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Messages - Ozyton

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616
Other Games / Re: Tabletop Simulator - Flip Your Games
« on: July 29, 2016, 09:42:54 pm »
What ports did you forward, and are you using static IP on your computers?

617
Other Games / Re: Tabletop Simulator - Flip Your Games
« on: July 29, 2016, 09:02:27 pm »
My friend introduced me to a game called Scythe which looked pretty neat. My main problem with it was that it wasn't co-op, but everything else looked interesting. Although he probably likes it mostly because it features mechs. Aside from that I haven't really touched TTS since I have nobody to play with, and if I did I'm not sure what I'd want to play.

618
Other Games / Re: Starbound - Caveat emptor
« on: July 28, 2016, 02:54:44 pm »
Wait what? How did they join you? Did they use steam friends or something?

619
Other Games / Re: Starbound - Caveat emptor
« on: July 27, 2016, 05:05:07 pm »
I've found that weapons you can loot are generally better than ones you can craft anyways. You're better off using the ores to craft armor or upgrades to your crafting stations.

620
Escuze me it's Portugese not Spanish. =p
But seriously, no this wasn't Hossin, it was on Amerish. I just remember it was within sight of a base turret nearby and someone would occasionally hop on the base turret and shoot us, but nobody put in an actual squad-level effort to stop us.

621
Other Games / Re: Starbound - Caveat emptor
« on: July 27, 2016, 03:23:26 pm »
Aside from the hotbar thing I mentioned earlier, one of the biggest pet peeves I have is how the 'platform' type objects work. The way Terraria did it was fine, and I don't understand why they didn't just shamelessly copy that. By default you will go up a staircase when you approach it regardless if you're holding up, down, or nothing at all. Unless I'm missing something and the W and S keys actually do something special when you're moving I don't understand why they have this even be a thing. Also, going down ladders? In Terraria you hold Down and you keep dropping through platforms, automatically stopping on each one so you don't incur fall damage. Starbound just lets you fall until you release Down, forcing you to do a sort of gallop with the jump and down keys.

For the love of God, tell me pausing is a mod. D:
A quick search says no. However, as long as you're not in a mission you can simply choose 'save and quit' and you'll pop back to where you were before you quit. Rather tedious, but better than nothing. You can also rest in a bed if hunger is the problem.

622
I remember NC made a base like that a few weeks ago when I last played. A squad planned to build a HIVE basically on TR's doorstep in a mountain with sort of narrow, deep craters in it. We spend 30-60 minutes building it up perfectly without TR noticing, waiting for everything to be all set to put the HIVE down in the perfect spot.

And then a random Brazilian guy joins the squad and puts the HIVE in a completely random spot right at the edge of the base with the least amount of defenses.
Seriously.

Luckily TR was either braindead or distracted because for about 2-3 hours we had little to no resistance at all. The base was still standing by the time I logged out.
I'm used to NC being the braindead ones...

623
Other Games / Re: Starbound - Caveat emptor
« on: July 27, 2016, 02:45:44 am »
The first planet you start on is a Lush planet type, which is basically a planet specifically designed so players can first spawn in on them. AFAIK they all have a mine (because many people complained about having to slowly dig to the center of the planet for core fragments with an unupgraded manipulator) and a gate to the outpost because of this. They also don't have tungsten on them. You need to beat the mining facility to unlock the ability to travel to other planets that do have tungsten. You can see all of the ores available for the planet under its description in the star chart thingy. You will probably want to go to a desert planet anyways to get sand so you can craft glass, which is one of the upgrade requirements of one of the crafting stations. After you get tungsten and start upgrading stuff you'll eventually want to be able to leave the system to more dangerous stars, which requires fuel. To get fuel you can either buy it from the outpost, or craft a Breathing EPP at the anvil and go to a moon to mine it yourself. The EPP will also let you breathe underwater. After that you're probably going to have to craft the Radioactive EPP upgrade for the next tier of stuff. After that I'm not sure, haven't made it that far yet.

624
Other Games / Re: Starbound - Caveat emptor
« on: July 26, 2016, 08:48:08 pm »
Okay, I will admit that the matter manipulator upgrade system they have now is actually really good once you notice that it exists.
My main issue is that you can't lower the size of the beam after upgrading without mods, it's either max size or 1 block. Mostly annoying when constructing.
I also have very little issue with the hotbar system they have now despite lots of veterans complaining. I've seen mockups that bring it back up to 10 slots while keeping the 'shortcut' functionality, which would be nice to see happen. Hitting x to swap hotbars is really nice. My main problem is that the manipulator tools are selected while using the scroll wheel, so if you want to go from slot 3 to slot 4 it's about 4-5 scrolls away. Have to get used to using number keys I guess.

In the character I just made earlier today I was going through the Erchius mine before work and I came across a pretty nice shotgun, which was lucky.

625
Other Games / Re: Starbound - Caveat emptor
« on: July 26, 2016, 02:01:54 pm »
Erm, I just started a new character and got to the Hub for the first time... and I can'tr help but notice that some of the NPCs that I had unlocked with my other character have already been unlocked in this new playthrough. Is this normal? Is it possible for me to go to the coordinates my settlement is on and find my stuff all there? If so that'd be a neat way to transfer items between characters.

626
Other Games / Re: Starbound - Caveat emptor
« on: July 26, 2016, 12:53:14 pm »
That's actually pretty cool. Is there a list of what furniture would give what benefits? Right now my colonist's rooms are pretty small since I didn't think I'd need so much furniture... guess I'm going to have a mass eviction.

627
Other Games / Re: Starbound - Caveat emptor
« on: July 26, 2016, 12:31:48 pm »
Before I got a fridge food was a bit of an issue. Now I have more food than I know what to do with.

I'm progressing a bit slower than the rest of you guys, but I just got my first crew member... a janitor. For some reason even with 6-7 colonists it takes a while for a quest to pop up, and when it does I have to drop everything I'm doing and rush over to them or else the quest will disappear.

I do wish colonists were a tad more intelligent. I put beds in every room but they still insist on sleeping in every bed but their own, and they will gladly leave doors wide open for monsters to get them. Gates also defeat them for some reason.

One thing I noticed when furnishing a room with generic stuff, the colonists arrive with barely any themed clothing. When I put in some themed furniture for a quest the guy who arrived was decked out in themed clothes. I tried to do the same without a relevant quest but I added a weapon rack type object in his room and a similar guy appeared with a weapon.

628
Other Games / Re: Starbound - Caveat emptor
« on: July 24, 2016, 01:30:18 pm »
Thanks for the tip.

I do want to gripe a tad regarding every game in this fashion... why is there no option to sort of just make a blueprint so you can measure things out easily before you start to build? Rimworld has that option, as does Prison Architect, but for some reason other games are missing it. Having to count things out manually is pretty tedious.

629
Other Games / Re: Starbound - Caveat emptor
« on: July 24, 2016, 12:47:42 pm »
What kind of equipment should you use when you fight Dreadwing? I just tried twice but failed both times with tier 2 stuff.

Also, can you make your ship bigger? I've run out of room already and I have nowhere to put chests down.
E: Do I have to spend 10,000 pixels on the shady license guy?

630
I always wanted a bayonet attachment for my rifle.
Why not have a bayonet attachment for the nose guns? I mean, ramming is already viable...

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