Author Topic: The SR Let's Play thread  (Read 53831 times)

Offline Whistler

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Re: The SR Let's Play thread
« Reply #135 on: January 30, 2018, 01:27:24 am »
[...]
Well, my skill level is still far from Misery's and I think the Paladin mech is slightly OP. But his weapons can be tricky to learn so I think it's not too bad. With a few minor tweaks I think it will be just fine.

In other news: The Paladin, berserker style (throw away shield, take a 2nd melee weapon instead), how fun is that?

I had trouble with recoil in the previous version, but stabbing everything in the face with reckless abandon works wonders after the rework :) . Actually, the shield might be a little OP as it can stunlock bosses. On the other hand, it is one of the harder mechs to pilot.

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #136 on: January 30, 2018, 01:40:03 pm »
Another Let's Play! But this time in french! :)

https://youtu.be/ka3wmRDO2UU

So, Logo might have a particular interest in this...who I think speaks french although I could be wrong.

Offline Logorouge

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Re: The SR Let's Play thread
« Reply #137 on: January 30, 2018, 05:37:38 pm »
So, Logo might have a particular interest in this...who I think speaks french although I could be wrong.
En effet. :)

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #138 on: January 30, 2018, 05:51:35 pm »
So, Logo might have a particular interest in this...who I think speaks french although I could be wrong.
En effet. :)

I'll take that as a oui! :D

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #139 on: February 03, 2018, 01:09:42 pm »
The conclusion of Ethervil's Paladin run:

#38 https://youtu.be/ap4FlGe4ygI
#39 https://youtu.be/RbWBURd4UAY

I thought this was a super interesting run. Ethervil was using the Paladin very well, and used a lot of game knowledge and preparation in order to be able to
Spoiler for Hiden:
perfect Terminus.
I don't think there were any gold floors in these two parts, but there were a lot of AuGMENTED familiars used: crystal beamer, bombardier, and the tactical advisor.

Now onto something that's been bugging me for a while -- maze rooms. You know those one tile wide mazes, the most famous being Ptarth's pacman room. As awesome as that pacman room is, I'm really just not sure that rooms that constricted work for Starward Rogue. The main problem is that one tile wide rooms are super awkward to fight in, as most of the time you end up losing shots on the walls -- and this is even after I've gone through and minimized all the wall collision hitboxes on shots. This makes it super tricky to fight enemies in these rooms. An extra problem we have, which compounds the issue, is that we don't have specific enemies for this room type -- whether a specific batch of enemies would help much, though, I'm pretty doubtful on. The only solutions I can see are:

1) Remake or remove the maze rooms.
2) Make the maze rooms enemyless room.

Number 2 solves the issue since walking around in the maze rooms isn't a problem, but fighting is a nightmare. There are no maze rooms on the gold floors, so this is just a base game issue. Anybody have any thoughts on this?

Offline Logorouge

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Re: The SR Let's Play thread
« Reply #140 on: February 03, 2018, 01:43:04 pm »
Number 2 solves the issue since walking around in the maze rooms isn't a problem, but fighting is a nightmare. There are no maze rooms on the gold floors, so this is just a base game issue. Anybody have any thoughts on this?
I really like the look of the Pacman room, but I hate fighting in it with the walls limiting attacks and next to no space to dodge. With the enemyless option, I guess the center space could be turned into a treasure cache. I feel like the other maze rooms could simply have a few spaces converted for breathing room and be okay.

Offline ptarth

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Re: The SR Let's Play thread
« Reply #141 on: February 04, 2018, 12:18:58 am »
I've been having the same feeling actually.

1. Local Guards have turned into nightmares.
2. Remove Local Guards from the maze rooms, or cast out things like Ambuscade. The ability for enemies to fire through walls is those sorts of rooms is harsh.
3. In general, all future rooms should have a minimum of 2 tile wide corridors.
4. Almost all enemies should be given a 0.50 to 1.00 delay to system activation on room wake.
5. When I first made the rooms there were more "dumb" enemies, e.g., cardinal movers. The enemy mix is now heavily shifted towards pursuers which makes it much more frantic.
6. I'd argue for some minor touch ups on enemy composition and then future increase of the room pool to dilute the mazes instead of complete maze revamps.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Draco18s

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Re: The SR Let's Play thread
« Reply #142 on: February 04, 2018, 01:24:15 am »
What we really need are enemies in the "maze" category so we can actually USE said category.

Offline Misery

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Re: The SR Let's Play thread
« Reply #143 on: February 04, 2018, 10:28:32 am »
What we really need are enemies in the "maze" category so we can actually USE said category.

Yes.  Perhaps that's a thing to do now.  It had always been one of those "really low priority" things.   Also I forgot about it completely.

I have a couple of concepts I'd like to try out here as this category of enemy goes, now that I'm thinking about it.  Generally any enemy in said category will be a bit on the simple side (and with movement where they dont float in one spot like morons).

Offline Draco18s

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Re: The SR Let's Play thread
« Reply #144 on: February 04, 2018, 12:44:54 pm »
Movement isn't really the problem IMO, its that patterns are either:
  • utterly harmless because they don't go through walls and you can pop the guys.
  • Or the patters are infuriatingly deadly because they do
  • Or the patters are infuriatingly deadly because the enemy is sitting just around a corner and their patterns are kind of long-range-y, space filling, and frequent and there isn't a moment you can really juke in and attack

We need some sort of middle-ground. Attacking through walls isn't really the problem, but more that it's the way the projectiles fill space.

Offline Logorouge

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Re: The SR Let's Play thread
« Reply #145 on: February 04, 2018, 01:01:59 pm »
So, to stay in theme, will we have an enemy type that's a mix between the pacman ghosts and a bullrush? Because I think I would like it, if used with moderation. :)

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #146 on: February 05, 2018, 08:19:21 pm »
#40 https://youtu.be/HyQiUXwO8nA

A Zephyr run from Ethervil featuring a couple of consecutive gold floors. Of particular interest to Ptarth would be that Reanimator makes an appearance. That's the first Reanimator sighting I've seen in a Let's Play so far,  I think.

As for the maze room enemy stuff, yeah, the only type of enemy I can really see working is a super weak pursuer style thing (with pathfinding) -- although is it even worth creating those enemies? There's always going to be the fundamental issue that 1 tile width makes shooting very awkward.

Offline ptarth

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Re: The SR Let's Play thread
« Reply #147 on: February 05, 2018, 11:46:07 pm »
I watched it. Invader also shows up the floor after.

Ethervil is pretty good and the Zephyr mech damage boost is pure cheese ;)
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #148 on: February 15, 2018, 09:19:40 pm »
Another Ethervil run.

#44 https://youtu.be/VEy8-xqLN1g

An interesting run featuring what is I believe the newest of Logorouge's mech mods -- The Blacksmith mech Grimm! Lots of gold floor stuff in this one.

Oh, Ethervil also attempted a couple of Hard runs in previous parts:

#42 https://youtu.be/4Sx7NmvmtMk

#43 https://youtu.be/WMsQSMcUE5o

Which were a bit...ouch! But that's pretty much to be expected on your first attempts at Hard mode.