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Idle Raiders: Second Run

Play Idle Raiders: Second Run

Jul. 01, 2018

Rating: -5

I don't understand why a "successor" was completed from alpha to release but the original is still in alpha...oh wait a second...this one is monetized! Seriously, how did I miss that? The button for the real life money shop even has a blinking green light on it! I understand this game has the potential to be something great, but this feels like the main goal was to make money. I have serious doubts to whether either game will reach their full potential because of it.

Astrox

Play Astrox

Apr. 25, 2014

Rating: 2

Kinda posting a lot but I noticed something odd with lazers, now that the chat can scroll down I noticed my lazers are missing almost 100% when I'm at 100km away trying to snipe pirates, but gain accuracy when I get closer. I find this odd since my Battle Cannon with flak ammo seems to hit just fine at that range as long as I'm running away in a straight line. More importantly though: while I was checking the chat, my game lagged hard. Perhaps the text that is not showing is building up off screen?

Astrox

Play Astrox

Apr. 25, 2014

Rating: 1

elShoggotho I have a stratagy that might help you with the higher levels. Jumping the system from a nearby system will help you from getting slaughtered from out of the gate, but once you get there, head to the station and give this build a try: all Momoguru Navs, all Battle Cannons with flak ammo and all engine mods. I found I can just stay at about 120KM away from the ships at all times and just snipe then without taking any damage. I used this build back at 41 so with 42 you might even want to give lazers and the new mods a shot.

Astrox

Play Astrox

Apr. 25, 2014

Rating: 0

I like what you did with Lazers to balance them out, but an odd thing happened. My old Battle Lazers have the old stats, 7.5 energy/125 damage/7 cooldown. I also checked to see if the text was accurate by using both and my old lazers really do have the old stats. With 30mil credits I can't say I really care, I just found that odd.

Astrox

Play Astrox

Apr. 24, 2014

Rating: 0

Mods that increase damage are a great idea to me, but I did some math to decide which weapon to use, the battle cannon or battle lazer, and even with all 6 of my mod slots with +5% lazer damage, the battle cannon won using flak ammo. The Cannon does 100 base + 15 ammo and /4 from recharge for 28.75 DPS. the Lazer on the other hand does 125 base *1.3 for mods /7 from recharge for roughly 23.21 DPS, but I know that the cannon costs money because of ammo which isn't even always available. I do like doing math though! Also a suggestion: I know you have a ton of other awesome ideas your probably working on, but would you be able to lower the reload time of all weapon systems? It's kind of a drag to me having to wait for your weapons to recharge for so long. I think it would be more fun to have a faster weapon with the same DPS from a visual perspective.

Astrox

Play Astrox

Apr. 22, 2014

Rating: 1

I wanted to wait till the new build was out to mention this in case it fixed it already, I have "24324818" dollars, and it shows up correctly in game but when I go to load the game it shows my dollars as "$2.432482E+07". Also I was curious if you have inversion control for both axis and a button for toggling auto save on/off on your list. Keep up the good work! We all appreciate it.

Developer response from momoguru

ill fix that :)

Astrox

Play Astrox

Apr. 20, 2014

Rating: 2

Been playing this since the build was one digit and it just keeps getting better, although I do have a few suggestions. I like how you can organize your equipped modules but I think it would be awesome to be able to organize the unequipped ones as well. Also I'm all for a setting to select inverted/non inverted controls for both axis. Lastly, since this game was inspired by Home World, when are you going to release the Mothership to purchase or since I noticed inmate ships running around, a Salvager? >:D You know they're the two most important ships in the game!

Astrox

Play Astrox

Apr. 10, 2014

Rating: 1

The reverse glitch is definitely because of the multiple cargo holds. I tried using the transport carrier with 4 cargo holds and I was reversing to -100 when I tried to manually adjust the speed every time. But when I dropped the multiple cargo holds for just 1 I didn't have the problem again. I also noticed the cargo holds have a brake debuff modifier. Perhaps taking it off completely will solve the problem? Until it's fixed, I strongly suggest equipping only one.

Astrox

Play Astrox

Apr. 09, 2014

Rating: 0

I'm really liking the stacking for the cargo holds instead of requiring shield and plating, after all I'm farming in an area that I've killed all the pirates. I do miss having more slots though. Also I'm having the problem with moving at -100 speed, I have 4 cargo holds equipped if that means anything.

Astrox

Play Astrox

Apr. 07, 2014

Rating: 2

Alright, I found a way to use the new ammos. It seems they work kind of like the pirate officers, you need the "Projectile ammo" in storage to use "Flak ammo" and you need both to switch to "Sniper ammo". Same goes with the new missiles, you need both the normal missile and the missile x1 in storage to equip the LR missile.

Developer response from momoguru

i fixed the ammo cycling bug in build 29a

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