Recent posts by NarfiNarf on Kongregate

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Topic: Redshift / Save the Cannons!

the fact that i could do s76 with a single nemesis squad is reason alone that it annot go back to that.

The battles are muich better when they are harder. Base still need the next buff though. Still weak against a decent fleet.

 
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Topic: Redshift / Save the Cannons!

Cannon fix made the battles way more enjoyable for me.
Leave them as they are. They are still pretty strong considering u can almost double a lvl 100 immortal dps with them.
(nem and argo got around 66 dps i think it was at 100, while cannons can add 54 dps for them)

 
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Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

u do realize that that would alos mean that almost all the sector 100+ titans would 1 shot one of ur host most of the time.
I could accept the titans not targeting the closest enemy, but a straight target host for them is a no go.

 
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Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

Originally posted by Blackat:
Originally posted by NarfiNarf:

i dont have much to add, but agree on everyting.

Another problem why Especially Argo and Titan are so useless atm is the Firerate combined with the targeting system (as its working for a whole squad at once)
if A: Especially titan shoots would travel faster
and B: Each Host, each Escort and each squad of Interceptors would have there own target nearest target routine, it could change alot to make them more useful as escorts.

It would allready be a blessing if titans would ignore interceptors as targets ;)

or at least set up to do so :)

if u would set slow firering ships to ignore interceptors, u would reduce there usefulness way to much.
The problem aint that Titans shoot at interceptors, but that titans shoot and by the time the shoot gets there, the intereptor is already dead for 5 seconds cuz the whole squad targetet the same one.
If the titan shoots at all when its set as escort.

 
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Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

just thought about the possible red escort bonuses again.
OVerlal i think they should not be that strong and stackable that the whole escorts would be reds. I would like to see axioms and Liberators to stay useful in some combos.
An example with the suggested titan change to crit dmg.
If it would be fleet wide and 20% more crit dmg for a lvl 100 titan and it would be capped at 100% extra dmg, u would only want 5 of them, leaving room for other ships aswell.
Id like to see other fleet buffs work in the same way, or if they get stronger squad based buff, then 1 should be enough to cap it at lvl 100.

Titan with Crit dmg and Argo with life leech sounds good and unique compared to other buffs in the game
Cyg and Nemesis should be diffrent though, id like to get something more unique to those rather then the suggested plate, dps or somewhere i heard dodge.

Nemesis could be a Attack Speed or Projectile Speed (including the buff/heal stuff) buff, essentially dps aswell, but u could set a cap on those without blocking it with the red captain passive.

Cyg as a tanky ship could have some sort of absorb feature, either taking the dmg the host would take at a reduce ammount, or from the whole squad including interceptors.

 
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Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

i dont have much to add, but agree on everyting.

Another problem why Especially Argo and Titan are so useless atm is the Firerate combined with the targeting system (as its working for a whole squad at once)
if A: Especially titan shoots would travel faster
and B: Each Host, each Escort and each squad of Interceptors would have there own target nearest target routine, it could change alot to make them more useful as escorts.

 
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Topic: Redshift / V2.4 OFFICIAL RELEASE NOTES (IMPORTANT STUFF, ALL PLATFORMS)

to have it posted here aswell.
Fleet Dmg from legendary crews dosnt seem to work either, or if its split through the whole fleet like boredom said it would be pretty pointless.
Granted just adding 150ish bonus flat dmg to every ship would be overpowered.
Tested with Liberator and Axiom in Sector 16.
With or without crew, both needed the same ammounts of shoots to kill the Axiom enemy in there in all trys.

 
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Topic: Redshift / The memory leak is still alive and kicking

i do have a pretty weak laptop where i notice the memory leak rather fast.

After mondays patch it was better, but now it has gotten worse again for me.
During the weekend there was some theory that the ships weaponry would cause some memory leak.

I dont have a second fleet yet to test it, but based on all the new weaponry i bought and that the memeory leak seems to be worse now, i could see this beeing true.

Maybe worth checking into.

 
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Topic: Redshift / Planetary raids issue

heres what Clip said about planet raids yesterday, or rather how i understood it as i cant recall the excat words.

-Planet Raids difficulty depends on ur Elo (fleet raids)
-Planet Raids only upate the fleets like once per day (personal observation)
-Planet Raids only update the fleets to something new if any of the 3 available fleets has been killed since the last check. And only fleets that have been killed would change.

essentially that means that on the first day u might farm a grey lvl 1 alot, while u possibly raise ur elo during fleet raids (not sure if planet raids increases elo aswell)
So when the game checks for the difficulty on day 2, it might spike out to high, especially if planet raids increase the elo aswell and it was farmed alot the first day.

 
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Topic: Redshift / Feedback on Pirates

So the pirates have been there for a while, but now we have the reward aswell. Time for a little feedback :)

Im a bit torn apart on them to be honest.

Pro:
-Sometimes great rewards (understandable that they cant drop nanos/credits each time)
-They spice up base farming
-Slowing down base raids due to keeping hosts undeployed to deal with pirates flanks.

Cons:
Major:
-I realy dont like that the FLeet Raid elo is used to decide there strenght. There have been to many ppl getting Pirates twice as strong as there own fleet, or even more and that after a part of the fleet is already in chaos from the base raid. I would realy like to see some other mechanics used here. Something along the lines of a certain fleet strenght based on the CC level. It would make more sense for me to have weak pirates near a weak base that they wanted to plunder, while a big base is more likely to attract a bigger pirate fleet.
Minor:
-There are so many Raids without them :/ I think im at something along the lines of 1 pirate in 50 base raids.
-The repair times they can force upon u, especially when one ends up facing a way to strong pirate fleet can be rather anoying for some player.
-Rewards should scale with pirates FP. A 200k FP pirate fleet rewarding 200 nanos or 10 credits is awesome, but then u run into 450k+ FP and only get 100 omega/prime matter with a high risk of loosing atleast some hosts.

feel free to ad dur feedbacks/opinions. :)

 
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Topic: Redshift / Odd bug

bug did hunt me down aswell, and this day was going so well :)

 
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Topic: Redshift / Fleet Deployment

I would like a Pause button aswell.
Giving us to much controll of the battle itself would probably not very good, cuz if we could simply tell our ships to target the host ships, many battles would be to easy and interceptors would lose alot of usefulness that the current targetr nearest enemy system gives them.
Would be enough for me if the following would be added:
-Hotkeys for captain ability and maybe ship abilitys
-Option to deploy the whole fleet with 1 click/button press.
-Option to realy set our spawn order. The rarity/level system that there is now is alot better then the old one, but especially with the burn on lowest level, this is changing way to much for me :)
-a slight improvement to the collision detection and/or a better AI for ships not beeing in range to look for a way around rather then pushing the ships infront further and further into the enemy.

other stuff such as bigger battlefield, heck maybe even obstacles in the battlefield would be very intresting aswell as the ability to set other formations then just the default V formation for our fleets when they are used in fleet raids. But all that is extra content that can wait till the core mechanics are solid.

 
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Topic: Redshift / Crew that add XXXXX to fleet

made a little test aswell about the dmg bonuses.

Used a single Liberator without escorts or intereptors.
Took the Axiom in Sector 16 as target.
-First Setup:
No + Fleet dmg Crew – 4 Seconds to kill the Axiom
-Second Setup:
4x Crew with + Fleet Dmg (total of:around 330 fleet dmg) – 4 Seconds to kill the Axiom
-Third Setup:
4x Crew + Mayflower Escorts (+19.4 dmg to host) – 3 Seconds to kill the Axiom, but the mayflower shots kill it almost half way befor a single Liberator Shot arrives.

Result for me: Neither Crew with Fleet dmg passive nor Mayflowers Dmg bonus seem to add anything for the liberator.

 
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Topic: Redshift / A Full Game Evaluation by Kraz

I must say, very nice Post Kraz, and i agree to pretty much everything. Good job pointing out the Goods and Bads.

A few Notes from myself (a decent fleet but not many immortals)

-Farming/Burning
Farming itself is fun, as far as u can call grinding fun ofcourse. The thing that is rather anoying is burning the crapload of loots (its nice to get a smuch though)
As i understood it, the current solution is a bandaid till a better autoburn is in place (hope i didnt got clip wrong on that)
As a bandaid it an stay almost like it is with a minor adjustment.
Split the Burn Item popup/option into 3.
-Burn to Host
-Burn to Escort
-Burn to Captain
Each could remain to target the lowest level, and i guess since the basic coding for the mechanic is in place, it hopefully wouldnt be much extra work.
For the long run however im realy hoping for an Auto Burn option where i can select where i want my Ship/captain/EXP token loot to be burned at, and up to which rarity it can autoburn.

-Limited Inventory
This might be a temporary problem untill an auto burn feature is added, but at this point the limited inventory and the fact that we need it to store everything realy limits our options to try diffrent crew builds etc. As parking several crew members there already is pretty anoying when u want to grind.
Atleast taking out the recruited crews out of there would be nice to give us a little more freedom while we wait for the autoburn feature.
I also sugegsted befor that inventory spots should be buyable with Carbon, but i guess there would be no need for that if the autoburn feature is added.

-Victory window when entering the base and the Repair/damaged fleet info befor each battle.
Sure they are helpful in the beginning, but they soon become insanly anoying.
I rather have the fleet page show the correct health/repair times etc instead cuz i realy dont need a reminder about a damaged ship befor every godamn battle, especially since we can always leave a battle again.

-Quest while farming
Especially with a better burn feature, it might be good to give some infos about a finished quest on the victory/loot screen.
Alternativly the Plat token mission could count towards the next one even without beeing completet.
the Dailys with 1, 10, etc. Fleet raids and such do continue to count even when u dont take the reward, maybe the Plat token quest could be made to work like that.
20 Wheel Spin mission would be nice to overlap aswell. When doing many spins u always loose the extra speed when going to finish it.

-Loot and RNG/Luck
Personally im decently satisfied with my current fleet, ofcourse more reds would make me even more happy but what i have is already nice. BUt there are other unfortunate ppl out there who cant get there hands on anything decent while other get a Red on there first few missions.
I dont want more loots or something, but i think many ppl would be happy if there was an actual way to play and work towards a useful ship etc. It should take hard work and definatly should NOT be easy. And should get harder with everything u earn this way. The cold matter doesnt qualify very well for that since theres no actual way to farm it at any decent speed.
I wouldnt mind spenidng 1 billion carbon for a red for example, which we should be able to buy into in smaller ammounts due to limited storage.

-Base/towers etc.
It definatly needs some work to balance this no doubt.
a Few ideas to add in general, without thinking about the balance.

-Buildings should prevent fleets from spawning right ontop of them and a small area around them (like 1 building slot or so) OR alternativly u could add special buildings to prevent the fleet spawning around them which increases range while u upgrade them. Having multiple of those available would add some extra strategy in base building.
-A New Building where u can Set a Host Ship+Escorts/Interceptors into Station which then would join the defense fight or would patrol the base sector. (random or on a path we could set)
This ship would not be available to be used in a fleet while it is in station for a defense.
The upgrades for this building could allow a higher FP for the defense crew stationed there so that at first u can only station a small Blue squad, while higher lvls allow a full red squad.

i probably add a few more soon when i think about them :)

 
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Topic: Redshift / Crew that add XXXXX to fleet

im still for an extra details window on ships, escorts and interceptors that show us alot more of the stats we are intrested in.
The stats with all the buffs from Crew, Escorts etc. aswell as the basic stats it has without any buff effects.

 
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Topic: Redshift / Crew that add XXXXX to fleet

worried about that aswell.

i was actually happy to have 4x legendary crew with fleet dmg, but i dont realy notice much of it, (2 of them i just got today and nothing changed)

these bonuses on crew and escorts sound insanly good, but they dont seem to add that much which is realy confusing.

 
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Topic: Redshift / Storn's Bug Thread

Had a Pirate fleet trigger after a base raid, but after the messages there was no pirate fleet anywhere and i couldnt surrender and refresh the game.

 
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Topic: Redshift / We need more use for Carbon

Right now the Carbon seems almost useless.
Especially with these endless Command Center Upgrade times during which the Carbon has no use at all.

3 Ideas from me (and everyone welcome to add his ideas)

-Allow us to shorten upgrade/cooldown times with Carbon.

-Add a market to trade Carbon for matters.

-Allow some of the Credits option to be used with Carbon aswell, like inventory upgrades or Wheel spins maybe. Or allow buying Credits with Carbon directly (but that last part might be abuseable)

 
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Topic: Rise of Champions / Rise of Champions - Player Ideas/Suggestions

Improving the AI fights:

Seperated Skill Bars for what ur AI should use.
Possibly some option of how ur AI should behave (Buff, dont buff, attack weak/strong etc.)

With that and AIs beeing a more intresting fight, if ur AI wins a fight it should send u a little reward.

 
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Topic: Rise of Champions / Speed is OP

im lvl 17 and almost all the pvp fights i get into, are decided by who can act first.

and as long as battles only last a few turns befor beeing decided, speed/acting first will play a big part in winning or loosing.

 
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Topic: Rise of Champions / Suggestion thread

-option to sell/salvage items right from the Chest opening window. Less danger of accidently selling the wrong item :)

-Option to send ur party onto expeditions. Blocking fights for the duration but saving the gold cost. (to have something working for u while offline)

 
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Topic: Rise of Champions / Guild recruitment

kong6901324

currently lvl 12

 
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Topic: Cyberpunks vs Syndicates / Daily Reward Combination Thread

NarfiNarf is sharing their Daily Reward Combination: 31425! Use this combination from Alcatraz before it expires on Dec 11 at 2:06 AM to receive: 1 Electrum.

 
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Topic: Cyberpunks vs Syndicates / Daily Reward Combination Thread

NarfiNarf is sharing their Daily Reward Combination: 53124! Use this combination from Alcatraz before it expires on Dec 9 at 2:04 AM to receive: 1 Electrum.

 
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Topic: Cyberpunks vs Syndicates / Daily Reward Combination Thread

NarfiNarf is sharing their Daily Reward Combination: 32415! Use this combination from Alcatraz before it expires on Dec 8 at 2:02 AM to receive: 1 Electrum.