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Author Topic: Gimbal: MP space shooter with player-built ships (now on Steam!)  (Read 32492 times)

Eduardo X

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Re: Gimbal: MP space shooter with player-built ships
« Reply #195 on: May 17, 2013, 03:24:53 pm »

Wow, this expansion looks fantastic. Hopefully, we'll see a bump in the amount of people playing, too.
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Neonivek

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Re: Gimbal: MP space shooter with player-built ships
« Reply #196 on: May 17, 2013, 03:39:47 pm »

So how is the balance now? Last I checked the game was completely and irrevocably broken.
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Wayward Device

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Re: Gimbal: MP space shooter with player-built ships
« Reply #197 on: May 17, 2013, 06:38:27 pm »

So how is the balance now? Last I checked the game was completely and irrevocably broken.

Well, it depends. With a game like gimbal, where everything about your ship is customizable, there will always be some ludicrously OP things you can do. The old, bad things like gunspam and the inherently OP nature of the BCPU(software that automatically targets turrets to the enemy your mouse is on) are still a part of the game, but there are now a lot more options other than "Fast ship + BCPU+ guns" and "Fast Missile Ship". Basically, there are a lot of viable new builds now. Slow ships can once again be competitive. One big balance change has been the engine stacking thing. Before, you could stack engines on top of each other, so you always put them somewhere safe, in a giant stack. Now they actually have to be mounted to something.

I recently placed a game on one of the new maps that has a ton of relicts making a giant maze of huge and medium sized boxes. I was flying a stealth melee ship with winches to reel my target into captive bolt gun range. My teammates, two players who had been around through the classic OP Missile/BCPU gunship era, were flying you standard OP Missile/BCPU ships. Then two of our opponents completely shut them down by bringing out heavy minelayers that used repulsor fields to spray both normal and link mines in huge forward arcs. They used these to block the only open canyons between the carriers. There was still plenty of space for my little stealth melee ship to maneuver between medium boxes and the minelayers, being slow, also had no trouble. But the fast ships had to use the canyons. They were screwed. I had some tense fights, trying to harpoon the mineslayers in the rear so I could drag them away while reeling them into cbg range while avoiding the giant spray of mines, all the while dodging through an ever expanding minefield. Of course, the minelayer's advantage didn't last, my team brought out sensible long range ships and picked off the minelayers, then there was a whole chaotic changing of designs that was hard to keep track off.

The only real way to tell is to play for yourself and try a whole bunch of different designs.
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

colinshark

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Re: Gimbal: MP space shooter with player-built ships
« Reply #198 on: May 30, 2013, 04:36:25 pm »

Just released the V.32 patch, which rectifies some issues with the initial Expansion release. Should be pretty smooth now!

Full list of changes:

Fixed the main cause of sync errors and possibly all sync errors
Fixed repair bot exploits and crashes
Fixed server crashes from tethers
Fixed server crashes from drone missiles
Fixed misplaced extenders bug
Fixed Missile Lock/BCPU/RoboSight/PointDefense targeting on DM/EDM/RACE maps
Fixed excessive logging of IRC messages
Fixed flags getting stuck together
Fixed flag capping to be faster and more reliable
Improved load times slightly
Added more hotkeys to the designer (s=snap to grid, m=mirror, comma and period = rotate, ctrl+n = new)
Added server drain feature
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #199 on: June 02, 2013, 07:55:47 pm »

Re-Installing for the patch.  Looks like grapple ships are in?  Time to design a ship with no engine and just weapons, and have someone drag me!

Also love the installer, "We're going to install DirectX.  WATCH OUT FOR THE BING BAR INSTALL!"

Time to experiment with new toys...

forsaken1111

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Re: Gimbal: MP space shooter with player-built ships
« Reply #200 on: June 02, 2013, 08:21:25 pm »

Why am I just now seeing this game?

Do we have a dedicated Bay12 server?
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #201 on: June 02, 2013, 08:31:57 pm »

Also, I crash every time I save a design.

LordSlowpoke

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Re: Gimbal: MP space shooter with player-built ships
« Reply #202 on: June 03, 2013, 01:43:51 pm »

Looks like grapple ships are in?  Time to design a ship with no engine and just weapons, and have someone drag me!

I remember when we tried to accomplish this using girders and turrets. It was glorious. I think we even had a design that worked when friendly fire was off?
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #203 on: June 03, 2013, 01:57:02 pm »

Looks like grapple ships are in?  Time to design a ship with no engine and just weapons, and have someone drag me!

I remember when we tried to accomplish this using girders and turrets. It was glorious. I think we even had a design that worked when friendly fire was off?
We did!  It worked fucking gloriously...  Now there's tools for it though, tether lines are a direct use, and Bumpers will nullify impacts except from specific ramming ships.  So you can drag via tethers, and push via bumpers.

Worth noting that EVERY item in the game can be pulled.  All stage items, and the motherships, have weight and speed.  Motherships can be pulled along, and a single good ship can overcome their engines.  However as soon as you break the line, they go pretty quickly back to their wander patterns.  Most items slow down very quickly as well, so dragging something towards an enemy and letting it coast in to collision isn't very possible.  I haven't tried any push motors for mothership ramming, but even pulling is very tricky.  The real worry is that you need to get your centers of mass and thrust just right, and for all practical purposes you need two tethers, set as far apart as you can manage.  Luckily they default to the maximum extension when fired, even if you landed the tether very close, it's still very slack, so just leaving it at the same tension will let you haul it evenly.

That said, I've made progress hauling the semi-circular stage pieces, as well as the "long shard" brick looking ones.  The biggest thing to worry about is sheer weight.  If you get going off-course, the big pieces can glide quite far on inertia.  Aiming them becomes a whole new challenge.

I'm imagining a true hauling setup would have two ships.  Tether at the rear, as many engines as possible, and bumpers on both SIDES.  You tether each ship to a side of the object, thrust forward, and let the bumpers rest against the object, effectively cradling it between two ships.  The two pilots would likely have turbojet thrusters for max force, as well as some additional afterburners (the little ones, not the 3-use) so that they could selectively put bursts of thrust to steer the thing, just a little, by having one pilot provide extra thrust while the other keeps normal.

Tether lines also snap if you leave them slack and thrust hard.  It's best to pull them taunt, then go full thrust.

Wayward Device

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Re: Gimbal: MP space shooter with player-built ships
« Reply #204 on: June 03, 2013, 02:16:51 pm »

Actually, jets are the worst engine for hauling stuff. Admittedly, they are the best for making your a ship go fast, due to the way they become more efficient at higher speeds. But in terms of getting something you want to tow up to high speeds, you either want heavy or light thrusters. Lights because they have the best cost/thrust ratio and heavies because they pull the hardest, particularly at low speeds. You may have trouble going pure lights for a towship since the engine stacking change, even with a large platform due to how insanely cheap they are (you could easily have 35 + 2 tethers).

All that said, I have a captive bolt gun ship with winches that uses advanced maneuver thrusters to move that is quiet capable of towing the flag in ctf, ships and small relicts (the terrain). But jets are not what you want.

Also, as to the "all things in game can be pulled", debris from a ship you were hooked to will stay attached for the few seconds it remains.Sharks can also be towed!

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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #205 on: June 03, 2013, 04:00:44 pm »

I thought jets pushed faster the longer they were on, having poor initial thrust but the longer you hold down the button the closer they get to maximum thrust.

I've also been debating some 'angel wing' towships, that being designed around extension rods, turrets, and spreading the tether lines far apart for added stability.  It'd be pretty awesome if I could get it to work, and could even sport a decent armor profile.

In fact, I'm not so sure that an extension+turret ship could become a fantastic tower AND ramship.  The sort of ramming that you use to smash the enemy carrier, actually.  I'll have to look into this...

Wayward Device

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Re: Gimbal: MP space shooter with player-built ships
« Reply #206 on: June 03, 2013, 05:22:30 pm »

Actually, stealth is more powerful than ever. The reaction wheel got it's EM cut to 0.1, which is tiny. This basically means you can have a reliable turning system that doesn't increase your visibility when used and adds very little visibility overall. Plus, the reaction wheel is now actually good for something.

A player I know called Darwin Awarded recently made a stealth captive bolt gun ship that has an active EM of 0.5. In practice, anything less than EM 1.0 is stealthy enough though.
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Girlinhat

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Re: Gimbal: MP space shooter with player-built ships
« Reply #207 on: June 03, 2013, 05:53:29 pm »

I had fun with this.  A LOT of fun.  Stealth platform, whisper drive, reaction wheel, two solid fuel thrusters, and a single turret with BCPU on a Naval Gun.  It's not as stealthy as other designs, but the solid thrusters can be used to cross large maps more quickly, and then shut off to avoid detection, while the naval gun mounts MASSIVE damage and the longest range of any weapon in the game.  You can very easily stay outside of detection range and fire, and people still don't see you!

Experimenting with tow-ships.  Curiously, it seems the biggest thing you need is aerodynamics, to avoid having your vessel turned as it's pulling.  The Springtail has providing an incredible platform, and only needs one tether.  Mounted in the center, you fire it backwards at the center of a target - in the test area, hitting the corner of a crate is ideal.  It can haul it at a decent clip pretty straight.

Pushing is entirely more difficult, as your ship likes to bounce.  However, I have realized that bumpers seem to negate ALL collision damage.  At least in testing, I couldn't commit suicide by ramming crates.  It may provide a hilarious means to literally poke other ships way off target!

forsaken1111

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Re: Gimbal: MP space shooter with player-built ships
« Reply #208 on: June 03, 2013, 06:08:48 pm »

I asked before if we have a dedicated server. I could run one, but I'd need to know what options you guys would prefer. Assuming you'd like one run at all. :P

Just started getting into this game. Some of the designs I see are hilarious.
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Wayward Device

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Re: Gimbal: MP space shooter with player-built ships
« Reply #209 on: June 03, 2013, 06:12:20 pm »

Well, there isn't exactly a shortage of servers. That said, a server that ran some of the more interesting settings like 0% air resistance could be nice.
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.
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