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  1. Infantry Combat

    Depends on how the movement mechanics are implemented and if there's a pro/con to going for additional movement vs other things. Could have standard movement, very agile movement while giving up your backpack slot that can give you other things, very slow movement while giving up your backpack...
  2. Starbase Progress Notes: Week 25 (2020)

    What's wrong with the run speed, out of curiosity. I haven't been invited yet.
  3. Infantry Combat

    There is some sort of non-lethal Arc Cannon planned. They showed it in a few of the trailers.
  4. Infantry Combat

    I shouldn't have said trivial. That was not what I truly meant. What I meant was that there are many levers to balance on between two high rof weapons. There's much more to it than just firerate and then I listed many things that could be done to balance between them other than money. The...
  5. Starbase Progress Notes: Week 10 (2020)

    Hmm the mining hose is really interesting. I wonder if we'll get something like this to extend piping and wiring over joints or others bendable connections.. Such as for trains
  6. Infantry Combat

    I agree with everything you say except dps neutrality. Slow firing, high burst damage weapons should actually have lower dps than high rof weapons. Reason being that you can get more damage out per time exposing yourself rather than per second. If you stay fully exposed for the whole time...
  7. Infantry Combat

    I played Ace of Spades before jagex ruined it. I didn't know the original was still around, thanks for pointing that out. I'll have to find it and see if anyone still plays. What I'm describing won't be anything like those games. In fact, Starsiege: Tribes has a massive focus on bases and in...
  8. Infantry Combat

    Well it seems like many of us want very different things. I don't want it to feel bouncy like quake... Tribes is a very different feel... But it's still more counterplay focused. You don't win a fight just because you took the first shot and forced them into cover. You can actually battle each...
  9. Infantry Combat

    This is a very valid concern... However, the game already features fully projectile based guns which is typically a networking issue as well. It's definitely something to take into consideration when testing and designing the feature though. I do think it could work despite this possible issue.
  10. Infantry Combat

    I definitely agree. It's a fine line to balance around. I always favor fun smooth gameplay and will adjust lore to justify mechanics if possible. If it's not possible to get them to work together smoothly, I usually take a step back and try to see why. The big anti ship weapons should...
  11. Infantry Combat

    I 100% agree. This was pointed more towards future changes as the game develops. The developers have FAR more important things to focus on right now for the kind of game it is. They need to get all this netcode and simulation tech being tested on a larger scale first. This is what I'm going...
  12. Infantry Combat

    That's a fair point of view. Instead of a lighter model (because dying in one shot will never be fun). It could possibly be a backpack option that takes up space in the backpack, preventing you from using other backpacks and limiting your weapon loadout. Though, I do think that the jetpack...
  13. Infantry Combat

    Try to make the most of infantry combat and the theme of endos not being squishy humans: -Implement more movement mechanics for endos -Charge jetpack to dash this would also possibly make space dueling more interesting (which will likely happen pretty often when scavenging if your ship breaks...
  14. Targeting Laser Questions, Concerns, and Ideas

    Sure. I don't know why you're ignoring all the other reasons I don't want the targeting laser to be magically linked to torpedoes. I'm just saying that your fear of it enabling automated guns is silly. It doesn't do that. It is, however, useful for things it should be useful for and more...
  15. Targeting Laser Questions, Concerns, and Ideas

    @PopeUrban I'm aware of the appeal to authority logical fallacy. It was not my intent to appeal to authority. I just meant to say that there are people testing the limits of what can be reasonably done in emulators and it's slow enough that this won't work. The main reasons I want the laser...
  16. Targeting Laser Questions, Concerns, and Ideas

    @PopeUrban You don't need to argue to me that players should be more valuable than automation in combat. I agree with you. I disagree with how good you think targeting lasers will be based on what we know about YOLOL. If you want to put forth a valid argument, you'll have to only explain why...
  17. Targeting Laser Questions, Concerns, and Ideas

    Thanks for the info! I thought this was the case but wasn't sure of the details. I'm hoping the way the targeting laser and torpedo communicate is via a targeting laser sensor module. This just listens to a specific targeting laser frequency and reports the information to the internal YOLOL...
  18. Targeting Laser Questions, Concerns, and Ideas

    The quote above is the crux of your argument and the reason you believe that the laser pointer should be hard coded to only work with torpedoes. I completely agree with your reason but disagree with your conclusion. I disagree with the fear that targeting lasers being more versatile will make it...
  19. Targeting Laser Questions, Concerns, and Ideas

    A recent video showed a red laser pointer being used to guide a torpedo to a target. This is a really cool feature and I'm excited at the potential it can bring. Questions: 1) How does the laser communicate with the torpedo? -Is it directly paired with the torpedo...
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