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Messages - muwahahaha

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1
While the game does certainly look interesting, it appears to be more like 'MMO Space Engineers' and much less 'Shores of Hazeron V2'. From what I can see they're going for a 'players do everything' route where they expect cities to be populated and ships crewed entirely by real people as opposed to NPCs as you get in Hazeron.

I have to say I've got lingering doubts as to whether they'll ever get a population significant enough to have things like 'intergalactic political empires' and 'thousands of others in player-made cities'. Mostly because it appears that the bulk of the game is just generic voxel build things and blow them up. It reads like they're hoping to get EVE levels of playerbase, with all sorts of player generated intrigue and politics and drama, and I just can't see that happening in a voxel build-em-up game.

I'll keep an eye on it, but at this stage I don't think I'll end up buying it, especially if they're aiming for a monthly subscription.

2
Other Games / Re: Shores of Hazeron (new thread with the last updates)
« on: February 09, 2015, 05:54:43 am »
As someone who played Hazeron on and off for several years with various accounts I doubt I'll be playing Gravity Well 6.

I remember WAY back I played a really early version of Gravity Well where it was just lines shooting dots at other lines and I had some good fun with it but I'm not really drawn to the new one, perhaps the 3D turns me off.

But the big reason for me is that, loath as I am to say it, I don't have much confidence in Haxus to develop and manage this project. Hazeron was an amazing game, but suffered from a variety of longstanding problems that really crippled any hope of a large playerbase. Additionally, at least in my view, he made some questionable design decisions that angered a number of people and for visibly little gain.

In my opinion he hasn't shown sufficient capability to nurture this game to anything beyond a small community.

If he ever ends up reviving Hazeron I'll probably give it a fair crack simply because I desperately want it to succeed, but I'm not interested in a space shooter.

If it turns out that I'm totally wrong and this becomes a success, I'll gladly apologise.

3
Which is...not really that big a deal? The machinegun isn't going to shoot any faster. I suppose it gives you room to hand the heavy gunner a smoke grenade or something.

Well it means that he can carry enough ammo for the battle, enough grenades and possibly a pistol as well.

Regarding my auto resolve woes, it seems to have been limited to foxtrots with alenium torpedoes. Now that they're toting plasma torps its giving me the expected result.

Also how the fuck do I find an alien leader? I'm now late February and I can't find one to capture. I'm shooting down loads of ships and doing all the ground battles but the highest rank I can find is officers. Do they show up in landing ships and corvettes or do I need to wait for something bigger?

4
and both weapons' ammo are notable heavier than standard ammunitions.

Once you hit lasers, the laser machinegun uses the same lightweight AA battery that all the other laser guns have

On another note, I'm now confident there's something hinky with the air combat autoresolve, I usually do it manually but decided to test the single foxtrot vs scout thing a bit more. Without even touching the keyboard when I go into the tactical air battle I win 100% of the time with no damage (alenium torpedoes hit before the scout is in range), but autoresolving results in serious damage (usually the plane is down to below 20% health) which leads to extensive downtime.

So I'd strongly recommend not autoresolving that particular matchup for the time being.

5
Honestly I don't think it's worth even using rocket launchers. They're heavy, the ammo is heavy, they're slow to fire and it's really risky to try and shoot one over obstacles since that 10% block chance could result in a gibbed xenonaut. Not only that but the same job can be accomplished pretty effectively with grenades anyway. They seem to have a very specific niche of taking out targets behind hard cover at long ranges but in pretty much every case of that you can flank them with other soldiers.

Anyway I got this ages ago when it was still being developed then put it away for a while, I've come back to it and I'm currently in early January with things going pretty smoothly. I made a couple of mistakes that I now know about but nothing that's tanked my run.

I really wasn't sure whether I was going to like the new way nation funding is handled (namely, it's based on air interception rather than ground combats) and I still think ground victories should contribute more to relations but overall I don't mind it. I do like that cash is usually pretty tight so you can't manufacture 10 of everything right away.

The ground combat feels a bit easy to be honest, barring the inevitable cross map critical hit on a soldier surrounded by cover I haven't lost all that many people. Cover is abundant and usually very effective and your weapons tend to quickly kill the aliens (except ballistics vs androns in which case you tend to just scratch the paintwork). UFO breaches are fairly deadly but once you figure out the layouts and where the guards are stationed it's easy to drop a stun gas or alienium grenade around the corners and clean whatever is left afterwards. Also I've had precisely one alien base so far and it was a cakewalk. I blasted through it easily partly because the enemy never attacked in groups of more than two and partly because it doesn't look like it was balanced for taking along a hunter scout car (yes, vehicles fit inside the alien base). My car was toting a pulse laser and just obliterated most of the resistance it faced.

Actually speaking of the scout car I read a lot of people saying how useless they were but so far mine have been amazing, they get a longer sight range than soldiers which isn't reduced at night, they have damage resistance a little less than wolf armor which comes much later in the game at a much higher cost, they're buildable from very early on and they're fairly cheap. All of this comes at the cost of taking up two soldier spots in the dropship. Also, the default machinegun isn't amazing but the pulse laser is fantastic if you don't mind occasional overdamage. I can't help but feel the hit detection on them bugged or something though because I regularly see enemy shots hit directly on the car but deal no damage and don't pop up with 'resisted' or 'missed' so in a large majority of the missions they end up absorbing repeated blasts from multiple enemies with only a small amount of damage.

Air combat balance feels alright, the autoresolve seems to be pretty accurate as well although I noticed one time that it left one of my foxtrots on about 4% health against an alien scout which was baffling since fighting manually leads to the scout getting destroyed before reaching attack range 100% of the time.

Overall it's still fun although the sheer number of ufos can lead to tedium over longer play sessions.

Edit: Fuck alien grenades though, holy shit.

6
Other Games / Re: Tropico 5, coming May 23rd
« on: May 26, 2014, 04:38:00 am »
Well now my enjoyment has turned into frustration thats probably gonna make me abandon this island.

I started a new sandbox game and everything was going perfectly until I hit the cold war era. I'd had no issues with public opinion or happiness and I'd cruised through the other two eras but as soon as I hit the cold war I got about 15 rebels (out of a population of 500) and naturally they decided to try and attack me.

Now the rebel groups themselves aren't a problem at all. My military is far and away stronger and I inevitably crush them once my army actually decides to go over and fight them (seriously, my tanks drive PAST rebel groups ignoring them entirely because they will only fight at buildings that are under attack). The problem comes because the rebels can rise up at any building on the island at any time. Naturally this means that some plantation out in the boonies vomits out a bunch of rebels who immediately spin 180 and torch the place before marching into my army and getting slaughtered. For some reason the game counts the destruction of ANY building during a rebel uprising as 'the rebels breaking my defenses' which results in a significant increase in rebel threat. Combine that with the fact that defeated rebels rout rather than dying and it means that they end up attack me again in a few months.

It doesn't matter what I do I can't stem the tide of constant rebel uprisings. I have approval moving between 80 and 90, average happiness about 75, all my factions are 50 or above (most are far above and militarists love me). USSR is 50 relation and US is about 80, I'm running a noticable surplus and have a sizable army but these 2 dozen rebels are crippling me and I can't seem to stop them. I've run the amnesty edict whenever it's been available and it doesn't seem to affect the rebels at all because a month later all of them will explode out of a parking garage somewhere and take down a single building resulting in a big increase in rebel threat again.

I can understand the idea behind making the rebels bolder if they succeed during an uprising but I'm crushing them with my military every time and end up paying a couple thousand to fix a single building every few months when I'm making tens of thousands in trade. The biggest fuck you is when I slaughter their squads and I see 20 individual rebels walk home right past the soldiers they were just shooting at without anyone making any attempt to stop them, and then the same 20 rebels come back three months later and fight again. Oh, and if the rebels kill one of your soldiers, he actually dies rather than calling it a day and going home like the rebels do, so if you use high school education soldiers like me, hope you have a fuckload of high school educated reserves sitting around not doing anything (like, say, working in every single factory on the island).

7
Other Games / Re: Tropico 5, coming May 23rd
« on: May 25, 2014, 08:37:25 pm »
Played for a bit, did a few campaign missions and a few sandbox games. I'm enjoying it so far, although I've had my share of issues. My 560ti runs it far better than I was expecting, it looks nice and is smooth enough. Here's my impressions:

I didn't bother with the tutorial since I've played 3 and 4 and figured I'd pick things up quickly enough and it seems like everything is pretty similar. I like the new eras and research, especially in the colonial era where you really have to balance building revolutionary support against doing the crown's bidding to extend your mandate although I do feel that everything's a bit easy. Even my first time through I never felt overly pressured by the mandate timer and usually by the time it began ticking down I was just wasting time perfecting my economy and building more guard towers.

The diplomacy stuff seems really easy as well, you have to really work at it to make a faction hate you enough to consider invading and on one run during the world wars I intentionally gave a big middle finger to the allies every chance I got but they still only invaded when I went to ally with the axis or sign the treaty at the end.

It's probably for the better though since the new combat mechanics are frustrating as all hell. Instead of giving us the ability to tell people to go somewhere you can only specify if a certain battle is 'high priority' which seems to result in most of your forces piling up at it, the main problem is that you can't choose where these battles are, you have to rely on the enemy attacking certain buildings and when they first invade they'll usually 'mark' buildings on the other side of the island resulting in your military running all the way over there. This was especially evident when the allies attacked after I tried to sign a treaty. They all made a beeline for my rum factories on the rear of my city and all of my forces (which were stationed between the enemy landing and the city) immediately started marching AWAY from the enemy toward the factories. Eventually the enemy ran into my line of overlapping guard towers which switched the battle marker from the factories to the towers. Only then could I tell my troops to go to the defensive line and fight and by the time they got there the towers were all but destroyed. Such a simple thing like being able to set a rally point would have made it all significantly better. Also from what I've seen so far tanks are useless unless you build the army base next to the enemy landing. They move incredibly slowly and seem to get stuck on everything. By the time my tanks make it to most battles they're already decided on way or the other and the tanks don't make enough of an impact to change it.

The dynasty system is... interesting. You trade out customisation for having several characters instead. I like the various events allowing you to send dynasty members on missions (one of my dynasty even died in the world wars leading axis troops during a battle). They have nice bonii and they give you a use for the swiss bank account (you spend your savings to upgrade them).

Trading is a nice addition, it's nice to pick out deals and assign ships although I would like to see the ability to import stuff without having to use a trade ship. Also for some baffling reason they neglected to add the ability to exclude goods from export. That needs to be added pronto since your Tropicans will gladly sell off all your raw materials while waiting for that factory to finish building.

It could just be me but it looks like there's some pathfinding issues going on. I regularly see teamsters doing huge loops around the city while trying to go somewhere instead of just heading straight there. I had one instance where they were all taking a path that was 2-3 times longer rather than the more direct road which they would use to come back from the destination. Also apparently there's a pretty serious bug where teamsters will get stuck in the docks and over time you'll have fewer and fewer of them on the roads. Until they fix it people have reportedly had success destroying the road to the dock and rebuilding it while others say you need to take out the docks themselves.

I haven't really had any problems with rebels, I've had exactly one rebel attack in the whole time I've been playing and that was mostly due to me holding off on building new services since I was preparing a new area of housing away from the main city. As soon as I'd finished building houses and services in the new area everyone went back to being content and I didn't even need to use the amnesty edict.

Overall I've had fun so far an I'll play some more of it but it really needs that teamster bug fixed, it cripples your economy quietly over time if you don't notice it.

8
Other Games / Re: VoidExpanse - Open World, Top Down, Space RPG
« on: April 08, 2014, 08:46:56 pm »
Despite my usual reluctance to buy things before they're released, I decided to go for this and try it out.

Unfortunately I get 1-2 second hitches all the time making it pretty much unplayable. It happens everywhere, even on the main menu, seemingly at random but seems to also be reliably triggered by something 'happening', for example whenever I click a menu button, aggro an enemy or try to mine something. This would be bad enough, but it seems like it's just the display and input that freeze, the game itself keeps playing. This makes combat pretty much impossible since the enemy ships get free hits on me while the game is 'frozen'.

I'll keep an eye out to see if this gets fixed, can't really comment on the game past that.

9
Other Games / Re: Distant Worlds (4x RTS)
« on: January 09, 2014, 07:58:17 am »
I'm also getting the most actual use out of the various building stuff suggestions. There's a lot of settings you can do in the policies to make it more useful though because it tries to follow them.

Yeah I've set up my navy composition policy thing to how I like it (fleets of capital / cruiser core with destroyer screens, frigates / escorts as AI controlled escorting freighters and stuff) and it's nice that the AI will take that into account with suggestions so I don't end up with hundreds of worthless frigates not doing anything.

10
Other Games / Re: Distant Worlds (4x RTS)
« on: January 09, 2014, 07:45:22 am »
I liked that you can use suggestions instead of automating it as well, helps a lot when learning the game.
Oh yea, I totally forgot there was an awesome suggestion thing.  (When I think about it, I have it on, but ignore it most of the time.)
I usually have parts of it on even if I'm not using it much. It's good at reminding you of things you might miss and it's amusing to see what the ai comes up with from time to time. It does have a tendency of taking up a lot of the top right messages part of the screen but it's not that much of a problem.

I like to have the ship construction and colony suggestions on even though I control everything manually. Colony suggestions is especially great when you've got a whole load of other things you need to do and don't have the time or patience to review the handful of colonisable planets your scouts have found and from my experience tends to be relatively intelligent with planet selection. My main use for the ship suggestions though is just to get some insight into what sort of fleet size the AI thinks I should have. I very rarely accept ship construction suggestions straight up though since I've noticed the AI sometimes likes to run your economy into the ground by building a crapton of military vessels.

I especially enjoy when it suggests I declare war on my ally and trading partner of 12 years.

This is the main reason I've turned off all the other suggestions. I got well and truly sick of my advisors recommending I initiate trade sanctions on absolutely everyone or telling me I should send all my spies on year long missions to steal operational maps that will expire before being of any use. Not to mention the ship suggestions alone get spammy by midgame and tend to consume my notification bar thing.

11
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 19, 2013, 04:35:41 pm »
Well I decided to reload the save from my game to check the aim of my MEC. Since it was ironman the only save was the final turn of the temple ship.

She had 71 aim. While buffed by combat pheromones.

I think that explains why she couldn't hit a damn thing the whole game.

Has anyone used the proximity launcher? Is it worth it compared to the 'disable sectopods for 1 turn electro generator thingy'?

12
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 19, 2013, 02:35:51 am »
I played Enemy Unknown to hell and back so this was an easy buy for me.

Just finished my first full playthrough. Played it on normal so I could explore and experiment without risk, I'm gonna go again on classic now. My thoughts after finishing (Wall of Text ahead):

The new enemies are nice, it's great that they found a way to keep sectoids semi-relevant in the later months and the seekers are pretty scary early on, trying to pick off isolated squad members.

MEC troopers are great fun, but don't feel as useful as a regular soldier, I'd rank them above a SHIV but below a major/colonel of another class. Even with all their tankiness (my heavy MEC ended with 30hp) they seem to be too ineffective at range, my MEC missed about 65% of her shots (though that could just be Hidden Potential boning her out of stats) and their weapons run empty far too quickly. In melee they're a different story entirely, and the kinetic strike alone is enough to consider bringing a MEC along.

Gene mods... I didn't use them as much as I could have, partly because I don't usually have 15 days of downtime to give my A-Team soldiers so they can get modded. More than that though the gene soldier armor is atrociously bad looking and I couldn't bring myself to have all my people running around with those stupid sleeveless armor pieces. On the soldiers I did mod though the mods themselves seemed pretty nice. I especially love the leg mod that lets you jump high and the mod that gives a bonus when you kill things.

I've got mixed feelings about Training Roulette. On the one hand it let me get a super assault with sprinter and the jumper mod who could cover half the map and still unleash 30 or more damage on things. On the other hand I had several heavies who had savior and the triple medkit ability.

On the ability changes, I'm happy with most of them. I now think that snapshot is superior to squadsight because of the reduction in aim penalty and the no-crits on squadsight. I had a snapshot/in the zone sniper who was taking out multiple enemies per turn during the base defense. Close & Personal is amazing, but I think it's further unbalanced the classes. Assaults were already premier damage dealers late game and now they can move AND put 3 shots on a single target in one turn. Covering fire is still, in my opinion, hot garbage. One of my uber assaults got whacked with covering fire in the major slot and used it precisely once. Overwatch is great for stopping people from moving around the place, especially if they're coming from out of sight, but if I wasn't comfortable with shooting at something before, why would I want to take a shot at -20 aim? I'll admit this could just be my playstyle, I prefer hunker down to overwatch in a lot of cases.

I didn't really use many of the new items. Flashbangs were great against thin men early on, and midgame pre-titan respirator implants were stock standard for everyone except the medic. I don't like the idea of the needle or gas grenades, and I don't use stealth so the ghost grenade wasn't important to me. I can't really see the point of the mimic beacon and I was starting to pump out lasers by the time I got reaper rounds.

I was initially a bit disappointed by the new voice languages. I was hoping that there'd be more variation (I.E british/canadian/australian for english), but I'm not really bothered by it. It was nice to have soldiers speaking languages appropriate to their country, even if I couldn't understand 80% of what they were saying.

EXALT. I'm not really sure what to say about EXALT. They were dished up as the big new threat but they never really materialised as such in my game. I ran one, maybe two scans per month and did the covert mission and they never once did anything outside of the scripted action they take when they're first mentioned. Eventually I just raided and destroyed their base with little effort since by that time I was toting plasma and they still had lasers.

The base defence mission was great fun, if a little protracted. The first two waves were the hardest for me since they drop a whole bunch of units on you while you're out of position, and the cyberdisk wave was much larger than I expected, but after those I kinda rolled through it and finished with no casualties since it gave me my 4 biggest badasses and some rookie grenade launchers for backup. I'm guessing it'll be harder on classic.

The Progeny missions were boring, barely worth my time. Slingshot was interesting because it had some new mission types in it and at the end you were rewarded with some badass technology. Progeny has a stock standard VIP recovery and two timed 'reach the end' missions. In the case of the latter two they were barely even a challenge and I blasted through the last one so fast I thought I had missed half of it. And at the end of all this you're given four low-medium rank untested but guaranteed psi soldiers.

The Newfoundland mission, man that was scary on my test run (I played a quick slog before doing the full playthough), I got it the middle of month 2 just as I was getting laser rifles out. Hoooo boy it was close. On my full run I got it about 3 weeks before I did the temple ship so it wasn't really much of a challenge.

Quick notes:

I didn't experience a single instance of the teleport bug which is nice since I always used to have that at least once per playthrough in EU.
I like most of the new maps, I only got the narrow rainy highway of doom map once and didn't get the teleport-glitch prone graveyard at all.
Lead By Example (the new OTS upgrade) is spectacular, my 135 (165 with psi armor) colonel turned even chucklenut rookies into psionic resisters with it.
The new armor customisation is cool, I'm undecided on the weapon coloring though.
Sectopods are much more tanky now, perhaps a bit too much so.
Finally, medals. They're a nice little bonus but not really much of a big deal.

That's pretty much all I can think of. I like EW and it's about what I expected, definitely worth the price of admission. I'm off to start again on classic.

13
Other Games / Re: Distant worlds, Stardrive, or Sword of the Stars
« on: October 24, 2013, 07:45:17 pm »
My top recommendation would be Distant Worlds. Granted the base version is/was a bit shaky, but with the expansions it's turned into an amazing game in my opinion. I love the scale of the game and the idea of a private economy out of your control is great. The big downside though is the insane price for the game + expansions.

Number 2 would be SotS 1. The graphics and effects are incredible, the races all feel unique and I love the ship design. The tech tree is also a great replayability maker and it makes you have to adapt to what you get rather than going the same path every time. It's a shame that SotS 2 is such a disaster.

Stardrive... I didn't like Stardrive nearly as much as I thought I would. The idea of Distant Worlds scale with Space Empires esque ship design sounded great, and being able to directly pilot a ship in combat too? It all seemed amazing at first glance. Unfortunately from what I played it just seemed so shallow. The tech tree was tiny and the economy didn't feel like it worked at all (For example, I had a new colony that needed food immediately and constantly, but rather than going to the nearby planet with plenty to spare, the freighters flew all the way across my empire to the other side to pick up food from a world with a higher stockpile and then flew all the way back over to deliver it. The length of this trip meant that in the time it would take for a freighter to collect and deliver food, the colony would have starved all the way back down to minimum population). After playing it a few times through I just couldn't muster up the interest to give it another go, so it may have changed since my last playthrough, but I'd rather play Distant Worlds than try it again.

14
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: September 16, 2013, 07:19:23 pm »
That makes pursuits significantly easier, thanks. I had absolutely no idea that even existed, although I was curious as to how the AI's fighters always seemed to spawn so close to me in enemy pursuits.

15
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: September 16, 2013, 05:53:11 pm »
Played the new version all weekend. The logistics system feels like it still needs a bit of balancing here and there, but I enjoy it for the most part. As you start getting more and bigger ships you need to start thinking of battles in a cost to reward sense. Is it worth deploying your battleship to fight these pirates knowing it'll be unavailable for a while afterwards? Will the loot from this battle be enough to cover the supply cost from deploying these ships?

Meanwhile the new encounter system is a source of endless frustration for me. With the right skills or upgrades I can make my fleet significantly faster than everything else on the map, but yet I can't force an engagement with a significantly slower fleet or even prevent them from immediately disengaging and running away. Instead I need to constantly fight pursuit battles for the off chance that my ships can make up the distance on the battle maps or harry them and chase them for several minutes until their CR reaches minimum and my ships can catch them in battle. Not to mention the annoying tendency for some AI fleets to force a second round of combat only to never deploy any ships. When this happens you've got two choices, you can deploy single ships and harry them after the battle, thereby burning insane amounts of CR from your ships until they decide to disengage at which point you need to burn even more CR to pursue them. Alternatively you can choose to disengage and forfeit ALL of the loot from any previous fights because some asshat freighter captain decides he wants a piece of you but then doesn't deploy.

Hyperspace looks pretty enough, the new system is nice, but the new faction doesn't really DO anything. All I've seen them do is float around the station there.

The Tech skill tree still seems hilarously overpowered. Ordnance points, fleet speed and a bunch of other great bonuses plus most of the hull mods. I ended up dumping almost all my points into tech with a few in leadership to increase logistics capacity.

The new fighter changes are interesting. I like that fighter wings don't just evaporate now provided there's a carrier in the fleet, a large carrier group can prove to be a real pain in the ass in battle as you send some fast attack craft to try and find the carrier and take it out before the waves of fighters and bombers nibble you to death.

Boarding seems to be pointless at the moment. Marines cost their weight in gold to maintain, the chance of a boardable ship after a combat is incredibly low (I've seen 3 so far in about 40 hours) and there's a good chance that the ship won't be salvageable. Meanwhile you can still buy pretty much any ship you could ever want and since supplies are incredibly expensive now you can amass huge amounts of cash by slapping a freighter into your fleet and hauling supplies to stations after battle.

Overall I like the new version's improvements, but it's still not quite there for me. As you'd expect there's a lack of endgame and now with the encounter mechanics it becomes a chore trying to fight anything smaller than defence fleets when you've got anything resembling a strong fleet. I'll give it a few weeks and see what mods take my interest, then probably shelve it a few months for the next version.

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