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The only suggestion that I have is that you kind of have to guess what you will win on the campaign levels because there is no description. Other than that great game!!!!!
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Just so you know people unfamilaer with the old games may take awile to figure out how to equip new equitment I kinda like the old system of you have X slots with the options lined up beside them. something like this might be usefull [not at all nessacary]
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Suggestion: Since buildings have a purple progress bar letting you know when a ship will be completed, could turrets have the same feature? Mostly Im sometimes curious of when something large like Mjolnir is about to fire.
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Is there any way to know what type of weapons (plasma, missile, blaster, cannon, laser, etc) a certain ship or turret has? It would make coordinating tech much easier. This could be in or out of game.
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Suggestion: The upgrade feature is great, but I would like a change made to it. Instead of removing anything which has already been upgraded/modded already, it can still be chosen for the upgrade but any existing upgrades/mods are removed before the new random one(s) are added. This gives us much greater flexibility when we earn/buy ships.
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Do miner and engineer fighters have limits on how many of them are produced by a bay at once? I seem to notice a limit of 2-3 miners per mining bay.
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Suggestion: When you already own one copy of something, say the basic fighter, could you offer us the chance to clone it? This way if we want to upgrade something and we are not happy with the results, we still have a chance to have the unmodified version which we can repeat the process with.
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Another random strategy I like to use for Flank battles or drawn out battles is to spawn several Grendels (medium ship) at the same time. I might be crazy, but I think they can destroy projectiles coming at them. If you do a simultaneous spawn its a good way to get through some impenetrable turret fire. Also, finding a medium ship with long range (Spartan, Minotaur, Scorpion) and that will help you get through laser front lines and a barrage of freeze rounds. Having small fighters and other mediums are suggested to counter other enemy mediums and capital ships.
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Here's the strategy that I use for duels:
If you've got Sapphire (fighter) you can put down 2 of them at the beginning of almost any duel and win. 2 Sapphires are will keep the enemy at bay (or even sometimes win the level), and in no time you'll have enough energy for a 3rd Sapphire. At this point its game over, because any more is overkill. This strategy works WITHOUT technology, and adding it (especially Repair Organ) makes this feel a bit like overkill. Further, if you're given more than 500 starting energy, the duel become a joke, because all you need are 3 Sapphires to win quickly. Spawn them with a little gap between each and they will destroy enemy fighters and continuously attack the enemy base.
This strategy can be used if you stay out of fights in scrimmages, build up energy, and then spawn a ton of Sapphires with some double blasters. Piece of cake.
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protip: everything stack, example, 2 tecs that give 5% faster build means 10% faster build. however, if your ship have force rounds, and you equip something like neutron hounds, the ship will NOT fire neutron rounds.
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Suggestion: When you have selected something to build could the available grid appear? Also, if you are waiting for a resource could the spot on the grid appear a different colour then red or green?
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Suggestion: Could the items have some limitations on what mods are applied to them? For instance having the constructor with a firing increase doesnt really do it much good.
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suggestion, increase the fighter bay to 50, make it produce a piranha by default, reduce price of fighters by 15(energy), so it makes the game more dinamic.
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@daqqan wow! i can't believe it! level 17 and you STILL getting those crappy ships as reward! dammit cw, you said advancing levels would increase quality drop rate!
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Level 17, 1600+ difficulty, and everything dies with the exact same strategy, over and over...
http://prntscr.com/2yqivm
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Suggestion: Since buildings are clickable, could information be added. Such as how long they are going to be affected by status effects such as corrosion?
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Suggestion: When there are exact duplicates of something, why not have the tiles stack in the store? This helps us know if ships are the same. Also, could the stuff that is currently equipped be removed from the store?
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Suggestion: When you build any shipyard why not have a low level basic version of a ship come out. Say the fighter bay starts off with the basic attacking fighter and up the cost to build.
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I know the slower gameplay comes with slower resource generation, but the beginning of the game shouldn't take a few minutes. Please increase the initial energy generation like by about +4 to help speed up the beginning game slightly.
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guys, i found a good strategy, you will need miner and processor, don't build extrators, only miners and processors, save your resorces, them make a captal ship, that should be enough to win most levels, make sure you have a strong turret to defend against fighters, i recommend laser.
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Awesome game, thank you very much! May we please have a deactivation toggle for processors so they don't drain energy at the wrong time? May we please also have greater rewards for multiplayer victories? A few credits isn't enough. Maybe a platinum piece or a random chance at one of the items which the opponent used against us. Also a leaderboard with daily platinum rewards to top players would be nice.
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Couple things i noted:
1. Add confirmation to selling things
2. Highlight or forbid selling of equiped ships/turrets
3. We could use some explanation for added mods
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those reactors don't produce enough energy, that makes the game slow, also, does the alien infection start with more resorces or something? i'm on level 2 and already at the 114 difficult, the aliens are overpowering me.
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really? i know its just beta but really? you brough metal back, instead of rely only on energy; small ships are useless, can't produce enoughresorces/high price, games is slow, really, the 2nd one was WAY better, much more fun and dinamic, and better AI.
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so far there are only a few big problems with the game. these include the lack of power in small ships (you could win missions in oe1 and oe2 with just small ships), the high cost of everything removing any chance of large fleets. these two combined mean that most of the game is focused on getting to the big ships first with little use of small ships. this could be counteracted by reactors, however they give only a very slight boost for 150, a high price. other than that, turrets seem to do ridiculously well on small ships, but are almost disposable on mediums and large. and finally the ai is a pretty weak as having two double turrets can hold off the enemy for up to the first five minutes. finally it would be nice if the shop sold ships that were not available regularly and would say so. Thanks for the beta and hope it improves!
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this seems a lot slower paced than the first two, which means the start of most multiplayer games are just a few minutes of staring until resources are collected. also reactors need a big buff plz
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On first play I noticed that when you pause the game to build structures it only allows you to build one, and it does not appear until after you unpause. Is this by design?
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#First
At long last! Been looking forward to this game for what seems like a year(or has it been one already). Thank you for the release, beta or not.