
Re: Weapon balance proposal
Oh, I really expect we will be able to continue in Part II with a save from Part I. If you choose to begin in Part II, I think you should start with no more than level 8-9 gears. Keeping equipment from Part I won't be necessary, but it would be an advantage justified by playing the game from the sta...
- Sat Jan 30, 2016 1:41 pm
- Forum: Ideas & Suggestions
- Topic: Weapon balance proposal
- Replies: 60
- Views: 27154
Re: Weapon balance proposal
I think that those late game weapons are meant partly to become more useful in Part II, if the game is to be completely continuous.
- Sat Jan 23, 2016 2:25 pm
- Forum: Commonwealth
- Topic: Why do the Curators attack the player?
- Replies: 26
- Views: 12927
Re: Why do the Curators attack the player?
The Huari exists for a very important reason: Their own questline.
- Sat Jan 23, 2016 2:17 pm
- Forum: Ideas & Suggestions
- Topic: Weapon balance stats
- Replies: 28
- Views: 13174
Re: Weapon balance stats
In the real world, too, you can attack a fortified base with a long range artillery or missile without fearing retaliation from it's garrison. But yes, perhaps it's not the most entertaining battle. Also, hit and run isn't more fuel-efficient than parking near the station and firing at it until it e...
- Sat Jan 23, 2016 2:05 pm
- Forum: Commonwealth
- Topic: Tracking rounds do not exhibit smooth movements
- Replies: 11
- Views: 6958
Re: Tracking rounds do not exhibit smooth movements
Doesn't the Smart Cannon also make use of thrusters to change the projectile's trajectory? I've always thought so, and thought it a pretty silly system for a kinetic weapon.