General Category > Starward Rogue Alpha Discussion
Augmented Alpha feedback
Logorouge:
--- Quote from: Pepisolo on August 13, 2017, 08:15:28 pm ---
--- Quote ---Alien Eggs (explosive blocks): Don't disappear after room victory but when shot, the explosion doesn't happen.
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That's weird, is that new behaviour? Those haven't been touched so I'm not sure what's going on there.
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Before, the eggs were removed on victory, leading to some in-the-way bombables blocks being left without on-site explosives. Now, they stay after victory but their explosions are negated I think.
--- Quote from: Pepisolo on August 13, 2017, 08:15:28 pm ---
--- Quote ---Double missile module: Awkward. Recommend a missile lifetime greatly reduced or explosion on impact with walls. -See "Double Missiles" image for awkwardness.
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The missiles sticking in walls behaviour? I think this actually works ok, but I need to rebrand the module as sticky missiles module or something. This was after testing a while back, though. Keep me posted on if the module grows on you or not.
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The behavior itself is ok and fits quite well for sticky missiles, but the missiles just hang around for so long after the fact that it kinda feels weird.
--- Quote from: Pepisolo on August 13, 2017, 08:15:28 pm ---Goldenwolf created this familiar so I'll ask him about the fuse. I'm not how sure he even did that, heh.
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I don't know, but it made this "old" Bomberman player really happy. :)
Pepisolo:
--- Quote ---X1_MinibossLargeQueenWhite (room): Fire Queen miniboss used ice?
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Not sure on this. The display names were wrong so maybe that caused the confusion. Corrected now.
--- Quote ---Alpha Mech: Alpha Ray, So strange, can't tell if strong or weak.
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We wanted the weapon a bit weird because of the protoype angle. It's probably not weak, although it might seem like it. The weapon is piercing so I probably did set the raw damage a bit lower than other starting weps, though. (checks) It actually has a solid DPS of 70 for a starting weapon. 60 is the base DPS usually. So 70 with piercing should be fairly strong for a starting weapon. Although for some starting weps like the flamer we just throw that baseline out the window, heh.
--- Quote ---Kaiser Komando (energy weapon): Grenade cancel bullets? Charge weapon system (tap or hold, warning light) is excellent. Slightly too cheap energy cost for the power?
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Good spot, I was almost tempted to leave the bullet canceling effect since it's not as bad as having it on a main weapon, but you could probably still stack a bunch of energy and become almost invincible, so I removed it. Also increased the energy cost of the Kaiser a bit.
--- Quote ---All in the wrist: Can still destroy missile blocks?
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I can barely remember, but I believe that I removed the Heavyweight perk and moved AITW to a later perk slot, but kept the missile block destruction, yeah.
--- Quote ---Workhorse Sentry: Keep firing after Backfire boss was dead.
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Fixed that now, just set it to OnlyInRange rather than AllTheTime firing timing.
--- Quote ---Just awesome: ...
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Nice to hear you like all that stuff! :)
--- Quote ---To avoid making Mantis about as useful as Steam's frontstore page, I'll probably stick to my usual forum format for feedback.
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Works for me!
--- Quote ---Tested a little more about the chakram. The weapon is way too overpowered. It costs only 10 energy, has a fast attack animation (easy to hit faster enemies), pinpoint accuracy, deals huge damage (tested it on multiple enemies, most die in 1-2 hits) and can hit enemies twice. Also, bounces on walls. I think you should increase the energy cost to 25, so players have to put more thought into it, when to use. I could simply spam it in rooms and wipe them.
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I'm going to take it a bit slow with some of the tweaks (energy weapons especially), so I've upped the cost to 15 energy for now. Still a pretty big nerf.
--- Quote ---Gas pistol. Sounds nice, damages nice, accuracy nice, animation nice, after effect not so nice. The toxic cloud is way too big and covers way too much of the screen. It's hard to see any shots, both yours and the enemie's. Add more transparacy to the gas cloud.
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For the next build the spread and duration of the gas has been reduced a bit. Thanks!
--- Quote ---New harrier bosses are really painful to battle in close range because the spread attack in the first phase is very hard to dodge. There is so little room between poison/ice/fire trails when they start to fire out at high speed. At longer range it is no problem but at close range it's a pain, so it depends on your style of weapon, how effective you are against them.
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The on transform attack you mean? If you're standing at close range you'll probably get caught, yeah. I think at mid range you have a fair chance to be able dodge it, though. I'll keep an eye on this one, and if necessary I can perhaps slow down the attack or create more space. I think I'll wait on a bit more feedback first, though.
--- Quote ---Double Bounce Laser is a really cool weapon. the sound is not. It get's annoying really fast because he plays it after every shot.
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I've reduced the volume a bit for now, plus a couple of tweaks to the sound. Additionally, the sound didn't have variants, so I've added a couple. If that doesn't do the trick I'll have to try and get a new SFX for that at some point maybe.
--- Quote ---Penmumbras Shuriken can clip through walls if you stand directly in front of it, so you can effectivly shoot through walls. Don't know if this is intended since its a ninja themed mech. Haven't heard however of ninjas that can shoot through walls. When I mean walls, I mean the small block walls that should block your movement and shots normally.
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Can you physically shoot through the walls? I tried to recreate it but I didn't seem to be able to shoot through walls. I'll keep an eye out for this, though. If the shots only clip into the walls a bit, that should be fine.
--- Quote ---Edit: I almost forgot the most important aspect. i walked into a health storage and it was filled with a double flame thrower turret. Whoever thought this up, screw you. when I use a keycard, I want a reward for it, not a trap. You can put something liek this in Misery difficulty but not in normal.
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That's weird, I don't recall that room! (checks) Oops! That seems like one of my test rooms that was meant to be taken out, heh. Sorry about that! Hopefully that won't be in the next build, unless it manages to sneak its way in somehow....doh!
Oh, one more thing. I reduced the timer on the Bombardier bomb to 3 seconds (Goldenwolf showed me how the fuse works!).
TheVampire100:
Ion shot module is very strong with fast firing weapons. I tested it with the primary weapon of the Alpha mech and you caan almost immobilize enemies. I think this would be an issue with other fast weapons (flame tank mech) as well.
Logorouge:
--- Quote from: Pepisolo on August 14, 2017, 01:39:06 pm ---That's weird, I don't recall that room! (checks) Oops! That seems like one of my test rooms that was meant to be taken out, heh. Sorry about that! Hopefully that won't be in the next build, unless it manages to sneak its way in somehow....doh!
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That reminds me, I found another test room left in the normal room generation. Just a row of turrets and a wall of indestructible blocks. Luckily the boss was in a different path so I didn't have to restart. CNT_TurretTest (screenshot attached)
Pepisolo:
--- Quote from: TheVampire100 on August 14, 2017, 04:15:04 pm ---Ion shot module is very strong with fast firing weapons. I tested it with the primary weapon of the Alpha mech and you caan almost immobilize enemies. I think this would be an issue with other fast weapons (flame tank mech) as well.
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Yeah, a bit tricky to balance time dilation stuff. Let's just keep progressively nerfing those type of things until they feel right. I've put a bit of a nerf in for the Ion Shot Module.
--- Quote ---That reminds me, I found another test room left in the normal room generation. Just a row of turrets and a wall of indestructible blocks. Luckily the boss was in a different path so I didn't have to restart. CNT_TurretTest (screenshot attached)
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Doh! I'll make sure to get rid of that for the next build. Cheers! (I moved the room to TestOnlySquare)
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