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#1
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![]() Beta Patch 0.932 of Drox Operative is available over on the Drox Operative patch page. Changes can be read here. This patch adds ceasefires, revamps some of the components like missile defense and ballistics, and fixes a bunch of minor issues.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#2
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![]() Now that ballistic weapons do not home in on enemies, I feel they should be independently aimed like bombs currently are. I can't lead a moving enemy, causing a lot of missed shots unless I'm in front of or behind them.
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#3
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![]() When I drop an item out of my inventory into space, the label now says "(Identified)" after the component name. I'm assuming this was added to help distinguish items that you've picked up, looked at, then dropped from "new" items (which makes sense).
Items which did not require identification also say "(Identified)" in this circumstance, which isn't necessarily an issue, but it did strike me as odd. -- In addition to my ballistics aiming comment above, I'm wondering how the "range" aspect comes into it now. If I miss the targeted enemy, the projectile can still hit a different enemy that is out of targeting range. A simple timer won't work since projectiles can be slowed. If it's switched to allow free aiming, perhaps the range should just be removed so ballistics effectively just become fast moving bombs without splash damage. -- Another reminder about the icons in the minimap - things that are offscreen are not on the edge of the circle, which causes confusion. There can be a warp gate all the way across the system, and a nearby planet, but on the minimap the planet appears further away since the "offscreen" warp gate is padded in from the side. This has been present since the beginning and hasn't been fixed, so is there a reason you're leaving it as-is (so we can stop bugging you about it if you're mind is already made up)? |
#4
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![]() Bug: if you hover over an item in your inventory or store stock that is currently not equipable due to requirements (red X on the icon), the comparison window for the similarly equipped item does not show up. It should show up regardless of the equipable status.
Here's a screenshot where I have an equipable bomb (displays the comparison), and the same item after I remove a crewmember which makes the bomb unequipable (does not display the comparison): http://scrobot.com/drox/drox_bug_item_comparison.jpg |
#5
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![]() Quote:
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#6
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![]() Kinetic weapons should have at least limited homing capabilities so it's easier to hit fast-moving enemies. And I agree with ScrObot; one should be able to fire them independently of a target lock.
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#7
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![]() Oo; uh oh, I thought they would be aimed like bombs. I suppose they're more or less melee weapons at the moment as hitting most targets will be tricky, otherwise, thanks for giving us a fix for anti-missile weapons before the long weekend!
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#8
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![]() Well, leading with a kinetic weapon would make sense for a quick-fire weapon (think machine-gun style) rather than one on a long cool down.
If kinetics fired bursts (so maintain overall damage but split across four bullets fired in rapid succession) the whole "target where the mouse is" thing could become very entertaining and allow spraying as well as less frustration because you miss with that single bullet every time. |
#9
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![]() Right, I like Prof Paul's idea most, and I think manual guidance would be the quickest temporary fix if it's take time to code the leading logic. I'll try out the ballistics and see if they can work as unintentional melee assassination weaponry against named enemies.
EDIT: well, gave it a try and it appears that my rail gun is fairly effective...hopefully the shell cannons have the same projectile speed, because that's what is helping me hit slightly moving targets...and I notice they hit other targets if they are in the way, so if there's a large crowd, I may be able to hit something at least...I'm thankful for the enemy ai which doesn't maneuver when you're moving away from them at 150-200. And I agree that if it wouldn't mess up multiplayer (maybe by coding burst fire for mguns to lighten data exchange), machine guns would be an awesome weapon addition...also, not to forget plasma bolts, which do damage like lasers but fire like ballistics (apologies if these exist as I'm only level 26 :-D) Last edited by jerebaldo1 : 11-22-2012 at 04:26 PM. |
#10
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![]() Miniguns are always awesome!
I liked the idea of being able to spray at the mouse cursor...projectile speed would have to be quite fast though for it it work effectively. To shoot really fast for really small damage per projectile in a narrow (see extremely) cone would be optimal...you could make the cone wider the further from your ship the cursor is. Prof Pauls idea is great...I cant stand bullet type weapons that "home" much prefer the physics to act more natural...this was actually a big annoyance for my friends and I in Star Wars: The Old Republic MMO...your 'laser' beam from your blaster could actually do 90 degree turns if your opponent decided to jump or run in the opposite direction mid shot. 2c ![]() Last edited by Nayzablade : 11-23-2012 at 12:15 AM. |
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